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Goblin Squad Member. Organized Play Member. 23 posts (4,486 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 8 aliases.


Scarab Sages

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Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

I just want to give the GM a little props from running a great game and having great maps. I GM my own Campaign and I know how much time it takes. Those maps you have made for this adventure are great. I hope you do not mind if I use some of them. Thanks again. Your doing a great job.

Liberty's Edge

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Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Great Game!!! Thanks for running it.


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Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

While the others search the room Velcore will tend to their wounds.

Cure Light Wounds on Uldar: 1d8 + 5 ⇒ (6) + 5 = 11


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Male Human Cleric of Iomedea - 6 | HP 35/35 | AC 20 ff 20 t 10 | Init. +0 | Perc. +3 | F +7 R +3 W +9 | Speed 20ft | CMB +5 CMD 15
Special Abilities/Skills:
Channel 4/5 Harm DC 18 +6 damage No Channel Resist ... Touch of Glory 6/6 +6 to CHA ... Diplomacy: +6, Heal: +12, Knowledge (religion): +6, Linguistics: +6, Sense Motive: +12, SpellCraft+7

Velcore waves a hand to dismiss the Silence spell. "As you wish Miss Kalizama" He says as he moves toward Roran. "Your wound looks bad let me tend to it. Everyone please come close so you can receive Iomedea's blessing."

Channel: 3d6 ⇒ (1, 6, 3) = 10

If that is not enough I will use a CLW on Roran

CLW: 1d8 + 5 ⇒ (7) + 5 = 12

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer nods as Merisiel explains what the group has found within the temple. "We will be more the willing to help you remove Dakang from the temple. Thank you for believing us and helping."

Spencer will use the fountain on 10 of his arrows and his sickle.

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer stops his work and walks over to Tomren. "I can heal you if need be." Spencer inspects the stick in Tomren's hand a minute. "What is this stick suppose to do?" Spencer has never seen a wand before. He is from the country and has never need them.

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer looks at the sarcophagi. "This is going to take a while and if we are not suppose to be here we will be discovered sooner or later. What should we do?"

Spencer pulls out his supplies and begins to get the rubbings.

The Exchange

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Human (Shoanti) Male Barbarian 2 (CORE) | HP 26/26 , NLD 0 | AC 18 ff 16 t 12 | Init. +4 | F +5 R +2 W +1 | Speed 30ft | CMB +6 CMD +18 BOON #4 1 of 3 used
Special Abilities/Skills:
Rage 6/6 rds .. Climb +5, Craft (traps) +5, Acrobatics +4, Knowledge (nature) +4, Perception +6, Survival +5, Swim +5

Nice Kevan and Meredith. Calvin is not that clever. Plus has no social skills to speak of.

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer lays a hand on the dwarf and says a prayer while gripping his holy symbol tight. "Erastil heal the wounds of my companion so that he my protect us."

CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Converted Obscuring Mist to Cure Light Wounds

Then slides next to the warrior while drawing his club with his free hand. AC 16 I am not using my shield

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer moves to talk to the upset Halfling after the service. "Come over here." He moves him away from everyone else that lives in the temple. "Are you alright? Do You need help?"

Diplomacy: 1d20 ⇒ 20
Sense Motive: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Turning to the group."No signs of anything traveling by foot at all outside the temple. Maybe the place is empty. Or whatever is here is trapped inside."

After the door is inspected for traps Spencer will open it. He peers thru the doorway but is careful not to enter just yet.

"I am mistaken. This room gets much use. Be prepared! We are not alone!" Spencer pulls out his shield and grips his sickle tight in his right hand while keeping his eyes open for threats.

Can I tell what may be leaving the tracks

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Survival: 1d20 + 8 ⇒ (17) + 8 = 25 to tell what maybe inside the temple

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

Spencer opens his eyes slowly after passing thru the tapestry to let his eye adjust to his new brighter surroundings. Once able to focus he gapes at the temple and udders to himself. "I have never ... that is beautiful."

Seeing Bear sniff the side of the building then lift his leg Spencer steps to stop the dog but "Bear!! ... Come!! .... Stop!!" to late, then just shakes his head. ... stubborn old dog ...

Bear comes back to his master just as Spencer draws his sickle, large shield and checks the area for tracks.

Survial: 1d20 + 8 ⇒ (19) + 8 = 27

Survial Bear: 1d20 + 5 ⇒ (8) + 5 = 13 Scent

Grand Lodge

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Male Human Cleric of Erastil 2 (CORE) | HP 17/17 | AC 18 ff 16 t 12 | Init. +2 | F +5 R +2 W +6 | Speed 20ft | CMB: +3, CMD 15
Special Abilities / Skills:
Channel 3/3 day DC 10 ... Speak with Animals 5/5 rounds day ... Calming Touch 6/6 day ..... Survival +9, Knowledge Nature +5, Perception +9, Handle Animal +2

A brown short hair dog runs into the room coming up to Spencer. The cleric rest his hand on its head."Sorry Sir, he was meant to stay outside on leash but has broken my knot once again." He gives the dog a smile. "May he join me on mission Sir?"

I wanted to ask if you allow pets and also because we have 7 players I did not want to crowd the game to much. So can I bring my Guard Dog or should I leave him?


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DM Giants wrote:

@KenderKin - Thanks for the link I did not even know there where traits made for Darkmoon Vale.

If anyone would like to use the Traits from the link go right ahead.

Here is a good link for the Darkmoon Vale Traits. Traits

Download the whole thing and the Traits are on page 54. It is a free download.


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I want to start a campaign in Darkmoon Vale with the adventure Hollow's Last Hope. I will be looking for 4-5 players.


Character Creation Rules:

With the adventures I have planned characters should reach 6th level.

Characters should have their own motives but generally good aligned. No Evil Characters Please.

Abilities: 17 point buy as in the Core Rule Book page 15 and 16

1 Trait, 1 more Trait with a Drawback

Average Starting Gold for Class.

Backgrounds need to explain why you are in the area (do you live in town or are you a traveler), give hints to why you have the traits you have, explain your drawback or story feat if you choose one, a little history on your character (you don't need to write a book) and your characters general direction/motivation in his/her life. Better background with family and history will be better received.

Characters can start at any age just make sure to note it on your
character profile and take the appropriate bonuses and penalties.

Playable Races:

Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf

(The town is mostly Human and the other races are rare. The population have a indifferent attitude toward dwarf, halfling, half-elf and half-orc. They have a unfriendly attitude toward Elf and Gnome.)

Playable Classes:

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard

Only Deities from the Core book will be used. Here is a list of acceptable Deities:
Erastil
Iomedae
Torag
Sarenrae
Shelyn
Desna
Cayden Cailean
Abadar
Irori
Gozreh
Pharasma
Nethys
Gorum
Calistria

Clerics must have a Deity.

You may make a neutral cleric that can channel negative energy if you come up with a good story and reason for it.

Players may apply with as many characters as they want but only one character per player will be chosen for the campaign.

Books Used:

Core Rule Book, Ultimate Campaign for Traits, Drawbacks and Story Feats only.

Falcon's Hollow Description:

A blunt, sawdust-choked stop on a winding trade route, a festering haven of injustice and cruelty, Falcon’s Hollow rests perilously close to the infamous Darkmoon Wood. The long shadow of Droskar’s Crag casts a shroud of gloom on the desperate souls who call this place home. Many come here to make their fortune cutting darkwood lumber in the lush wood, while others journey to this remote fringe to start over, piecing together their shattered lives on the edge of an untouched wilderness far from the things of man. Persecuted zealots and outcasts flock to Falcon’s Hollow to practice their strange and often deviant rites unfettered by the mores of civilization. Finally, Falcon’s Hollow lures many explorers with the promise of great adventure nearby. The town, its people, and everything in it belong to the corrupt Lumber Consortium, controlled by the de facto leader of the town, the loathsome Thuldrin Kreed. His petty decrees and the consortium’s overpriced goods keep the people of the town prisoner as surely as if Kreed and his goons used manacles and chains.

Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what’s bad for one is bad for all, and they struggle endlessly with the Lumber Consortium to improve the lives of their neighbors—and by extension, themselves. The community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance. As much property of the Lumber Consortium as the buildings, cut timbers, and other assets in the town, the people of Falcon’s Hollow live in abject poverty and unending misery. Those born into Falcon’s Hollow (or those foolish enough to move there willingly—or even unwillingly) face lives filled with anguish and devoid of hope or betterment. The town has always had a surprisingly large population of beggars, tramps, and vagrants, men and women the greedy Lumber Consortium worked into destitution.

I will be starting this game in a month.