Grey Maiden

Arazni's page

591 posts. Alias of stardust.


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Anything by the Great Luke Ski!

When You Wish Upon A Deathstar

The FuMPet Show (Actually a series of songs from the FuMP (Funny Music Project), but I do love the song Ivanova)

And of course, the infamous Grease Wars:

Part 1
Part 2
Part 3

I'd be open to recruiting new players if everyone else thinks its a good idea... :(

Hoping everyone is still okay. :)

Ungorotol here, let me craft an alias. :P

Here is Ungorotol, Gillman Seer of Time

Long Stat Block:

Male Riverfolk Gillman Seer (Oracle of Time) 1
CE Medium humanoid (aquatic)
Init +2, Senses clouded vision (30 feet), darkvision, Perception -1 (+2 to avoid surprise, +2 detect invisible or incorporeal)
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 12 (1d8+3+1)
Fort +3, Ref +2, Will +1 (+2 vs non-aboleth enchantments, -2 vs aboleth spells, -2 against charm and compulsion where power is offered)
Vulnerable fire
Speed 30 ft, swim 30 ft.
Melee longspear +0 (1d8) or ritual knife +0 (1d4)
Spell-like Abilities (CL 1st, concentration +4)
1/day - doom
Oracle Spells Known (CL 1st, concentration +4)
1st (4/day) - diagnose disease, murderous command(DC 14)
0 - bleed, detect magic, detect poison, guidance
Str 10, Con 16, Dex 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Revelation
Skills Know (arcana) +4, Know (history) +4, Know (planes) +4, Know (religion) +4
Touched By Divinity: Imbued with greater power by the tea ceremony of Debilis, Ungorotol can cast doom once per day as a spell-like ability.
Spirit Sense: Attuned to the spiritual world, Ungorotol has +2 trait bonus on Perception skill checks to avoid being surprised and detect invisible or incorporeal creatures.
Power-Hungry: With the world of forbidden knowledge slowly opening up to him, Ungorotol is greedy for more. He suffers -2 penalty on Will saving throws against charm and compulsion effects if power is promised.
Languages Aboleth, Common
SQ amphibious, enchantment resistant, normal speed, vulnerability to fire
Favored Class (Oracle) 1st level (+1 hitpoint)
Combat Gear
Gear longspear (walking staff), ritual knife (dagger), lamellar leather, ceremonial robes
Amphibious (Racial) Ungorotol can breathe both water and air.
Clouded Vision (Ex) Ungorotol has limited physical sight, and cannot see anything beyond 30 feet, but he can see as though he has darkvision.
Enchantment Resistant (Racial) Ungorotol has a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but suffers -2 penalty on saving throws against spells from aboleth sources.
Knowledge of the Ages (Su) Ungorotol can retry any Knowledge skill check he made within the past minute, gaining a +3 insight bonus on the skill check. He may use this ability 3 times per day.
Natural Divination (Ex) Ungorotol can read entrails of a freshly killed animal or humanoid to gain a +3 insight bonus on one saving throw. By observing the flight patterns of birds, he may apply a +10 competence bonus on one skill check. Spitting on the groud and making swirlds in the mud, he gains a +4 insight bonus on one initiative check. Making a natural divination requires 10 minutes, and the bonus only applies to a check within the next 24 hours. Natural divination can be used once per day.
Normal Speed (Racial) Ungorotol can swim at a speed of 30 feet, in addition to normal land movement of 30 feet. He can move in water without making swim skill checks, and always treats Swim as a class skill.
Vulnerability to Fire (Racial) Ungorotol takes an additional 50% damage from fire spells and attacks.

Background, Description, Personality:

The scent of decaying tea leaves is the first sign of Ungorotol's presence, his appearance is even more barbaric. The gillman's green skin is slimy with oil and water, which stain into the black and purple ceremonial robes he wears over bulky armor composed of strips of crocodile skin, expertly stitched together into a lamellar formation. His eyes are clouded over, as though by thick cataracts, a white film glazes over them in a disturbing manner for those unused to such an appearance. He grips a decorative staff and guides himself along the ground or into the water if it is nearby. Those who notice such things will realize the staff contains a sharp blade at one end, as it is really a longspear. A wicked ritual knife is tucked into the belt of the robe.

Ungorotol is greedy, vain, and ambitious. He hungers for knowledge above all, knowledge of the future especially, and has found that he is a channel for such knowledge under the right circumstances. He wishes to serve Debilis in an effort to further his own power and knowledge. He can be quick to anger, and is very impatient. Having a sense of the things that are coming, he has not yet learned to be patient for them to arrive in their own time. Or perhaps he simply refuses to accept the temporal difference. He works tirelessly to further his own views of time, to control it, bend it to his will, to make Debilis's future world come to fruition.

Gillmen have a tough time of it, and even when they accept the mores and laws of a more acceptable society, they are usually thrust to the edge of that society and become an underclass. Even within this squallor, however, there are some gillmen that are born with defects and disgusting imperfections that cause them to be thrust away from the gillmen altogether. Ungorotol (Aboleth for "Slimetrail") is one of these. Born without sight, and the unsightly white film over his eyes that never completely retracted, Ungorotol was quickly outcast. Even his own parents refused to acknowledge him. Without family, Ungorotol had to learn to survive in a much harsher world. A hag servant of the Dark Lord Debilis found him eating toads and raw tea leaves from her watery garden, but she sensed something dark and powerful rising within him. A sense of coming greatness for the Demon Debilis. She taught him everything she could regarding the tea ceremonies of the Demon Lord, of the vile and spiritual world that existed just outside of normal perceptions. Being blind, Ungorotol at first did not understand, but began to pick up on spiritual sensitive energy thanks to her teachings. Over time, this developed even further. The hag made a potion using one of her own eyes in an attempt to heal Ungorotol of his blindness, for her own dark purposes that Ungorotol does not even understand to this day. It did not work completely, but it gave Ungorotol the Sight. Ever since then, Ungorotol has devoted himself to the path of prophecy, the clues in the sky, earth, and water, that all lead to a fate even greater than he could possibly imagine. But his imagination is growing. The world might one day be completely covered by tea gardens.

Is recruitment closed for this game? I'd like to submit something for approval, but will need some time (I think I can get something up within 24 hours).

Sorry everyone, heavily involved with work and tax returns (I'm helping my parents with theirs too). May not be available until Wednesday.

Sorry about the delay. Work and housework keep getting in the way. Hope to have it up soon still. :P

I will have my character up soon.

I'll play too. :P Tried to play once before on here, but the DM dropped off on us.

Does one of the books for World of Warcraft RPG have stats for a small mana wyrm. I made up stats for it, but I gave it minor magic abilities, like the ability to cast dancing lights and daze at will. It's based on the sprite fey (3PP, I think).


No, sorry, was looking at the wrong wiki. :P You're right.

Oh that's cool. But I don't think I want to be an actual warlock (arcanist) warlock, but someone might. I just meant that instead of calling him a witch, I was calling him a warlock, but now that there's an actual warlock class, I guess I'll have to call him a witch.

EDIT: There aren't that many 1 HD outsiders, anyway. Most of the tiny ones (imp, quasit) are 3 HD.

Nah, I just don't like the idea of a male witch. At least not for the blood elves, I just used it as (warlock=male witch).

What are the creation guidelines. Want to start building him. :P

Me three.

Jayce, just thought I'd let you know for future profiles, you can change the name of the profile if you haven't posted 10 posts yet. So in effect, while it won't delete it, you can use it for other names.

If that's permissable, I wonder if I could have a mana wyrm as a familiar. (The tiny ones, that are like rats in the Blood Elf starting area.)

Okay, ixnay on the inquisitor. Instead, how about a blood elf witch (warlock) of portents.

What are the rules like? I'm not familiar with that system at all.

If Ridel is near Candlekeep and he hears the sounds of fighting, I'm sure he would investigate at least.

Ridal Liakiir (Silverblossom) is an elven prince of the Hill Elders of Evereska, the last great fortress of Elvenkind on the continent of Faerun. Although born to the nobility of Evereska, Ridal has insisted on studying the ancient magics that so many elves have forgotten, including the ancient art of the swordmages. Most of this knowledge has been lost in the cities of the elves throughout Faerun that have fallen to the enemies: Myth Drannor and other ancient places in the High and Old Forests of the continent. Ridal has petitioned the Hill Elders to ride out and find what he can of the lost knowledge, and any allies who might know of some of the lost arts of swordmagery or forgotten mythals. Both Candlekeep and Baldur's Gate are among his target locations. Unwilling to send him out alone, the Hill Elder Elquiel Liakiir sent him with three servants. One of which was a sage of the household, and who had helped to raise the young prince with knowledge of magic, mythalcraft, and basic spellcraft: Faerivor Haelnithlin. While knowledgable, Faerivor had grown old, and while he still resisted the call to Evermeet, Ridal had already sworn to accompany him to a harbor to see his old friend and advisor off to those promised lands. The other two were simple servants, not really skilled in combat. Their presence assured the voyage would be as comfortable as possible.

Since the Sun (or High) elves are returning from their Retreat, I thought that perhaps Ridel Liakiir (and company) might be attempting to find displaced elves or other peoples from the High Forest, in an effort to reclaim one of the settlements overrun by daemonfey or the like. Perhaps he is one of the noble family of the original settlement. I can come up with more but that's what I have for now, until I can research some more. He could be looking for potential allies in the Friendly Arms Inn for this same purpose.

I messed around with the packaged gear a bit: And this is what I have now.


Traveler's clothes, scroll of pedigree, riding horse with saddle and bridle, grooming kit for horses, feed (7 days), long sword, spellbook, component pouch, adventurer's kit

The packet I have: The classes pdf is labeled 1014. Everything else is labeled 0919. Do I have the wrong one?

Yes, here is what I have for Ridel Liakiir, though I still need to look over my FR campaign setting to tie him in. (Any good wikis out there?)

I gave him the noble background as it seemed fitting, and I think he was sent to Candlekeep in an effort to learn something more about the world, as part of a royal/noble tradition in this family. As to the three retainers, I think they're just gofers, so I'm not sure if you want to design them or if I should come up with something.

Also, I noticed the noble has a tendency to spend too much money... lol. Is there any way I can downgrade the fine clothes to traveling clothes and get a spell component pouch?

Ridel Liakiir:

Ridel Liakiir (Silverblossom)
CG Medium High Elf Mage

AC 12 (dexterity)
hp 6 (1d6)
Hit Die 1d6

Speed 30 ft.
Melee long sword +4 (1d8+3 slashing, versatile {1d10})
Ranged ray of frost +6 (1d8 cold, speed 10 ft until next turn)
Spells Per Day 2
Spells Prepared (Save DC 12)
burning hands (1)
In a 15 foot cone, all creatures take 3d6 fire damage. Dex saving throw halves damage. Fire ignites flammable objects not worn or carried.
detect magic (1)
Sense the presence of magic within 25 feet, for up to 10 minutes. Blocked by 1 ft. stone, 1 in. metal, thin sheet of lead, or 3 ft wood/dirt.
light (0)
For 1 hour, object glows bright 20 ft, dim 20 ft. Requires firefly or phosporescent moss.
mage hand (0)
Summoned hand uses your action if within 25 feet for 1 minute.
minor illusion (0)
Create a ghost sound or silent image within 25 feet for 1 minute. Wisdom (perception) vs spell save determines illusion.
ray of frost (0)
Make a ranged attack (50 ft. range) to inflict 1d8 cold damage and reduce targets speed to 10 feet until your next turn.

Proficiency Bonus +1
Weapons long sword, short sword, shortbow, longbow, dagger, dart, sling, quarterstaff, light crossbow)
Tools Gaming set, mounts (land)
Saving Throws Intelligence, Wisdom
Skills Arcana, History, Insight, Persuasion

Str 16 Dex 14 Con 10 Int 18 Wis 13 Cha 14
Skills Arcana +5, History +5, Insight +2, Perception +1 (advantage), Persuasion +3
Background Noble
Languages Common, Celestial, Draconic, Dwarvish, Elvish, Infernal, Giant, Orc
SQ wizardry, arcane recovery, ritual casting, low-light vision, keen senses, fey ancestry, trance, retainers, spellcasting bonus (orb or spellbook)

Spellcasting Bonus (wizardry) With his crystal orb, component pouch, or a spellbook used as a magic focus, Ridel casts spells with proficiency bonus added to the spell DCs.
Low-Light Vision Ridel can see as far in dim light as he can in normal light.
Fey Ancestry Ridel has advantage on saving throws against charm, and is immune to sleep
Trance Ridel meditates for 4 hours a day instead of sleeping.
Ritual Casting (wizardry) With his spellbook in hand, Ridel can cast certain spells with ritual casting, adding 10 minutes to the casting time.
Arcane Recovery (wizardry) Once per day, after a short rest, Ridel recovers spell slots equal to half his mage level (rounded up).

Fine clothes, signet ring, sealing wax, scroll of pedigree, riding horse with saddle and bridle, grooming kit for horses, feed (7 days), 5 gp, 5 sp, orb of clear quartz, long sword

0-light, mage hand, minor illusion, ray of frost
1-burning hands, detect magic, find familiar, longstrider

Okay, here we go.

4d6 ⇒ (5, 6, 3, 6) = 20 (17)
4d6 ⇒ (4, 3, 6, 6) = 19 (16)
4d6 ⇒ (2, 1, 5, 6) = 14 (13)
4d6 ⇒ (2, 5, 1, 3) = 11 (10)
4d6 ⇒ (2, 6, 2, 5) = 15 (13)
4d6 ⇒ (4, 4, 3, 6) = 17 (14)

For your perusal, enjoyment, and delight. I present Thorakiz Grimblood.

Thorakiz Grimblood:

Scarred and twisted in his childhood because of his 'small' stature, Thorakiz grew up abandoned, forced to fight for existence among the tribal camps of his species. His childhood is not unlike most of his kind, for existence for the orc is not a given. They are forced to exist off the land, to fight for what they achieve, promoting savagery at every opportunity.
In his childhood, Thorakiz suffered a nearly mortal head wound, that struck him dumb for most of his childhood and adolescence. He eventually relearned to communicate with grunts and hand gestures. When the orc settlement was attacked by humans, Thorakiz hid, uncertain how to deal with this new threat with his impaired existence. He saw his mother and father cut down, but the orcs do not value family relationships. Still, he had to do something, and picked up a heavy blade dropped by one of the fallen humans.
Despite his best efforts, the humans won the day. Thorakiz was not killed, but taken as a captive, eventually to become a personal servant/bodyguard of Prince Barindal. After several years as his servant/bodyguard, Thorakiz eventually learned the meanings of kindness and goodness. He no longer lived an existence based on cruelty and fighting for every thing.
Loyalty is seldom kept between servant and master, however. Eventually one turns on the other. For Thorakiz, as the Prince aged beside him, he became gradually more cruel and sadistic, finding pleasure in the pain of others, taking from the poor to pursue his own entertainments. Eventually even Thorakiz suffered from the brunt end of this stick, as Prince Barindal took some of his most valuable possessions to settle a gambling debt.
Thorakiz was forced to steal wealth from a nearby church, even, at the Prince's demand. And this led him down a dark spiral for a time. It was his prince's command, not his own value that drove him forward. Still, he continues to tell himself that it was a necessary act. He was caught in the act and forced to flee that nation for a time. He found himself drawn back to the wilderness, where his survival skills came back into play. Here he has remained to this day.
Courageous Thorakiz has a +2 bonus on saves vs fear effects.
Influence After serving the prince as companion and bodyguard for so long, Thorakiz has a special insight into social situations, and knows how to act among nobles and society. He has a +1 trait bonus to Sense Motive, which is also a class skill.
Thorakiz Grimblood
Male orc two-handed fighter 2
NG Medium humanoid (orc)
Init +4; Senses darkvision 60 ft., Perception +2
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 16 (2d10+2); dead -16
Fort +4; Ref +0; Will +2 (+2 vs fear)
Speed 30 ft.
Melee mwk large bastard sword +7 (2d8+9)
Power Attack mwk large bastard sword +6 (2d8+12)
Sunder mwk large bastard sword +7 (2d8+13)
Ranged -
Str 22, Dex 10, Con 12, Int 6, Wis 15, Cha 7
Base Atk +2; CMB +8 (+1 on sunder attempts); CMD 18 (+1 vs sunder)
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack
Skills Sense Motive +3, Survival +6
Combat Gear bandages of rapid recovery (1 lb), potion of cure light wounds (1d8+1)
Gear masterwork large bastard sword (sawback, hollowed pommel) (12 lbs), masterwork chain shirt (25 lbs), fighter's kit (29 lbs) (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin), small tent (20 lbs), camouflage netting (5 lbs), candle lamp and 10 candles (1 lb)
Wealth 1000 gp (-370 gp), (-250 gp), (-9 gp) = 371 gp (-200 gp) = 171 gp (-50 gp), (-10 gp), (-20 gp) = 89 gp (-5.1 gp) = 83.9 gp (-10 gp) = 73.9 gp
Favored Class (Fighter) 1) +2 to Constitution score for purposes of determining death; 2) +2 to Constitution score for purposes of determinging death.
Dayrunner (Racial) Instead of suffering from light sensitivity, Thorakiz instead takes -2 penalty on ranged attacks.
Exotic Weapon Proficiency (Feat) Thorakiz is proficient with the bastard sword, an exotic weapon, and can wield a normal sized bastard sword in one hand. His current bastard sword is larger than normal, and must be wielded in two hands.
Ferocity (Racial) As an orc, Thorakiz remains conscious and continues fighting even after his hit points fall below 0. He is still staggered at 0 hitpoints, and loses 1 hit point each round as normal.
Improved Initiative (Feat) Thorakiz has a +4 bonus to Initiative.
Power Attack (Feat) Thorakiz can take a -1 penalty on melee attack rolls to gain a +2 bonus to melee damage rolls. This amount is increased by 50% if Thorakiz is wielding a two-handed weapon or a one-handed weapon with two hands, but is halved if he is attacking with an off-hand or secondary weapon.
Shattering Strike (Ex) Thorakiz has +1 bonus to CMB and CMD on sunder attempts and damage rolls against objects. This bonus increases by +1 for every 4 levels beyond 2nd.

Rolling for second level hitpoints here:
1d10 + 1 ⇒ (4) + 1 = 5

I also have to get some sleep to come up with a good background for Thorakiz Grimblood. :P Crunch is done though.

I might be interested as well. From watching other people play it seems like Next is easy to play, story-focused, and hearkens back to 2nd edition some.

Edit: I think I will try an elf mage if that's not too out of line. Eventually planning to multiclass as fighter/mage. I'll have to get back to this idea after sleep when I start the creation process.

Character Creation Questions:

So questions about my Orc Two-Handed Fighter.
First of all. Strength 22, Intelligence 6. So basically no skills at all unless I use his favored class bonus. (I didn't see any rule in the book, that a character who would normally receive 0 skill points per level receives a minimum of 1. Care to make a ruling on that?) Hopefully this is not too munchkin. I suppose I can make another character if it is, but I really wanted something light to play without too much heavy RP/skill management.
Secondly, to make the orc character a little more usable, I replaced light sensitivity with Dayrunner ability.
Would it be possible for him to use a large bastard sword, and if so, how much would it cost?

Hmmm, going to try to make an Orc Two-handed Warrior

Str 18
Int 8
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (10) + 7 = 17
Cha 1d10 + 7 ⇒ (2) + 7 = 9

Can we use classes from the advanced class guide playtest? Or just standard paizo (Core and Advanced Player)?


100 Fantasy Archetypes

Roll 1d100 for each race (or nation or group of people) just to throw some ideas out there for things they might find interesting or unusual. Roll 1d100 twice for even more ideas.

1 Jack of All Trades
2 Loremaster
3 Sage
4 Holy Warrior
5 King's Man / King's Woman
6 Rebel
7 Land's Redeemer
8 Mysterious Wise One
9 Preserver of Life
10 Dilettante
11 Spellcasting Warrior
12 War Mage
13 Doomspeaker
14 Priest
15 Teacher
16 Avenger
17 Chosen One
18 Guardian
19 Questing Knight
20 Combat Devotee
21 Contemplative Knight
22 Castle Defender
23 Spellsword
24 Trap Master
25 Beastmaster
26 Spirit Follower
27 Wise Warrior
28 Bored Noble
29 Pirate
30 Roguish Hero
31 Street Lurker
32 Grizzled Veteran
33 Knight of the Silver Sword
34 Military Leader
35 Warguild Member
36 Dreamer
37 Tribal Shaman
38 Unwilling Mage
39 Guardian of the Wilds
40 City Speaker
41 Wild One
42 Frontier Warrior
43 Master of the Bow
44 Guild Assassin
45 Knight of the Realm
46 Steel Warrior
47 Barbarian at odds with civilization
48 Berserker Cultist
49 Militant Fanatic
50 Mystic Assassin
51 Crone's Ranger
52 War Dancer
53 Warrior of the Nameless Good
54 Rugged Frontierman
55 Fighting Prodigy
56 Skilled Veteran
57 Organized Crime Member
58 Merchant Prince
59 Ascetic Combatant
60 Duelist
61 Heretic
62 Mysterious Sorcerer
63 Arcane Researcher
64 Investigator
65 Military Historian
66 Spy
67 Riddlemaster
68 Negotiator
69 Storyteller
70 Giver of Blessings
71 Stargazer
72 Prophet
73 Enlightened One
74 History Keeper
75 Staffmaster
76 Bounty Hunter
77 Driven Avenger
78 Master of Beasts
79 Wayfinder
80 World Traveler
81 Pretender
82 Daredevil
83 Possessed
84 Tactician
85 Dark Curious
86 Agent
87 Innocent
88 Explorer
89 Orphan
90 Scientist
91 Healer
92 Royalty
93 Skilled Master
94 Skilled Apprentice
95 Spiritual Seeker
96 Defender
97 Egomaniac
98 Servant of the Crown
99 Rebel
100 Roll twice, ignoring result of 100.

I would love to play a Blood Elf Inquisitor of the Twilight Covenant, but that might not be possible. Any creation guidelines?

Well, if it is still available as an option, I should like to apply for it... Though I am still having some difficulty making heads or tails of the recruitment thread. :P

Ah.... in that case, apologies for the interruption. El Hadid is/was regent of the Port of Call Exchange

Sorry to interrupt the discussion thread, but the recruitment thread is long and unfortunately disorganized. Is anyone playing the Trader Regent El Hadid?

Ah.... here you all are...


Sorry everyone. I've lost internet connection for some time, and don't see when I'll be getting it back. "They're working on it." I'm posting from the library right now... I can get there about once a week. So we'll either have to discontinue the game until I can get my internet working again, or we can go to once a week posting... lol. (at least for me), But that option almost never works out.

Don't lose them, change them. Make them unrecognizable as gnomes. Perhaps they're a savage barbarian people, barely emerged from the forest. Perhaps they're mystic and aloof, rarely coming down from their crystal towers.

Perhaps gnomes are the only ones with the advanced technologies of gunpowder, or have found a way to merge magic and gunpowder to be devastatingly dangerous.

There are tons of ways to use the less-liked races. All you have to do is change the tropes that are normally associated with them.

The journey is mostly uneventful; however, on the last day after the forest lightens a little, you hear a terrible screeching from the woods to the east.

1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 6 ⇒ (6) + 6 = 12
1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (9) - 1 = 8
1d20 + 0 ⇒ (8) + 0 = 8

William and Quee notice a sudden movement in the trees as five wild boars set upon the group with squeals. (They can act in the surprise round.) The boars are about 20 feet away, once they are in plain view. This will be a description-based combat, since I still don't have good map software. I might try to use Roll20 in the future if I can understand it.

Quee 1d20 + 3 ⇒ (20) + 3 = 23
William 1d20 + 0 ⇒ (11) + 0 = 11
Boars 1d20 + 0 ⇒ (16) + 0 = 16
Torcan 1d20 + 2 ⇒ (17) + 2 = 19
Ellis 1d20 + 2 ⇒ (19) + 2 = 21
Starmauler 1d20 + 3 ⇒ (2) + 3 = 5
Lyraesel 1d20 + 1 ⇒ (2) + 1 = 3
Sanar 1d20 + 1 ⇒ (20) + 1 = 21

Post your actions please. It might be possible to outrun the boars on horseback, but I'm not sure that the dog would be able to keep up.

The safest route to the High Forest of Mirgilaura passes by the Citadel of Eresorgould, a 16 day journey. Costs are normal in Amgilaura and the surrounding hexes, so restocking for supplies should be easier now.

GM Screen:

1d6 ⇒ 1

The roads along the river are lowly populated, lower than is normal, and the smoke from the northern forests continues to indicate that something is out of the ordinary in this part of Lin~Sharel. The further east one travels, the more signs of the Verdigris Resistance are present. Silverhelm knights are seen in more than one occasion, most of them bearing the white and blue banners of Eresorgould.

The path towards the Citadel that breaks from the main road is thinner than expected, but it is likely that the cavalry moves through the forest in single file formation. It will take 6 days to travel through the forests to the Vale of Eresor.

Nice Ellis. Sorry, I was sick today, I'll have the next post up tomorrow.

Those who attend the performance,

The Silver Harpists are a group of seven beautiful elven women who play, most reasonably, harps, and sometimes singing in harmony. At least one must be a mage, for she plays a four-hand harp with the aid of an invisible servant.

Since it seems like very few people from the group came to the performance, we'll say nothing unusual happened, and the show was a success. Moving on.

The hex itself is urban environment, the surrounding hexes are pastoral and forest environments.

Ellis, your bone trinkets might be worth a silver or two, or you could craft the rest of the day and see if you can improve the value of them.

Still here.

Congrats everyone.

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