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Ok, so now it comes down to it. I'd like to keep exploring Darkmoon Vale if we can. There are about three or four modules and several Pathfinder Society Scenarios that, when taken together, create a mini-campaign that sees you to level 7-8. If whoever of Kevin and Jesse want to make up new characters we can do that starting today. We started Hollow's Last Hope on February 15th, and ended on March 15th.
D's comment on the tree is correct as well, there are noticable gaps in it. Everyone should have two alternates fully ready to go.
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Dig Dug wrote: Indeed, even though both were sort of polar opposites, the fact that they were cousins meant Chern often backed Dakkar's plays, and vice-versa. I feel if everyone just backed each others plays all the time the game would have avoided the rough patches we discovered.
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B2 wrote: I agree. Dakkar and Chern being cousins lent legitimacy and made it WAY easier to get everyone together. D is spot on. Seconded....or rather thirded. Party cohesion is the foundation of everything. That said, I WANT people to invest in backgrounds for their characters. To have goals. To be people and not just cardboard game constructs of numbers and things that modify those numbers. I can't promise I'll get to use as much of those backgrounds as we'd all like but having them and not needing them is better than needing them and not having them. Deaths happen. Your characters are in dangerous situations constantly pretty much. Sometimes it's just your time and the dice go cold or you get in over your head.
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B2 wrote: I'm also trying to decide whether this format would be better for "One shot" games where you get to try different classes and races in a short term format, or for long term campaigns with an information tab to remind you of things. I loved the campaign info tab, BTW. Me too. Everything under one tab. Yes please!
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Shutterwasp wrote:
Thanks for your input, Rich. My thoughts on the matter are as follows. I will do the latter style combat updates from now on with the dice rolls right out in the open and not behind a DM Screen Rolls spoiler. It's more gamist that way, but if it's clearer, so be it. It's easier too. All those tags take time. I have no issue with players moving their characters on the map if it is their turn for action. No moving Emrys on 5 when Chern just posted his actions on 14, for example. I will revert to a theatre of the mind format with descfibes distances and so on if this proves to be problematic. I break the round updates up into two or three groups, that way not too much has happened that later characters can't adjust to any changing circumstances. My expectation as DM, sorry, GM in Pathfinder parlance, is that any character you make is an adventurer. Not a swordsman. Not a wizard. Not a cleric. An explorer. To boldly go and all that. To find out what's there. To stop evil. To be amazed. To learn about the world they live in. Anyone who makes up a character without the drive to actually adventure is playing the wrong game and missing the point entirely. I chalk the next point up to us being new to Spoiler tags and being nosy. People grasped the concept better as the game went on, so I feel this will be less of an issue in the future. I can't keep you from reading spoilers but you are taking away from the other players by doing so. They made the choices that earn them those spoilers. You'll get your spoilers too as rewards for the choices you made. Orderic's explorations of the ruined monastery hit several key areas but missed several others due to lack of light sources and his rules that prevent him from geting into obvious danger. As a result, you missed a few encounters and were coming up short for second level. Hence, an encounter with bandits to get you there and potentially set up a minor villain in Rengus the Butcher. Totally tacked on. You got me there. I'm glad you largely liked it. Brian did too. I'd like to continue with the next adventure ASAP as soon as I hear from Jesse, Kevin, and Daryl.
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B2 wrote: I actually really enjoyed the format, and would like to continue. You started this to showcase all teh adventures you have that we never get to, so it totally succeeded in that respect. This format also allows us to actually have more a pure RPG format without worrying about hurting anyone's feelings. That said, Dakkar would not adventure with either Orderic or Balder again. If we are to continue I think we should create a new party. That's a huge red flag. If people are ruining the game for others, I agree that they have to adjust or go. Some of the posts had me scratching my head for sure. Balder, being a skald, is a blend of barbarian + bard and has an entire main schtick of empowering others in battle. So he presses for battle a lot. Warrior poet with the emphasis on the warrior. Also, Jesse, who embraces a headfirst playing style that often gets him into trouble. Orderic had some interesting backstory bits that ended up as wasted opportunities as they never came out in the game. Why does he have red eyes? Why didn't he use his backstory to try to strike some fear into the bandits? Why didn't he embrace the group? Missed opportunities all around for what could have been an awesome party.
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Balder Crimsonsong wrote:
You don't have gmail?
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Balder:
You find one of Rengus the Butcher's handaxes in the dirt, lost in the fight. The remainder of the trip back to Falcon's Hollow is done in near silence, tension hanging in the air like a palpable thing. The look on Laurel's face when she stepped from her apothecarist's shop and saw you coming down the street was one of unbridled hope. She struggled to hold back tears as you reached her. "You really have them?" The tears came at Dakkar's nod and she couldn't resist throwing her arms around each of you in turn. "You have no idea what this means to me....to the town.....so many, while you were gone....." Laurel retreated back inside and got to work, brewing the cure promised in the ancient book of her grandmothers witch-born recipes. Within two days the worst cases were under control, a week and the disease was a thing of the past. You have won a much deserved rest. To be continued....? You have completed the adventure and reached Level 2 doing it. How leveling up works is you don't roll for hit points, gaining instead the average rounded up. d6=4, d8=5, d10=6, d12=7
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Bandit Butchery Round 3 Update Chern caught Rengus' handaxes in an underhand block and rolled his wrists, driving the weapons out wide and opening a hole. Steel flashed and Rengus gasped as Chern's sword slashed along his arm. Balder's flail crashed down on the bandit's shoulder a moment later, the axe dropping from The Butcher's hand as his arm went numb. Jurgen and Rengus were suddenly in full flight for the woods, all thought of battle forgotten. [fighting withdrawal] Pelgin hesitated a moment, and then raced in the opposite direction, his promises of vengence fading from audibility as he ran. Combat over! Any out of combat follow up? Party Status at Battle End
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Bandit Butchery Round 2 Update Dakkar rushed towards the archer who had shot him and crushed him with a powerful strike of his enlarged club, sending him reeling into unconsciousness. Emrys spoke a word of magic and his quarterstaff flew from his outstretched hand to smash into the side of Jurgen's head, sending the bandit staggering. End of Round 2 Bandit Butchery Round 3
> Round 3 Actions Up!
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Bandit Butchery Round 2 Update Dorn gasped as Emrys' magical bolt slammed into him, and then gasped again as the half-orc became a giant before his very eyes. Aiming at the massive druid, he loosed, smiling as the arrow struck true. 3 damage to Dakkar Dorn's Shot at Dakkar: 1d20 + 2 ⇒ (13) + 2 = 15
Rengus spun as Chern's swords slashed and whirled, his axes rising to meet them. Steel sang on steel as the two strove for an opening in the others defenses. Rengus Axe #1: 1d20 + 2 ⇒ (10) + 2 = 12
Pelgin's face clouded. "You're singing? You're actually singing! This'll shut you up!" The archers bowstring thrummed, arrows whistling by the skald. Pelgin's Rapid Shot: 1d20 + 2 - 2 - 4 ⇒ (8) + 2 - 2 - 4 = 4
> Dakkar is Up! I already have Emrys' actions to finish the round.
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Orderic Vitalis wrote: Orderic feels the dagger graze his back. he shrugs it off as a minor scratch and continues on the path using a double move to continue to walk away from the needless fight. It was an arrow, not a dagger. Still leaving after being attacked by the bandits. Ok. Moving on. You disappear into the forest and away from the sounds of battle behind you.
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Bandit Butchery Round 2 Update Seeing Dakkar grow into a living wall in front of the wizard, Chern looked around to see where Orderic had gone but the thin acrobat had vanished into the nearby forest. The mountain man raced for the bandit leader, his shortsword slashing downwards, drawing blood and a snarl from Rengus. Chern's Perception: 1d20 ⇒ 3
The skald slipped out from between the two bandits and gave voice to a mighty battle hymn, its magic lending strength to his nearby allies and a surge of energy that began to seal the gaping axe cut Rengus had given him moments ago. Regain 2 hp, Inspiring Song Jurgen's skinning knife darted for Balder's throat, the blade turning just missing as the skald flinched away. Jurgen's Knife: 1d20 + 1 ⇒ (2) + 1 = 3
> Assumed Chern's actions to move things along. Orderic is up. Does he join the fight now that he's been shot?
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Shutterwasp wrote:
Since you all can move your own figure, I don't think that is needed. Besides, I have no sweet clue how to do that in google drawings.
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Bandit Butchery Round 1 Recap Balder rushed the bandit leader and immediately got in over his head, suffering a deep wound from Rengus' handaxes and getting flanked. Dorn the archer, seeing an easy target presenting his back, tried to kill Orderic, wounding the rogue as he withdrew. His archer partner winged Emrys as well with a lucky shot despite the cover Chern was giving the young wizard. Dakkar grew to giant size before a terrified Thomrik and crushed the bandit to the earth with one powerful blow, cursing about how the fight could have been avoided. Emrys' magic bolt tore into Dorn, raising curses of the bandits own. Bandit Butchery Round 2
> Round 2 Actions Up!
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DM_Darkmoon wrote:
So here we go.... Party Status At Battles End
Everyone slept a night…Balder casts CLW on himself and Dakkar. He’s out of spells and things look like this. Dakkar Mudwater [10/10hp]
Dakkar then casts goodberry twice, getting 2,2,3,4. So after the berries we are at…. Dakkar Mudwater [10/10hp]
There. 2 hps in the difference. We're up to speed.
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Orderic Vitalis wrote:
Day 7 as stated in the earlier post.
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Orderic Vitalis wrote:
There was also some talk of goodberries and healing everyone to full as well. Yes, Kevin told Jesse he was short one CLW and so your healing from him never took place. Now I'll have to go back and recheck.
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Bandit Butchery Round 1 Update Orderic bowed and walked away, looking for a way to resume the journey back to Falcon's Hollow. Seeing this Dorn took the opportunity to put an arrow into the rogue. 2 damage to Orderic Dorn's Shot at Orderic's Back: 1d20 + 1 ⇒ (19) + 1 = 20
The Butcher hacked at Balder in a blind rage, the razor sharp edges of his axes slashing at the skald's armor. Metal parted and the Butcher laughed as he buried the axe in the skalds back. 8 damage to Balder The Butcher's Axe #1: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Pelgin saw the warrior with two swords move to protect the young man. He aimed, firing by instinct, the arrow narrowly missing the warrior to take the spellcaster in the shoulder. 1 damage to Emrys Pelgin's Shot: 1d20 + 2 ⇒ (18) + 2 = 20
> Dakkar is Up!
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Shutterwasp wrote:
Yeah I sniffed around for a while before trying this out to see how it's done. There are a bunch of groups doing this exact same adventure....well, not exact same as I've added a lot to it. Which is fun to read their experiences. Their groups actually have cooperation with each other across the board. Craziness indeed.
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Shutterwasp wrote:
You can move your guy when its your turn in the initiative order and not before as others actions may influence your movement. Your point about the end of the round makes perfect sense. Feel free to do that.
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Bandit Butchery Round 1 Update Chern's blades sang from their scabbards as he moved to block the bandits from a direct line to Emrys. Shouting a battlecry, Balder Crimsonsong charged forwards, his flail whistling through the air toward the bandit named Jurgen. Low hanging branches snagged the barbed hooks on the weapon and what was a deadly rush one moment became a comical cursing and tugging match against a young maple tree the next. Jurgen slipped a long skinning knife from his belt and slashed at the skalds belly while he struggled to free his flail, the blade screaching over the armor under the musician's tunic. Thomrik's AoO: 1d20 + 1 ⇒ (9) + 1 = 10
> Orderic is up!
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Balder Crimsonsong wrote:
Dead or alive.
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Emrys the Wizard wrote:
You didn't make it more than a few steps before things went downhill. The drinking of the potion and the remembering/speech would be in the same round. Standard action to drink. Free action to speak.
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Darkmoon Wood The smirk on Rengus' face faltered at Balder's words. His face flushed red and the veins stood out on his neck like taut lute strings.
"Kill them! Kill them all!" He rushed towards the skald with murder in his eyes. Initiative:
Balder Crimsonsong: 1d20 + 1 ⇒ (18) + 1 = 19 Chern: 1d20 + 4 ⇒ (18) + 4 = 22 Dakkar Mudwater: 1d20 + 2 ⇒ (4) + 2 = 6 Emrys: 1d20 ⇒ 5 Orderic Vitalis: 1d20 + 2 ⇒ (11) + 2 = 13 Rengus the Butcher: 1d20 + 1 ⇒ (9) + 1 = 10 Thomrik: 1d20 + 3 ⇒ (20) + 3 = 23 Jurgen: 1d20 - 1 ⇒ (19) - 1 = 18 Pelgin: 1d20 + 2 ⇒ (5) + 2 = 7 Dorn: 1d20 + 1 ⇒ (11) + 1 = 12 Bandit Butchery Round 1
Thomrik jerked upright, the sack forgotten as he nervously licked his lips and launched an overhand strike with his footman's mace towards the imposing half-orc, who merely angled his shield and grunted at the impact without effect. Thomrik licked his lips again, his face seeming to lose all of its blood supply. Thomrik's Mace: 1d20 + 1 ⇒ (8) + 1 = 9 > Round 1 Actions Up!
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Balder Crimsonsong wrote:
Balder and The Butcher: Balder recognizes the name as that of a known bandit whose face he's seen on wanted posters in other parts of Andoran. He was Rengus the Rooster on those posters though for his arrogant manner. When he was forced to flee before the law, the name became a bit of a joke at his expense and he went from rooster to chicken as Balder recalls.
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Darkmoon Wood The bandit leader looked from Dakkar to Balder and finally to Orderic. "I could give a fiddler's damn about how you feel about my lifestyle, blood eyes." the bandit pointed a thick finger at Dakkar.
He nudged the man beside him with an elbow. "Thomrik, get over there and fetch us that there sack." Thomrik looked at Dakkar's stony face. But, Butcher.......he said -" "It don' matter none what he said. Who runs this show, Me or some kind of mud blooded orc slimes by-blow? Pelgin and Dorn got 'em covered don't they? Well...? Get yer scrawny behind over there and get us that money." Rengus pointed to Dakkar again and looked at Orderic. "Listen to yer coward fren' 'ere. No funny stuff. No blood on the ground. We all live to see a'nudder day. Think of it this way, You'll 'ave a good story down at da pub out of all this." Thomsrik, swallowed and moved forward, bending over to reach for the bulging bag of coins... Ok, so it's put up or shut up time. Who's doing what?
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Jesse, crafting the scroll uses a spell as well so at this point you've used 2 1st level spells. Technically, you could have crafted it last night or during the day and a bit of travel so I gave you the beneift of the doubt. Watch this in future, though. Scribe scroll is not an infinite source of cures at the cost of simply gold.
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Darkmoon Wood
Fully healed from their ordeal at Droskar's Crucible, the group begins their trek back to Falcon's Hollow. Out of trail rations, Emrys' new pack was found to contain another week's worth, enough to see the heroes home with two days for a single person to spare. Chern leads his mule, its saddle heaped with the bundles and bags containing your spoils from the dwarven ruin and the three special ingredients for Laurel's cure for the illness menacing the village, while Balder idly plucked his lute, already composing the ballad of your triumph over the foul worg, Greypelt. The day promises rain, the sky overhead a churning mass of unrelenting grey cloud. Too dreary a day for the glad tidings you bring. The first fat drops fall, pattering to the forest floor, then a sheeting mist that soaks the skin without quenching your thirst. Balder Crimsonsong’s Perception:: 1d20 + 4 ⇒ (10) + 4 = 14
The men were suddenly there, materializing out of the mist. Three stood in the center, burly and imposing. The man in the middle rested a pair of hand axes on his broad shoulders and sneared, his armor a mismatch of chain links and boiled leather. "Well, looky, looky boys. Just what do we have here, I wonder?" The axeman spat on the ground. "We gots us some honest to goodness hee-roes. Savin' the day or some shee-it." Another pair of men, one to the left and one to the right of the first three shifted into view, well back in the treeline, arrows nocked and drawn, one aimed at Chern, the other at Dakkar. "Now, don't get me wrong. I'm all for savin' the day. You can keep yer cure. Ain't nothin' ta us. We just want yer money." He spat again. "I guess this is where I say yer money or yer lives. An 'fore anyone gets all heroic an does somethin' stupid, ye should know them boys back yonder can take the tail off'n a runnin' squirrel at a hunnerd paces with them bows. Money. Lives. Simple, ain't it?" The three nearest bandits are 30 feet away and adjacent to each other in a line across your path. The archers are 60 feet away.
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DM: After Balder Crimsonsong heals himself and Chern, and creates a Cure Light Wounds Scroll for Dakkar, the party status stands as follows. Dakkar Mudwater [10/10hp]
Scribe Scroll vs DC 6: 1d20 + 1 ⇒ (5) + 1 = 6
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Droskar's Crucible
You have successfully gathered all three of the ingredients required for Laurel's cure for the blackscour illness and defeated the worg, Greypelt and his lupine minions. You each heal 1 hp for the nights sleep. Do any of you want to utilize any healing before starting the journay back to Falcon's Hollow? Goodberries? Cure LIght Wounds Potion? Cure Light Wounds Spell? Create a Cure Light Wounds Scroll? Party Status
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Emrys the Wizard wrote:
The blue potion is a potion of cure light wounds. Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
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Dakkar "Muddy" Mudwater wrote:
Chern says no. So....that's that. No broken gear. Added 4 wolf pelts and a worg pelt to Loot DM: After splitting the coinage and selling the garnet, wolf and worg pelts, the undead dwarfs weapons, the dwarven prayer book, the silver hammer, and the salts of familiar binding and sympathetic statuettes each characters share is 17pp, 144gp, 8 sp, and 42cp. The Loot list under Campaign Info shows what remains, both claimed and unclaimed.
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A few housekeeping rolls... Looking over the loot:
Spellcraft vs Potion DC 8: 1d20 + 9 ⇒ (7) + 9 = 16 Spellcraft vs Wand DC 16: 1d20 + 9 ⇒ (8) + 9 = 17 Spellcraft vs Hand Axe DC 18: 1d20 + 9 ⇒ (20) + 9 = 29 DM: Potion of Bull's Strength, Wand of Light with 28 charges, hand axe +1 that began to glow once Emrys read the "word" binding it's magic "Droskarune." When Orderic takes off his pack to show his gains, he can't avoid revealing an oil-cloth wrapped bundle with the unmistakable shape of a shortsword. I've added it to the Loot List.
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Droskar’s Crucible – Courtyard
Orderic’s Explorations Part 3:
Orderic moved down the hall to the next door. The smell of wet wolf was stronger here, blended with an earthy smell he couldn’t immediately place. One of the columns supporting the ceiling had fallen, smashing a small hole in the far wall, an opening into darkness. A patch of black mushrooms grew from the rusted armor of a dozen dwarven skeletons piled in the room’s far corner. Ironblooms, I’d wager. Orderic wrapped the mushrooms carefully in his pack and clambered up the slanting column to the hole. The cubby was packed with items, and Orderic slipped a large bulging purse into his pack along with a potion bottle and a wand. Packed to the brim, his pack had no room for the dwarven –made light crossbow and he held it in one hand as he slipped from the room and emerged from the open doorway back into the monastery courtyard and to the group
DM Screen Rolls:
Perception Listen: 1d20 + 4 ⇒ (7) + 4 = 11 Perception: 1d20 + 4 ⇒ (19) + 4 = 23 Orderic walked back out into the courtyard through the far door where the knife had come, his pack stuffed to the brim, bulging out his cloak like a grotesque hump. He cradled a light crossbow in one hand, his rapier in the other. Sheathing his blade, he pushed his jesters mask up off his face and gave a wide, creepy grin.
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Droskar’s Crucible – Courtyard
Orderic’s Explorations Part 2:
Orderic squinted in the semi-darkness of the entry hall. Moonlight reached him from the double doors behind him but only barely, shining on another set of double doors yawning open just ahead. A passage branched left and right before the doors, leading off into darkness. He might have been imagining things, but the passage leading right seems a degree lighter at its end. He moved to the open double doors and listened, hearing nothing. The mud caking the floor bore the paw prints of wolves, none entering the chamber beyond the double doors. He could hear some sort of weird rustling, like the slithering of large snakes, but on the ceiling somehow, lost in darkness. The crows didn’t land on the tower. Big Spider in the tower. Wolves don’t go in here. Wolf eater in here. He walked slowly along the right hand passageway and reached a corner, moonlight played over a battered dwarven statue at the end of the halls other end, splashing in through an open doorway leading out to the courtyard. That’s where the knifethrower was. Got it. The doorways along the wall here lacked doors and he glanced into the first one, a study of some sort with a huge stone desk. Holes in the ceiling let in just enough light to make out the rooms details. Gnawed bones covered the floor. The air was thick with the smell of wet fur. Wolf lair A quick search of the desk turned up a few pages of dirty parchment and an old quill. Orderic’s practiced hands soon located a secret drawer, pulling out a well-made handaxe, a pouch of gleaming platinum coins, and a prayer book written in dwarven script.
Part 3 coming soon.... DM Screen Rolls: Perception Listen: 1d20 + 4 ⇒ (5) + 4 = 9 Perception: 1d20 + 4 ⇒ (13) + 4 = 17 Perception: 1d20 + 4 ⇒ (10) + 4 = 14 Perception Searching Desk: 1d20 + 4 ⇒ (18) + 4 = 22
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Droskar’s Crucible – Courtyard
As the group settled in to camp, Orderic slid his jester over his face and turned to face the double doors. Walking over, he bent to examine the door frame and then slipped inside, vanishing from sight in the darkness beyond. Orderic’s Entry Hall Explorations:
Orderic slipped into the entry hall, glancing at the closed doors to his left and right. Guard rooms. He listened carefully to one and then the other, hearing nothing. He cursed the darkness as he checked the door closures for traps. Going by feel is going to get me killed . The door way swung open to reveal a small cloakroom, only a few moldering rags still clinging to pegs along the wall. Checking the other doorway, he found the door stuck. Stuck means not opened for a long time. Means no traffic. He shouldered the door open after several shoves, revealing an old chair had been propped against the doors interior. A dwarven skeleton in the thick leather apron of a blacksmith sat against the wall of the rooms far side, an empty glass vial still held in one bony hand and a silver hammer tucked into his belt. Some sort of dwarven runes marked the hammers side. Sod poisoned himself. He slipped the hammer into his pack and moved back out into the hall.
More to come shortly......Chopping it up in chunks of a few rooms each. DM Screen Rolls: Stuck Door Check: 1d20 ⇒ 8 Stuck Door Check: 1d20 ⇒ 9 Stuck Door Check: 1d20 ⇒ 13 Perception Listen: 1d20 + 4 ⇒ (10) + 4 = 14 Perception Listen: 1d20 + 4 ⇒ (7) + 4 = 11 Perception Traps: 1d20 + 4 ⇒ (7) + 4 = 11 Perception Traps: 1d20 + 4 ⇒ (8) + 4 = 12 Perception to Find Ironbloom DC 15: 1d20 + 4 ⇒ (1) + 4 = 5
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