Akarna Awakens

Game Master Prosperum

An expedition to a hyperborean land in search of vast wealth and adventure


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I'm sure someone in Oxbane can make them. Once you've met the crone, you'll be free to wander about. There'll be some story hooks generated by your meeting with her, but you can easily fit in a trip to the main town if you really want them.


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IMPORTANT NOTE:

I've been a bit slack in handing out Hero Points, so I'm making a change. If you score a critical hit on a creature of your level or higher, or get a critical success on a task of your level or higher, that's an automatic Hero Point. If I forget to award it, remind me.

Creative or memorable moments are also worth a Hero Point. Syper untying the canvas wagon covering and Jade putting out the fire with snow during your fight in Jurgen's Fist are examples of times I should have awarded one but dropped the ball. This critical hit/success rule is intended to make sure you're getting enough points; an in-person session is supposed to see players get one every 30min or so.

A reminder though: if you use your Hero Points to cheat death, you have to wait a week before you can do so again, and a long rest resets your points to 1.


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And I'd like to know people's answer to the following offer:

Othek, as commander of the huscarls, offers to buy the battleaxes and harpoon at full price (5 gp total), while Nirri is willing to purchase the shamanic herbs and Tuluruqi pendants (45gp total, assuming Kork doesn't sell his).

For 40 gp, Othek offers to sell you four horses and a pony (for Kork), together with matching bridles, saddles, and saddlebags, and a month's free stabling for each steed, which would leave 2gp per player for other purchases.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

Sounds good to me


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Something I missed? Do we need horses?


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

We haven't been told we're going to need horses... but given that we're probably going to get caught up in traveling all across the island trying to save the world from some sort of apocalypse, some faster travel options will probably be good. :D


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

I will hold my judgement until we talk to this crone, assuming that is Irila, and see what she has to say.

As a player, I am inclined to say no, since horses present a few logistics issues I'd rather not have to deal with.

As Kork, I am inclined to say "HELL, NO!", because Kork knows how horses freak out when goblins are around.


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺

I'm only interested in a horse if the whole party gets horses. Otherwise, I might as well just walk with other walkers. Maybe get a pack mule.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

GM, quick question on your pantheon.

These two deities:

Zanda:

Trickster goddess, tinker, and the first to tell a lie. Ever shifting in form and constantly tinkering, she is the mother of (in no particular order) the gnomish, goblin, and catfolk races, among others.
Areas of Concern: practical jokes, thievery, invention
Edicts: Humble the proud, but give them an opportunity to learn from their mistakes. Experience something new every day
Anathema: Steal from the needy, turn down an opportunity for harmless amusement
Divine Attribute: Dexterity or Intelligence

Devotee Benefits
Cleric Spells: 1st–illusory disguise, 4th–liminal doorway, 5th–subconscious suggestion
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Thievery
Domains: creation, freedom, passion, trickery
Favored Weapon: shuriken

Zethiss:

God of shadows and night, god of chance and prophecy, of secrets and hidden lore, of inspiration and of madness, and brother of Ilara. Master of occult lore.
Areas of Concern: inspiration, madness, night, occultism, prophecy
Edicts: Gather ancient knowledge, prognosticate accurately and truthfully, be kind to the mad, but leave the greatest mysteries unsolved.
Anathema: Destroy ancient lore, denigrate the mentally ill, reveal a secret to one not ready to receive it, prophesy untruthfully, or light a lamp outdoors at night (except to save a life).
Divine Attribute: Intelligence or Wisdom

Devotee Benefits
Cleric Spells: 2nd–knock, 4th–clairvoyance, 6th–mislead
Divine Font: harm or heal
Divine Sanctification: Can choose holy
Divine Skill: Occultism
Domains: darkness, fate, knowledge, secrecy
Favored Weapon: punching dagger

Where would you put them on the good ol' alignment chart? It seems ambiguous. Thank you!

Re: Horses - Even if you give Kork a pony / goat / riding dog, the speed is 35 ft only, so it doesn't really help much.

I'd go for a goat, though. That sounds pretty dope.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

If when we have a need for horses, Jaym'row is okay with the transaction. Horse riding uses the Athletics skill?


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺

Diverse Lore, Bardic Lore, how many of us know "everything"?


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Zanda is CG, Zethis is CN. Though technically the remaster removed alignment.

As a note, the horses and ponies can be rented, as well.

Riding horses are 1 sp per day (8gp purchase), riding ponies are 8 cp per day (7gp purchase), and pack horses/mules are 2 cp per day (2gp purchase). They require a refundable deposit equal to the purchase price as collateral.

Riding/controlling an animal uses the Nature skill.

You don't need to make a decision right now.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺
Syper wrote:
Diverse Lore, Bardic Lore, how many of us know "everything"?

Well, I did ask. If you feel like that removes some of your character's value, lemme know and I will take some other feat, if I am allowed.

Zoralon GM wrote:
Zanda is CG, Zethis is CN. Though technically the remaster removed enlightenment.

Thank you. Just checking whether I am not going for a god of plots and revenge or something.


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Never hurts to have an additional chance to roll high, in my estimation.


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I'd say I'll give everyone another 24hr to finish leveling and RPing the ten-day break, then have Irila show up.


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺
Old Kork wrote:


Well, I did ask. If you feel like that removes some of your character's value, lemme know and I will take some other feat, if I am allowed.

No worries in the slightest! Lore is especially one of those areas where it's best to have backup.

My vision for the character is mainly support, less of a frontliner. So more lore is not an issue at all.


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

I like the idea that half of our party are collectors of lore, each in their own way. :D

If we decide we don't want horses, I'd vote for a pack mule. We don't have any high strength scores amongst us so carrying capacity has already been a concern.

We should definitely sell the extra gear whatever we do. I don't see any reason to hang onto it.

I should also look up how hero points actually work in 2e. XD

Let's see, any other scenes I want to roleplay... I was debating if there's anything interesting to say when the surviving other crew members left, but couldn't think of anything. Maybe Okoteck needs to comment on noticing that all of us have picked up some new tricks...


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Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Kork is learning how to stack rocks and is into information from unverified sources.

Something, something, Freemason.

Also, Jaym'row... You bet I will. That was the first thing I thought of.


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

Sounds like a scene we need to play out. :D


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺
Okoteck Tomu wrote:
If we decide we don't want horses, I'd vote for a pack mule. We don't have any high strength scores amongst us so carrying capacity has already been a concern.

I took Hefty Hauler as my skill feat to give myself some wiggle room on that (+2 to my Bulk limits), but a pack mule wouldn't hurt either, especially with how fast Bulk adds up when you're scavenging weapons.

Okoteck Tomu wrote:
We should definitely sell the extra gear whatever we do. I don't see any reason to hang onto it.

Agreed.


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Could you give viewing permissions on that link, Syper?


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺
Zoralon GM wrote:
Could you give viewing permissions on that link, Syper?

Should be fixed now!


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

That reminds me, Okoteck took Magical Crafting for his skill feat and I haven't decided on his free formulas. Any suggestions?


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

I'll get to you on the cairns, just want to finish the scene in the mystic's hut.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺
Okoteck Tomu wrote:
That reminds me, Okoteck took Magical Crafting for his skill feat and I haven't decided on his free formulas. Any suggestions?

Can you make holy water with magical crafting?


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Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺
Jade Morrow wrote:
Okoteck Tomu wrote:
That reminds me, Okoteck took Magical Crafting for his skill feat and I haven't decided on his free formulas. Any suggestions?
Can you make holy water with magical crafting?

You can, if you have a formula. Meaning, purchasing a basic crafter's book is preferable, as it contains formulas for a lot of items. Holy water is in there.

You just boil the hell out of water, and that's it.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

I think the Remaster changed the rules on formulas for crafting basic items. I don't think you need it for most common non-magical items. I imagine holy water is different as it used to require a divine spell.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

Since Jaym'row increased her proficiency in thievery from trained to expert but did not actually need to use the skill during her first level activities, I'm thinking for story-telling purposes, she developed the skill in her activities prior to the start of the adventure. As she is not really the type to steal, I'm thinking she developed her skill in disabling locks and traps by breaking into the houses of rich folks, not to steal, but to just look around and perhaps play minor pranks on them.

It is part of her curious nature to take any lock as an affront to her right to know what is behind the door or inside the chest. Of course, she resisted that temptation when she was on the ship, so as not to get into hot water with the crew. And she respects her friends rights to privacy.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

So that Nirri scene is done, then? Did we learn the ritual?


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Yes, you learned the ritual, though you don't have the materials at present.


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

Whoops, I missed the fact that magical crafting requires being expert in crafting. XD Guess I have to pick a different skill feat.


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Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

When I GM a game taking place outdoors in the wilderness, I like to always have a way to determine the weather and describe it. I like it as a player when a GM does that. It gives players a better connection to the environment and sometimes adds some interesting challenges.

Too many games seem to take place in a world where it never rains, never gets hot or cold. The real world is not so straight forward. Is a fairly good system in PF 1E to randomly determine weather. I don't know if they updated it to 2E but it probably wouldn't change much. The other thing I sometimes would do is find a place on earth with similar weather and look up historical weather data for a particular year and month. Then I just let that do the job of giving the temperature ranges, precipitation, winds, etc.

I think our GM is skilled enough to simply choose what the weather is like without need for the fuss of rolling dice on tables, but however it is done, I encourage the GM to describe the weather regularly, particularly since we are in a strange region in an extreme climate situation.


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I'll keep that in mind.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

Dead people with burned feet falling from the sky. Extreme weather, indeed.


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Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

Cloudy with a touch of necromancy.


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Updated the treasure spreadsheet to reflect the sale of the battleaxes, harpoon, pendants, and herbs. Everyone gets 10gp from the sale.


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The bear's melee is quite powerful, but his ranged is nonexistent. Use of terrain and class abilities will be necessary to manage this well. You're lucky Jaym'row has scent and rolled high, or he would have gotten the drop on you.

Note: Kork can step on the squares with Xs in them, but other players will fall through.


Goblin Bauble Finder Thaumaturge 2 | HP 28 | AC 19 | Fort 7 | Ref 7 | Will 5 | Perc +5 | Speed: 25 | Class DC 18 | Hero Points: 2/3 | ◆ ◇ ↺

It seems we don't have map permissions. Or did I miss some link?


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

I went through and made sure Okoteck's inventory is up-to-date. He did take one of the alchemist's fire vials and one of the antiplagues. Also I agree that the map link is currently permission-locked.


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My bad. Fixed.

The plan I was hoping you'd come up with was for everyone to get up on the rocks, have Jaym'row bait him with an illusion, then pelt him with ranged weapons, but there she goes.


Female (she/her) Catfolk Rogue (Captivator) 2 | AC 19 + nimble dodge hp 24/24 XP 200 Hero Pts 1| Map | Nautical Terms

Map still view only. I think you need to set it so anyone with the link can edit.


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Fixed


Male Changeling Human Bard 2|HP 24|AC 18|F4; R7; W6|Perc +6| Speed: 25|Conditions:|Hero Points: 1/3|Focus: 1/2|◆ ◇ ↺

Oops, sorry, but honestly, given what's recently happened, I know that's precisely what Syper would do.

(Water based fey damsel in distress? Yeah.)


M Tengu Magus 2 | HP 24/24 | AC: 18 | F +7 R +8 W +6| Perc: +4, Low-light vision | Speed: 25' | Spell DC 17 | Hero Points: 1 | Focus Pool: 1/1 | Spellstrike: 1 | Current Effects: | Okoteck's Notes

Okoteck would definitely have rather attacked from a range, but too late now. XD

Also! I now have an official illustration for Okoteck! Hopefully the token I made with it works.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

@GM Just out of curiosity, how tall are those rock formations around us?


Map

The two on the island are 15 feet above the shore.


M human

Might be a good option to climb up if we need a retreat


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺

@GM When you're saying 6 damage is slight, are you trying to convey the damage was resisted, or just that it's a small percentage of his total health?


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He's got a lot of health, no DR. You didn't quite get a crit, but came close.


F Kineticist 2 (Air & Water) / Talisman Dabbler | Perc +5 (+2 circ. to Init.) | Stealth: +7| HP 32/32 | Speed: 25' | AC: 19 [21 w/shield] | Fort: +10 | Ref: +9 | Will: +5 | Class DC 18 | Conditions: OK | Hero Points: 1 | Shield HP 20/20 BT 10, Hd 5 | Deflecting Wave ⟳ Resistance 2 vs B or S dmg; 4 vs fire or acid | ◆ ◇ ↺
Zoralon GM wrote:
He's got a lot of health, no DR. You didn't quite get a crit, but came close.

It was a nat 20, which are 1 degree of success better than the total would otherwise be. Are you saying a 28 would have missed? o_0

Nat 1/20 Rules Reference

If Syper hadn't run out suddenly I could have given you guys goodies today. At this level I can't use any of the temporary talismans I know how to make unless I want to either use my dagger or get into melee and try to trip something, which I really don't XD

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