Dakcenturi

Dakcenturi's page

Goblinworks Executive Founder. RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 1,035 posts (11,557 including aliases). 1 review. No lists. 1 wishlist. 13 Organized Play characters. 29 aliases.


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Wren the Dragon? :P

Jillian sits on the dirt for a moment to catch her breath after the run, fight and struggling against the plants. Eventually she calls out to Emil ”Maybe in the future you use that magic to block their escape or hit the ones in the back? Especially, if there aren’t overwhelming numbers. We only have a couple viable ranged combatants and I think if we sat back trading blows that could have gone much worse... She winces in pain as she makes her way back to her feet, pulling out her water skin to take a drink.

She looks to the others and notes ”Maybe we should check for tracks see where they came from. Make sure there aren’t more?” Assuming someone agrees she will try and help.

Survival: 1d20 + 4 ⇒ (17) + 4 = 21


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When Toby smacks his squire he stiffens up and says "Sorry sir! Um... your hair sir and the... is it makeup?"

Toby finds a mirror to see that his hair has been shaved off and he is completely bald, a mustache has been drawn on his face and his eyebrows have been dyed pink.

The squire Eregos approaches looks at him with a quizzal look and then sees all his stuff outside he shakes his head "No, I didn't do that... how did your stuff get outside?"

Sveng:
Using magic you eventually repair the door and it looks good as new, luckily no one comes to disturb you.


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@Bart Yes, you could find the formula alembic.

@Adarion I'm fine with the above. You can essentially find someone who can scribe you any level 1 spell if needed.

@Gudada I grumble at my wife often enough she now commonly says "Stop growling at me." :P


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The snake enters the hole but does not return you think you maybe hear the sound of a cat fighting the snake but you aren't entirely certain.


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At some point during the trip, when Caspian brings up potential people of interest the group may encounter at the Jubilee Martella chimes in "In terms of the key players, Baron Nicolaus Okerra’s lands stand at the edge of the county. I believe you met him during the senate festivities before the... unpleasantness. He’s generally a fair-minded and compassionate man and would be a good ally. Hopefully you made a good impression on him. Some other prominent figures you may want to try and impress include Dame Parthena Crabbe, Baroness Legate Adella Voinum, Honorary Tribune Onora Piscum, and Earl Yander Merkondus."

"Of course there are those I would caution you to watch out for as well. Besides my half brother, my sister Cateline is quite shrewd, if she still lives there, and cousin Titus is little more than a bully. Beyond the family, Sir Gul Gusairne is a suspicious sort, he was father’s seneschal and I imagine Bartelby has kept him on in some fashion or another. And I suppose Sepsinia’s mother, Dame Crabbe, is a touch overbearing, but that can probably be worked around.”

Caspian:
With you previous experience in the county you would know about each of these 'power players'.

Baron Nicolaus Okerra: Nicolaus Okerra is the baron of a stretch of villages in the eastern portion of the county of Meratt, and he is a local hero of the people. Popular as much for his good looks as for his fair policies, he has slain several terrible beasts and helped organize community improvement projects like irrigation, roadwork, and wells, often rolling up his sleeves and chipping in with the manual labor.

Dame Parthena Crabbe: The opinionated Dame Mistress Crabbe deals with her unresolved grief of her late husband’s passing by investing herself in everyone else’s lives. Her latest obsession is finding a suitor for her daughter Sepsinia.

Lady Baroness Legate Adella Voinum: A woman of wealth and discipline, Baroness Voinum is a retired commander of the Taldan Phalanx. She is best known as the local grump—condescending, detached, and judgmental—but is also a font of knowledge regarding the region’s history.

Honorary Tribune Onora Piscum: A commoner both uncomfortable and unwelcome in the noble halls of the palace, Onora fell into the job of tribune of Stachys after the death of the hereditary tribune, Allis Betony, 10 years ago and her husband, the acting tribune, 5 years later.

Earl Yander Merkondus: Earl Merkondus is a wealthy merchant from Moda who fancieshimself a politico and presses everyone around him for information.

Cateline Lotheed: Cateline is a bit of an unknown in social circles. While she is the only pure-blood Lotheed daughter she has been away studying abroad and is rarely around the Lotheed estate.

Titus: Titus Lotheed-Casava is a cousin to the family, currently availing himself of Bartelby’s good fortunes. Titus is a braggart, a bully, and a slacker.

Sir Gul Gusairne: The half-elf Gul served the previous Count Lotheed with distinction as seneschal, both keeping the estate in order and also serving as head of the count’s unofficial “secret police,” ferreting out dissent against his power.

When Bimble asks about injecting people Martella notes for him to open the case. In addition to the vials of poison there are three syringes. She notes "You can also spike a drink or food with the poison and it should work as well. It needs to enter the body to be effective, so you should be ok handling it as long as you don't inject yourself or ingest it."


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Posting this to all my games, so apologies if you see it in multiple places :).

Sorry for the delay everyone, my wife was in a pretty serious car accident Tues. She is luckily ok, but have been dealing with the aftermath of that the last couple days and have just been a bit mentally exhausted. Things are mostly cleared up now and I should be good to get back into things again.


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Posting this to all my games, so apologies if you see it in multiple places :).

Sorry for the delay everyone, my wife was in a pretty serious car accident Tues. She is luckily ok, but have been dealing with the aftermath of that the last couple days and have just been a bit mentally exhausted. Things are mostly cleared up now and I should be good to get back into things again.


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You spend some time talking with the beggers and come to realize they live in the nearby, recently labeled, Beggerwood. These poor souls are the various residents of the county driven into poverty by Bartelby's mismanagement of the county, turned to begging and selling what they can simply to survive. Eventually you decide it is time to get back to your task at hand and climb back into your carriage.

The befriended beggars bid you fair well, allowing the carriage to roll onward. You pass through the pleasant, pastoral county as the highway winds past rolling hills and pockets of verdant forest. On first glance, you could easily imagine aristocrats taking the Oppara Highway north to vacation in the picturesque region. However, you soon enough witness the decay that Martella has spoken of.

Passing through the fishing village of Pensaris offered a glimpse, but once the highway switchbacks to the northwest and carries you to hardscrabble Stachys, you can see the full extent of the county's disrepair. Swathes of fields lie fallow, and the roads are overgrown. The dwindled population dwells in cottages with bowing walls and sunken roofs. On the edge of the village, the wooden blades of the windmill still lie where they fell apart, the jagged beams looking like broken bones. The few locals who catch your eye offer wary, guarded looks as you pass.

A weed-choked cobblestone road switchbacks along a low hill, leading up to the fine, if faded, estate. Brambles and thick undergrowth crowd the gardens, while ivy creeps up the two-story marble facade. The building's windows are shuttered, and its main doorway is barred and gripped by a great iron padlock, which Valeria has the key from the paperwork Martella gave her. A tower, clearly far older than the main house, rises from the structure.

It is getting late as you arrive and the carriage drops you off the main path leading to the estate. The driver notes he will find an inn in town to rest and return in the morning for you. Valeria conjures her lights so everyone can see as you make your way to the front door. The Jubilee starts in the morning, but at least you are 'home' for tonight and can get yourselves situated to prepare for the days to come.

Map updated. Toby don't forget to join Roll20 and let me know who you are on there so I can give you permission to your token.


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Forgot to mention there were 15 people in total that took alms, so -15gp for Toby, and -30gp for Valeria.

The man takes Sveng's hand with a smile and gives it a strong solid shake. "You can call me John." He waves toward some of the men and shouts "Clear the road so these good folk can pass when they are ready."


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Loud cries of surprise ring out as Toby starts handing out gold to the indigent locals. The ones offering wares don't take the free coins, and instead offer to sell you goods obviously too proud for the handout. However, there are several others that don't have the same reservations and happily take the coin. Most of them quickly clutch the precious alms, running off before anyone can take the good fortune from them. In a couple cases, though, tugging matches break out over individual coins - and in at least one case, fists begin to swing at least until Valeria steps out and offers even more coin. The people calm and give her a questioning look, but as she starts to hand out two gold coins to all those same poor people the all stare at her in silent awe.

When she asks for tea, an elderly lady comes over with several tea cups, her likely granddaughter, holding a pot of tea. A spot is cleared at one of the stalls for the group to sit as the young girl helps her grandmother server any of the group who is interested a cup of tea.

One of the peddlers merely watches the show of generosity and eyes Toby and Valeria carefully. A thick, scraggly beard adorns his chin in sharp contrast to the thinning hair upon his scalp. He makes his way through the other beggars as they give their tanks to the two and calmly draws close to table.

"You're definitely not friends of the count, I'd wager," he says. He strokes his beard thoughtfully, giving you a chance to notice that he is missing the two smallest fingers from his hand. "I'm gonna take a chance here. If'n you don't tell the count's bastard watch hound that we're selling above our station, we've got a few special items for sale. Magic things."

He briefly looks to his fellow peddlers before turning back to offer you a nod and wink.

In addition to most common goods, these beggar-peddlers also have the following magic items: potion of keen senses, scroll of chill metal, scroll of entropic shield, scroll of inflict moderate wounds, wand of mage armor, and a pyxes of redirected focus.


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Sveng:
Know results:

Birdsong Palace: It’s one of the Stavian estates, but the Stavians haven’t visited it in centuries. Fairly humble, as palaces go. A century ago, the Lotheeds were appointed as regents to oversee it and the county.

Bartelby: Bartelby is the eldest son of Count Mercater Lotheed and runs the county of Meratt like a personal kingdom, with
little regard for broader politics beyond his borders. Like most Lotheeds, he commands considerable arcane gifts as well as considerable contempt for anyone who does not—including his half-sister Martella. Bartelby is clever and strong, a combination that makes him arrogant.

Lady Allis Betony: Allis Betony died nearly a decade ago, leaving no heirs. Since then, the home has languished in a state of receivership, with the Lotheeds showing little interest in finding real administrators for the property. There are rumors that the late Allis Betony spoke with spirits; no one cares to find out if they—or she—still linger.

Tanager Jubilee: Other than what the princess mentioned you know little else of the Jubilee.

Baron Nicolaus Okerra: Nicolaus Okerra is the baron of a stretch of villages in the eastern portion of the county of Meratt, and he is a local hero of the people. Popular as much for his good looks as for his fair policies, he has slain several terrible beasts and helped organize community improvement projects like irrigation, roadwork, and wells, often rolling up his sleeves and chipping in with the manual labor.

Dame Parthena Crabbe: The opinionated Dame Mistress Crabbe deals with her unresolved grief of her late husband’s passing by investing herself in everyone else’s lives. Her latest obsession is finding a suitor for her daughter Sepsinia.

Lady Baroness Legate Adella Voinum: A woman of wealth and discipline, Baroness Voinum is a retired commander of the Taldan Phalanx. She is best known as the local grump—condescending, detached, and judgmental—but is also a font of knowledge regarding the region’s history.

Honorary Tribune Onora Piscum: A commoner both uncomfortable and unwelcome in the noble halls of the palace, Onora fell into the job of tribune of Stachys after the death of the hereditary tribune, Allis Betony, 10 years ago and her husband, the acting tribune, 5 years later.

Earl Yander Merkondus: Earl Merkondus is a wealthy merchant from Moda who fancieshimself a politico and presses everyone around him for information.

Cateline Lotheed: Cateline is a bit of an unknown in social circles. While she is the only pure-blood Lotheed daughter she has been away studying abroad and is rarely around the Lotheed estate.

Titus: Titus Lotheed-Casava is a cousin to the family, currently availing himself of Bartelby’s good fortunes. Titus is a braggart, a bully, and a slacker.

Sir Gul Gusairne: The half-elf Gul served the previous Count Lotheed with distinction as seneschal, both keeping the estate in order and also serving as head of the count’s unofficial “secret police,” ferreting out dissent against his power.

Once it seems that the group is in agreement Martella goes through the papers with Valeria showing her where to sign. She notes as she points out various parts of the paperwork "If it should come up, these documents make you out as the second cousin, once removed, of the late Lady Allis Betony implying your great-grandfather was grandfather to Allis. It's unlikely anyone will care to go looking back that far but you should understand your cover..."

Once the documents are signed she splits the pile giving one set to Valeria and another she signals an errand boy over and who opens a satchel for Martella to place the papers and then promptly make his way out of the building. She looks to everyone and smiles "Alright, should we depart?"

Know. Geography - Meratt DC15:
You know that the ride to the county of Meratt should take about 5 days.


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Martella smiles to the abundance of Valeria's question and once she and Eregos ask everything she takes the time to answer them in turn. "So, yes my brother is a count, now that my father has passed. The palace and your new home resides in the county of Meratt. I’ve not seen it in over a decade, but it’s quite the pastoral wonderland: olive orchards and vineyards, and hills and ample woods to hunt game. The largest town you’ll find is Lotheedar, near the Palace of Birdsong, but there’s a village the Betony estate is expected to oversee as well: Stachys. Overall, the county is perhaps not as well maintained as the locals would prefer, but Father was a competent administrator if nothing else. I can't say as much of my brother..."

"As for your positions, that is up for you to work out. Before we depart one of you will need to sign your name to these papers, to take ownership and you will be pretending to be some distant relation of the Betony family, thus giving you the right to claim the estate. The rest of you are welcome to play whatever roll you feel you can pull off, but I would suspect you being relatively unknown as you are it would be a simpler and more believable approach to not aim too high. Overall it is likely better to avoid my brother as much as possible and instead work behind his back to turn supporters to our side until such time that you can make a move to remove him from power. No need to draw unneeded attention to yourselves if possible."

"You will especially be better off without my introduction... I am... unwelcome among my family; the result of Father’s indiscretions with a Qadiran woman. More scandalously, I lack the family affinity for magic. After Father’s death, Bartelby explained in no uncertain terms what fates he would visit upon me if I ever returned to the estate. You are far safer without my presence.”

"Now, in terms of the key players, Baron Nicolaus Okerra’s lands stand at the edge of the county. I believe you met him during the senate festivities before the... unpleasantness. He’s generally a fair-minded and compassionate man and would be a good ally. Hopefully you made a good impression on him. Some other prominent figures you may want to try and impress include Dame Parthena Crabbe, Baroness Legate Adella Voinum, Honorary Tribune Onora Piscum, and Earl Yander Merkondus."

"Of course there are those I would caution you to watch out for as well. Besides my half brother, my sister Cateline is quite shrewd, if she still lives there, and cousin Titus is little more than a bully. Beyond the family, Sir Gul Gusairne is a suspicious sort—he was father’s seneschal and I imagine Bartelby has kept him on in some fashion or another. And I suppose Sepsinia’s mother, Dame Crabbe, is a touch overbearing, but that can probably be worked around.”


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Everyone welcome to Level 3!


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Just a note, it is mid-term week for me so may be a little delayed in kicking us off for Book 2.


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Alright I emptied out the loot sheet and assigned everyone their gold amounts. I created individual sheets for everyone and this is where I will put the gold you get after the split. I will also copy over items you have claimed so we can keep track of them. If you want to go ahead and add the rest of your gear and any existing gold, it will help to show everyones WBL to give the GM an idea where we are in case he is interested. Otherwise, if you don't want to use it just be sure you track your stuff somewhere.

I also created a Party tab and a Survivor tab so we can keep up with general gear we have kept for anyone in the party to use or stuff the survivors are using like weapons and armor and such. I still need to move the old Party sheet stuff over to the new one and update which survivors have what gear at some point.


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Piri looks Martella over with a discerning eye but as far he can tell it is in fact Martella.

Rofl for some reason your post made me think of the scooby doo team coming to unmask the bad guy trying to pull of the fake monster mask off. Though I don't think Piri would go quiet that far :P


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You went the right way, you just said upstairs when you wer going downstairs. Follow the red arrow they always show the downward path.

The group starts to move into position but it quickly becomes apparent that the wererat is not alone. Verris gets off a solid shot but the arrow doesn't even break the wererats skin.

Initiative:

Adistan: 1d20 + 6 ⇒ (14) + 6 = 20
Amelexis: 1d20 + 3 ⇒ (2) + 3 = 5
Bixby: 1d20 + 8 ⇒ (8) + 8 = 16
Davor: 1d20 + 1 ⇒ (14) + 1 = 15
Gurk: 1d20 + 4 ⇒ (7) + 4 = 11
Verris: 1d20 + 4 ⇒ (1) + 4 = 5

Wererat: 1d20 + 3 ⇒ (5) + 3 = 8
Tower Girls: 1d20 + 3 ⇒ (19) + 3 = 22

The women spring to action as the group filters into their ambush. Four women across the room with crossbows loaded takes shots while the others advance to attack.

Tower Girls Combat:

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 ⇒ 4
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 ⇒ 3
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 4
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 ⇒ 2

Attack: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack, Cover: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Two of the bolts slam into Gurk, but the other two miss. None of the woman have much luck attacking Gurk or Davor with their swords.

Round 1
Tower Girls, > Adistan/Bixby/Davor/Gurk, Wererat, Lexi/Verris


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Updated and enhanced the loot sheet. Make sure to mark anything you plan to take. If you take something and plan to replace it with an existing item, add the existing item to the sheet and put a negative amount of the item in your column so you essentially get credit for giving the item up.

Eventually I will make individual loot sheets for each of us so we can each keep track of our own equipment that we are carrying and get an idea of people's WBL, but that's a job for another day.


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Just wanted to drop a note. I haven't forgotten about us here. Things still are settling for me though and I'm only barely keeping up with my current games. By the end of next week I should be in a more consistent schedule and routine and can kick things off again for us here.


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1d20 + 1 ⇒ (15) + 1 = 16

There is a pause for a moment after Verris speaks. It is probably only a few seconds but it feels like an eternity. Eventually the same voice calls back out "Whatever, Tiesha... no need to be a b$#%@ about it... We'll let Ayala know your back. Go ahead and tie off and come talk to her."

You still don't see anyone above but for now, at least, it seems your ruse has worked.


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Caspan I will try and keep this updated with screenshots until you are back up and running.

Caspan's Maps

I will use it for both games and just have a second page as needed.


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Female Half-Elf | Inquisitor 1/ Monk (zen archer) 1 | HP 13/13| AC 16 | T 16 | FF 14| CMD 17 | Fort +4| Ref +4 | Will +9 | Init +2 | Perc +11 (Low-Light) | Portrait

If/when we get into combat again I will post pics for you. *Edit to add* "will try to remember" :D


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Sorry for the delay all, my class is over so I'm going to work on getting back in the routine of checking the boards regularly. Just wanted to provide an update on my games I am in.


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Sorry for the delay all. I'm almost done with this life sucking class. Will try and catch up soon.


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Female Demon Eidolon 1 | HP 11/11 | Init +1, Perc +4| AC 13 T 11 FF 12 | F +3 R +1 W +2 |

Silviea rolls her eyes from the rear of the group as Wilster and Volunder go on. When she hears Faerin mention her name and the fact that she is a healer as well she nods to the half-elf to acknowledge what she says is true. "Well, at the very least between the lot of us we've managed to get this far so I would say that is at least a good sign."


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As Davor asks for a history lesson Sheila obligies and takes some time giving an overview of things.

The History:
The empire of Thassilon was founded in –6530 ar, 1,237 years before Earthfall brought the Age of Legend
to an abrupt and apocalyptic end. The nation was founded by a visionary—if controversial—Azlanti wizard named Xin, a man exiled from his homeland for his belief that the so-called “lesser races” of the world could rival the achievements of Azlant. Xin brought with him an army of apprentices, followers, and their families, all loyal subjects who chose exile with their lord rather than remain in Azlant. When they arrived on the shores of what would someday be known as Varisia, Xin knew he had found a place where he could prove his beliefs to the elitist Azlanti. He embraced the cultures of the native peoples—the nomadic and superstitious Varisians, the proud and headstrong Shoanti, the powerful and mystical taiga and stone giants, and the alien and magical elves of Celwynvian. Xin drew from the strengths of multiple cultures to shore up the weaknesses of any one group, and in so doing built the nation of Thassilon into a true empire.

Though his intentions were certainly noble, Xin did not fully account for humanity’s capacity for treachery. It would take Xin decades to establish Thassilon and build it into a burgeoning empire, but only a fraction of that time for his self-appointed subordinates—the socalled runelords of Thassilon—to turn against him and seize the empire as their own. And so history remembers Thassilon not for what Xin had imagined it to be, but as a perversion of all his hopes and dreams.

In Azlant, tradition held that rulers of nations must abide by the “seven virtues of rule”—seven qualities a leader must engender in his people and personify himself, lest his state collapse and fall into ruin. In practice, this philosophy never quite lived up to its promise. No ruler and no nation of Azlant ever managed to excel at all seven virtues, and more than a few failed to uphold even a single one. The seven virtues of rule (charity, generosity, humility, kindness, love, temperance, and zeal) appealed greatly to Xin, but in a more intellectual manner than an emotional one. Xin believed that the seven Azlanti schools of magic flowed from these virtues (the school of divination stood outside the rest in Azlant arcane society, viewed as a “universal” school that no wizard should ignore). More than anything else, his exhaustive work developing methods of wizardly specialization earned him his extensive network of apprentices, followers, and admirers.

In the first quarter century of Thassilon’s history, Xin spent much of his time exploring the relationships between the seven schools and the seven virtues. Central to his philosophy was a seven-pointed star—a rune he called the Sihedron. Each of the points of the Sihedron, according to Xin’s philosophy, represented one of the virtues of rule and one of the schools of magic. By focusing on one virtue and school while abstaining—in both virtue and magic— from the two points opposite, Xin could greatly increase his power. Though he was unwilling to fully embrace this new type of magic, his apprentices rose in power as they followed his theories and put them into practice. Despite his apprentices’ advances, Xin continued to regard himself as the master of all seven schools of this new “Thassilonian magic.” Drawing upon yet another mystical septimal unity—the seven skymetals—Xin fashioned a powerful artifact in the shape of the Sihedron.

A different skymetal formed each of its arms, and each one symbolized and bolstered a separate school of Thassilonian magic and philosophy. Not only had Xin created an artifact that proved his theories, but he also provided Thassilon’s first truly enduring magical legacy. With the Sihedron floating behind his head like a halo, the artifact served as a constant reminder of his power. But creating a single artifact wasn’t enough for Xin. He realized that in order to fully devote himself to the study of this new form of magic, he would need to divest himself of his other responsibilities. So he called the seven greatest practitioners of Thassilonian magic before him and named them runelords of Thassilon, granting each a portion of his empire to rule so he could focus entirely upon magical theory and study.

For the next 60 years, Xin grew increasingly isolated in his work, rarely leaving his palace and never leaving his capital city of Xin on the southwesternmost corner of Thassilon’s coastline. He became increasingly obsessed with infusing the seven virtues and their attendant magic into inanimate objects, and created many clockwork creatures in a quest for artificial life. As time wore on and Xin felt his already magically extended lifespan ebb, he began researching ways to transfer his mind into a new, stronger body. His paranoia grew—perhaps justifiably, for his seven runelords had become decadent and increasingly abusive of their powers. Whispers of rebellion spread, and Xin knew he needed to step in and replace the seven Runelords—perhaps to return to ruling Thassilon alone. Yet his body was now frail and sickly. Before he could stand against the powerful runelords, he needed to complete his new body. In a desperate attempt to speed the process, Xin disassembled the Sihedron to siphon portions of its power into his replacement body—a powerful construct he called a clockwork reliquary. The runelords had been watching and waiting for this moment. With Xin’s greatest defense, the Sihedron, temporarily neutralized, they saw the perfect time to strike. The runelords sent assassins to slay Xin, who had already started the process of transferring energy from the disassembled Sihedron into the clockwork reliquary. Catching the First King off guard, the assassins struck. In the resulting battle, the energies being transferred exploded in a fiery conflagration that destroyed Xin, the assassins, and much of the palace. The runelords, investigating the ruins soon thereafter, found the remnants of the Sihedron. Each of them claimed a shard, as both a trophy and a symbol of what they viewed as the folly of creating a nation ruled by one.

The centuries to follow saw the swift fall of Thassilon, and eventually its destruction. The Sihedron fragments became known as the Shattered Star during this period, and after Thassilon’s end during Earthfall, the fragments were forgotten. In the thousands of years to follow, parts of the Shattered Star were rediscovered periodically. Even as fragments, they retained potent energies and magical properties, and were coveted whenever they were found. By placing an ioun stone in a shard, its possessor can fully waken the artifact’s powers. Perhaps more importantly, this causes the shard to point the way to the next fragment in the sequence, encouraging the new owner to seek out more pieces and rebuild the Sihedron.

Sheila nods to Davor's response "No Lexi, you are not kicked out as Davor noted you were not in control of yourself, things like that happen the important thing is to learn from it and do better in the future. Maybe examine items before picking them up..."

"As for Natalya, I believe you are correct in that the shard corrupted her, since she wasn't holding the shard when the stone was added she is still under the effect of its curse, though I imagine that should ware off in a day or so. In the meantime, I am keeping her safe."

After her history lesson and answering a few questions she continues "So you see, we have found something amazing and it is our duty as Pathfinders to ensure that it is safeguarded to ensure such power doesn't fall into the wrong hands. While each shard does create some minor benefits their true power only manifests when the shards are put together as one. Obviously, aside from the historical significance, something this powerful can't be out there for just anyone to wield. We must secure the other pieces and then I am certain we can use it as a defense against any future threats that may face Varisia."

She pauses a moment and thinks back on Lexi's statement on the shard "As for this shard, after examining the shard I've discovered that whomever carries it has the ability, once a day, to make a realistic illusion. Major Image. They are also more resistant to the effects of illusion spells themselves +2 to saves vs illusion spells. Finally, it grants them better insight into the tasks they pursue. +2 all skill checks."

"This shard, made out of horacalcum, is the rarest of the known skymetals. This dull, coppery substance warps time around it, making things seem to speed up or slow down. Horacalcum is associated with illusion magic, humility, and pride. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable."

She smiles and looks to each of you in turn "I know that is a lot to process, but it is my hope you will continue on the path you have started and help me to seek out the rest of the shards. We know what we are dealing with now and more importantly we have a means to start tracking down the other pieces. What do you all say?"


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Female Demon Eidolon 1 | HP 11/11 | Init +1, Perc +4| AC 13 T 11 FF 12 | F +3 R +1 W +2 |

Looking forward to this! Thank you for the invite to join.


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As you all prepare to rest IC, go ahead and level up to Level 2!


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Ok, didn't realize you wanted to be that far back, if that is the case then yes you could fire at it.


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Rat familiar? :P


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Yay for failing to re-read my post and making edits halfway through :P


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Congrats! Glad everything is well.


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Congrats and take your time! Caroliss will run around casting guidance a bunch while you are away!


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Will: 1d20 + 3 ⇒ (5) + 3 = 8

This won't happen until after Sveng/Hargus go, but thought I would get it out of the way since it may effect others actions.

The sleep spell from Valeria takes hold of the rat as it falls from the ceiling onto the second level up in the room.

Damage: 3d6 ⇒ (4, 6, 1) = 11

He smacks into the ground with a thud, doing a good amount of damage, but the fall wakes him up once again.


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@Everyone, I am planning on bringing in an additional player. My 3rd table for War for the Crown fizzled out with only two people posting consistently. It didn't make a lot of sense to basically recruit a whole new team but I didn't want to punish the consistent players by just dropping the game, so I split them up and will add 1 to each of my remaining tables. I know this puts us up to 7, so I will have to do a little extra work to keep things challenging, but its my hope they will only help to enhance the current game.

If anyone has concerns feel free to shoot me a PM. Otherwise, I will have the new player introduce themselves shortly. As far as their inclusion it will still be a little bit until we get to a part where it makes sense, but that shouldn't be too far off.


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Drask Umbra wrote:


So a martial class has to waste one of their precious feats on it? Not to mention it does nothing for the dex-based assassin, who by all rights should be terrifying if they suddenly appear behind you.

Well in those cases that is what GM fiat is for and RP bonuses :D


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Made a Party Skills tab in our loot spreadsheet. Figured by now we would know what people are good at. Thought it might help in describing actions.


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Ok so double swap then? Get the key and then get the wand back after the door is open (assuming it doesn't close)?


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Jillian had been planning to help out Caspan with the wolf and the rider, but hearing Wren call out for help she pivots and rushs down to put herself between the hogbolin and Wren. She swings her blade at the approaching hobgolin, letting loose to try and inflict as much damage as possible.

Greatsword, Bless, PA: 1d20 + 7 + 1 - 2 ⇒ (3) + 7 + 1 - 2 = 9
Damage, PA: 2d6 + 4 + 6 ⇒ (6, 5) + 4 + 6 = 21

She puts a little too much force behind the swing though and has to adjust her balance to keep from overextending with the swing, causing her to miss.

Status:

HP: 35/35
AC: 19 (17, +2 vs Evil creatures)
LoH Used: 0/5
Smite Used: 0/2
Level 1 Spell: 1/1


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Someone in one of my other games brought this to my attention and it is a huge help, so I thought I would spread the word to any interested.

For those of you utilizing Chrome on a PC to check the boards and keep up with your games there is an extension to Chrome that adds a lot of great functionality. Some of the key things I like are better organization of your campaign page, highlighting of new posts, setting different pictures for people's avatars, and most importantly setting an alias per each campaign to avoid the constant issue of posting under the wrong alias.

This is the extension Paizo Campaign Tools. Hope it helps someone else like it has for me!


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Ok I updated the loot sheets, there are now 3. The current loot sheet is blank that is where we can add stuff moving forward. The Held Loot sheet is everything we have gotten that no one has claimed yet. The Taken loot sheet is everything that someone has marked as claimed.

Let's set tomorrow 3/29 at 7am Eastern (so like 19 hours from this post) as the cut off for people claiming loot. Go through Held and mark the number of any item you want to claim in your column for that items row. Also, check the taken sheet and make sure anything you have claimed you have tracked on your character sheet. After the above date/time I will assume that anything not claimed on Held is for us to use to sell and I will delete everything off of the Taken sheet.

Also, I equipped all the survivors that I could with armor and weapons and subtracted those from the sheets. There are still some MW weapons and such I will probably hand those out to the warriors if no one claims any.


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran
GM ShadowLord wrote:
Maybe it requires a website that is not from circa 2002.

Haha, no kidding. Paizo is great at their RPGs, not so much on the tech side of things (which I find a little strange being based near Seattle, though I imagine that might also make those tech employees relatively expensive to hire)


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While Caroliss grants Vel some luck and makes an image of herself, Mokashi unleashes grease under the goblins in the rafters.

Ref-B: 1d20 + 2 ⇒ (5) + 2 = 7
Ref-Y: 1d20 + 2 ⇒ (1) + 2 = 3

Both of the goblins fall slip in the grease and fall backwards into the other room. You hear muffled splashes and screams as they apparently hit something wet. Vel ready to take a shot, no longer has any targets and stands there with her bow at the ready. Drask grabs a hold of Natalya while Esrisi unleashes some minor curse on Natalya and the nearby goblins. Sapher tries to pull her punch to only knock Natalya out but misses horribly. When Esrisi tells Sapher to just knock her out and that she will heal her Vel smirks and launches her held shot at Natalya.

Natalya screeches in pain and yells out to her minions "Kill the female elf!"

The goblin behind the crates pops up and launches a bolt at her.

Attack: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11
Damage: 1d10 ⇒ 4

He misses horribly though. Both of the goblins from the rafters climb up, one hurries to hide behind the crates while the other stands anxiously, partially obscured by the crates with its bow.

Natalya tries to slip out of Drasks grasp.

Escape Artist: 1d20 + 3 ⇒ (20) + 3 = 23

As she slides out of Drasks hold on her she tumbles back across the ledge to get some distance from the party.

Acrobatics: 1d20 + 15 ⇒ (2) + 15 = 17

Drask you would get an AoO, but I don't think you have your weapon out currently?

She manages to get to the other side and smirks at her skill.

Remember the squares with the blue lines need a DC10 acrobatics to cross without slipping.

GM:

Forward-1,Back-2: 1d2 ⇒ 2
B: 1d20 + 1 ⇒ (16) + 1 = 17
Y: 1d20 + 1 ⇒ (15) + 1 = 16

Round 5
Enemy, > Caroliss/Mokashi/Veltariel/Drask/Esrisi/Sapher


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Does the crysmal sense the gemstones on the blue ceremonial robes? :D


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Haji - Paladin/Inquisitor
Aheron - Spiritualist
Khufukhaf - Sorcerer
Griffon - Wizard
He Who Walks - Magus
Indy a'Na - Occultist
Sahid - Wizard
Ahotepre - Sorcerer
Abu - Spiritualist
Niu - Witch

I am going to go ahead and cut off applications early. For anyone interested or those who dotted but haven't submitted a character you have until 3/15 (tomorrow) at 6pm Eastern. We are getting close to being at an opportune time to introduce a new character or two. As such, I will make selections over the weekend and get the new player(s) into the game on Monday.


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Just listing currently submitted characters for reference:

Haji - Paladin/Inquisitor
Aheron - Spiritualist
Khufukhaf - Sorcerer
Griffon - Wizard


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Moved Wren 40 away to the north.


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I believe it is 10 rounds which would be a minute if I am remembering correctly.


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Well I can say there is definitely some row boats involved at one point. Remember Magnimar, where the AP starts, is a coastal town and there is a large river that runs through the southern portion. As for the abilities I would have to see it in context, but probably not an issue.


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Female Aasimar | Paladin (Chosen One) 5 | HP 43/43 | AC 19 | T 12 | FF 17| CMD 19 | Fort +9 | Ref +7 | Will +8 | Init +2 | Perc +9 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Jillian is immune to Fear with Aura of Courage, also in case it is relevant to others any allies within 10 feet of Jillian get a +4 bonus on saves vs Fear.

Whatever the leading troglodyte casts on Jillian has no apparent effect as she glares at him.

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