With the Dark One locked away in his prison by the Dragon Reborn, A time of unheard of (but uneasy) peace begins to unfold.
however, the happenings of the Westlands holds little interest in the adventurers. Instead, a time of exploration, of colonization is at hand! the Isle of Madmen, a large unexplored continent kept locked in a savage state since the Breaking!
to here, the party goes to seek adventure. here, they seek riches and fame! here the seek to conquer!
"I will always strive to write better" , 25 years gaming, 20 yrs DM
dhearic:
once again you feel the memories of your past begin to flood your mind, and a sort of peace begins to fill your mind... only for you to easily shake it off! You watch as the tendrils fall upon your face, making contact with your skin. It feels weird, soft and firm at the same time, like velvet or silk. it caresses and probes, and then latches firmly onto you! it digs deep into your skin...
only dhearic is in combat.
Jasper grunts. suppose so. he points to the midpoint of the beach where the rock boundry surrounds the beach is at its shortest. Im going to blast away some of those trees so that we can set up a guard up there for when night falls. We dont need none of those mad men sneaking up on us and melting our minds with their rot. he nods to Jocasta and then heads back to the main group.
Kayden:
Muddy paws images back strange smells are around this area. i will investigate them.
"Ah yes, though you should do a woven wall of the trees felled in the trees that aren't. We can hide behind and use the tops to cover the walls, giving us more coverage and blending in more. That way, normal men will have to storm the walls, and we can easily peg push them off!" He says as he overhears and offers his advice.
"Though I know not how sophisticated their tactics and warfare is" he says as if it were just something one says at a tavern.
Senses: Golden Eyes; Scent; Sense Emotions (DC 15 Per); Per +19 (+27 Scent)
Skills:
Acro +22; Bluff -1; Climb +14; Dip +1 [+6 illicit barter]; Disguise -3; Handle Animal +12; Heal +4; Intim +1; K (geography) +13; K (nature) +5; Perc +19 (+27 scent); Prof. (stablehand) +4; Ride +18; Sense Motive +16; Stealth +18; Survival +13; Swim +5
HP: 100/100; AC: 24; FF: 24; Touch: 24; For +6; Ref +14; Will +5; CMD: 25; CMB: +9 (+11 w/gauntlet); BAB +8/+3; Rep +6
Attacks:
Gauntlet +15/+10 (+19/+14 vs T*) [1d3+2 B (+2d6+2 vs T*)]; Dagger (10') +14/+9 (+16/+11 vs T*) [crit 19-20/x2] [1d4+2 P or S (+2 vs T*)]; Improvised Club (10') +9/+4 (+11/+6 vs T*) [1d6+1 B (+2 vs T*); TWF: -4 to attack rolls. *T=trollocs
"Muddy Paws is going to continue to investigate strange smells here while we go check on on Dhearic."
Kayden makes his way down the steps, and when he is 10 feet above the beach he jumps down. (or from the 12 foot tall edge of the rocks)
Acrobatics+22 makes him auto-succeed the DC 15 to avoid the first 10 feet of fall when he deliberate jumps down, so he does not taking falling damage when he jumps down from a height of 10 (19?) feet or less.
"Wait..." Lazar says as he sees the youth leap and he sighs.
"TO be young and foolish again. May dance with a girl or three, kiss and tumble, may be called again by a Grey or Brown whilst I sautee away in Tar Valon" Lazar said in a sing song style verse, before making his way down with his Mule going with Jasper.
"Jasper good fellow care to put ol' Royce with the other livestock. Has enough on him to feed us." The old man said before taking tiem to climb down like a spider.
"I will always strive to write better" , 25 years gaming, 20 yrs DM
Kayden lands easily, feeling no ill effect from the height he just jumped down from how little he knows he shall pay for that with achy knees in his late 40s!
jasper grunts at lazhar. makes sense. i can work on that.
He looks at everyone with a smirk on his face. taking the long way down huh? with that he steps into the open air, and climbs down an invisible set of stairs. i'll take care of your thoroughbred
dhearic:
You hear nothing from your plea. only the silence of the wet forest, and the vines of rubbing and constricting upon you. the blue tendrils secure themselves to your face, a burning sensation, little more than an irritant, as though a wetlander mosquito has landed and begun feasting.
The effect is immediate!
your heart begins to hammer! your body begins to tremble! feet twitch uselessly in her foliage confinement.
you can feel yourself... being forced to embrace Saidan?!??!?
"I will always strive to write better" , 25 years gaming, 20 yrs DM
everyone: i am taking the next couple weeks off from gaming. the last couple weeks i feel like ive been phoning it in, which isnt good for anyone. If youd like to chat about other random things, feel free to hit me up on the discord server. im always on there.
I'll be adding Kayden's gear and level 10 crunch to his profile over the weekend.
Question For the magic items we requested, is that working with us not spending some of our 150 gold crowns to afford them or are our magic item requests on top of the 150 gold crowns we have to spend?
magic items are kind of funky for this setting. they dont have a value because, until the events in the books happened, no one could make ter'angreal. now, it being +5 years TAR, ter'angreal are being made, but its very, very rare.
so, what i have in my head cannon is that treasure hunters have found troves in various area throughout the lands. Some found them in the misty mountains (amongst the old ruins of Manetheron), some held in abandoned Steddings, and some stolen from Tar Valon/Tear/Rhuidean.
for game mechanics:
Ter'angreal dont have a specific value. but, depending on what your wanting to have, we can say that you have found one on your travels.
on the back end, for game balance, what we can do is use the 10 level treasure allotment from PE1, which is 62,000. we say that 60% of that can be used for ter'angreal creation. 37,000 gp value. then, using that as a marker, we can look through the pf1e wonderous magical items, and you can either pick an object or objects that total up to the gp value. Or, you can build your own object.
for example
starting gold value: 32,000
+3 power wrought sword -18,000
+1 keen -2,000
+2 advancing -8,000
total: 28,000
left over: 4,000
ring of mingor weave resistance (taken from ring of counterspell) 4,000gp
starting gold value: 32,000
+3 power wrought sword -18,000
+1 keen -2,000
+2 advancing -8,000
total: 28,000
left over: 4,000
ring of mingor weave resistance (taken from ring of counterspell) 4,000gp
Based on the example you gave, we track the cost the individual armor/shield/weapon special properties separately, and do not use the total effective bonus to determine the overall cost of the item?
For example, using the standard PF1e item creation rules, a +3 advancing keen weapon would have a cost of 72,000 gold (excluding masterwork weapon cost) since it has an cumulative +6 bonus (+3 enhancement, +3 worth of special weapon properties)
Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.
For example, using Kayden's gauntlet (using a base +1 enhancement weapon for the following example):
+1 heartseeking myrddraalbane quenching gauntlet (total effective +4 bonus), for total of 32,000 gold by standard magic item creation rules.
I only did the big equipment pieces like weapons and armor. Can we use mundane pathfinder equipment or should we just stick to the WoT book?
A Sihedron Ring would be very useful for a Warder, plus the tower being able to use the wring to observe/track Den has a lot of narrative potential.
If I had to pick though, it'd be a Starsling Buckler. One of my favorite magic items. It strikes such a good balance of mechanically and narrative utility.
Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.
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... i forgot that rule existed...
i'll have to rethink this and get back to everyone.
Is the skill point conversion rule from UtDB page 98 allowed? If so, is there any adjustment to the amount of skills needed to convert since Pathfinder has a lower amount of skill points due to the baked in training bonus?
Looking for clarification that you are intentionally ignoring the normal 'add total bonuses first, then figure out magic weapon cost' or if you do want us to use the standard magic item value formula for adding special properties to armor (bracers), shields and weapons.
thought about it. stick with pathfinders rules that you described/defined.
Riken is ready for review; crunch review at least.
He doesn't have a fully developed backstory other than being an extraordinary male channeler who is not yet in service with Rand because he is working on unlocking a lost weave. He left Illian for the backlands, not when he first channeled, but when he received a gift from his mother ... a wondrously beautiful ring which he subsequently discovered is a Moilin a'tat. He's worked incredibly hard, mostly in secret, to be ready for service as an Asha'man.