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As you guys have safely removed all the townspeople, at this point we are going through the tedium of going through a few more rounds of running back and forth across the room to put out the fire. I think if this was a IRL game, this would be the point where I'd be able to hand wave the remaining few rounds of tedium. The primary danger was rescuing the townsfolk which y'all prioritized quickly and efficiently.

As the heroes get the fire under control and enough buckets have been delivered to the back of the room, more townsfolk arrive to help, throwing buckets of water and putting out the remaining fires starting from the west door and helping work their way in.

The group of would-be Heroes stumbles out of the smoldering town hall with the harried survivors of the ordeal, coughing and covered in smoke and grime. After a moment, the soot-stained councilors emerge from the crowd, and Greta Gardania whistles loudly to get the anxious crowd's attention.

She looks around, hugging some of the townspeople next to her, while others wearily clap her on the back in thanks for their lives. "What manner of madness just happened? This can be no accident! Did anyone see anything?"

One of the guards, who was stationed outside before the fire began, raises his hand, then his voice. "Aye," says the weary uniformed man. "The clerks say everything -- it was Calmont, that cad of the bookseller's apprentice. He lit the fires in the halls next to the chamber. He also set that fire monster loose on the crowd!"

The second guard shouts in assent. "Indeed!" says the grave but steely woman. "And witnesses outside the building saw him run towards Hellknight Hill!"

A surprised and worried wave ripples through the crowd at this information, including Warbal's distinctly shrill cry, "The citadel! My Bumblebrashers!"

Greta raises her hand authoritatively, and the crowd begins to calm. "Friends, we'll get to the bottom of this," she assures them. "But we can't do it alone. Who are the heroes in attendance today? Heroes are you willing to investigate Hellknight Hill?"

At this point, you may introduce yourself to the council and present your qualifications as heroes


Lol yeah its definitely a unique introduction fight, not sure if they really wanted to try and debut a Hazard in PF2e or what. Too be safer, might be good to stride back, we'll say you only take half damage. Really at this point, things are wrapping up, just a matter of how much damage y'all take wrapping up the fire.

Initiative - Round 5
23 Lyra Flamecrest 15/16 hp
21 Grayson Reeve 4/19 hp

21 Oppa Silk 10/19 hp
16 Doxie (Eidolon)
13 Violant Turra 11/16 hp
13 Samael Doulen

10 Fire

Again if you aren't holding your breath or have some face covering to protect you, you take 1d6 damage from smoke inhalation. If you end your turn adjacent to the fire you take 1d6 fire damage, barring a basic reflex save. So if you're able to do a drive by bucket throw you may avoid damage

The heroes dash into action, grabbing buckets and running headlong into danger, ready to fight the fire. The bucket brigade brings fresh buckets to the entry of the room, with a couple of the councilors braving the smoke to bring a couple buckets farther in.

Meanwhile, despite best efforts the fire continues to spread as Oppa and Doxie back up, dropping their tapestries retreating to gather buckets of water.


I meant like a 5 foot gap between you and the fire, so like if you wanna throw water and avoid taking fire damage, the bucket isn't gonna have full effectiveness versus standing adjacent to the fire and throwing your bucket but then you might take some fire damage. Sorry if that wasn't clear.

Also, Oppa/Doxie, idk about the dice rolls, did you make another post in a different game and maybe that post ate those rolls? Not sure how the website holds rolls like that ya know? Also I had already deleted some fire squares from y'alls turn previously, so if you wanna take back your action, those squares you would have to run through to get where y'all are would still be on fire.

I'll make a post this evening(Alaska Standard Time), fire spreads then everyone will be up again for round 5


Yeah its an interact action to throw the bucket, its heavy and awkward to throw a bucket. You unfortunately have to get close to the fire to have full effect. If thrown adjacent it puts out 4 squares of fire. If you throw from 5 feet away, it only puts out 2 squares.


Initiative - Round 4
23 Lyra Flamecrest
21 Grayson Reeve 4/19
21 Oppa Silk
16 Doxie (Eidolon)
16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen

10 Fire

Call For Heroes - Disaster Strikes

Doxie and Oppa make the first attempts to control the flames, slapping the huge tapestries they tore down against the flames, trying to smother them, they make headway against the flames, stopping their advance and evening putting some of the flames out.

Your tapestries put out two squares of flames each, though the tapestries won't last much longer before burning up

Unfortunately being so close to the flames, they intense heat licks out against the two of them

fire damage Oppa DC 17 Reflex: 1d6 ⇒ 3
fire damage Doxie DC 17 Reflex: 1d6 ⇒ 5

Meanwhile Lyra grabs the first bucket of water, rushing to Oppa's aid but not quite reaching the flames yet while Grayson, wrapping his face to protect himself from the smoke, feeling shaking on his legs and desperately in need of some medical attention for his burns leads the last of the townsfolk to safety.

The bucket brigade quickly brings two more buckets of water to the doors, with 4 buckets now ready to be grabbed and still more on the way!


oh no, they just move when you move, so its whatever your movement speed is how far you would've got them, you could always pass them off or shout for one of the councilor's to take them the rest of the way, the councilor's are able to help folks escape as well, though only like 1 or 2 at a time, rather than the 3 of a Hero.

If you wanna move them to where you'd be if you finished your available movement first then take your turn you can.


lol would be funny, the fire damage definitely took a toll on you


yes, spending an action to pour water and wrap your face will protect you from the smoke inhalation. Good creative thinking!


Initiative - Round 4
23 Lyra Flamecrest
21 Grayson Reeve 4/19
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople 2 remaining
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

Call for Heroes - Disaster Strikes

Sorry, the map may have been a little unclear, the Green Bordered NPC's next to yall were the town Councilors, they were helping y'all rescue folks but don't necessarily need rescuing themselves. There are only two NPC's left and Grayson is escorting them currently, if you wanted to do something differently with your turn, you may as I can see how that might have been a little confusing.


Initiative - Round 4
23 Lyra Flamecrest
21 Grayson Reeve 4/19
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople 2 remaining
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

With Violant and Samael helping the remaining townsfolk around them and the councilors out of the chambers, they quickly start to join a bucket brigade that had started already and three buckets of water quickly arrive at the southern doors ready to be used to douse some fires. With more coming quickly down the bucket brigade line. one bucket ready per PC's turn, so when it gets to Violant and Samael, 2 more buckets will arrive

Unfortunately as the fire continues to rage unabated, the room quickly is filled with a choking black smoke.

Everyone still in the room take 1d6 damage from smoke inhalation, Oppa(and Doxie) takes half damage for now because he is half sized and the smoke hasn't quite reached him down there. At the start of your turn, roll a 1d6 of damage for me. Grayson, hope you roll low. There's two remaining townsfolk in the room, they'll take some damage on their turn if they are still in the room. Commoners won't be able to take too much of the smoke inhalation before passing out.

Its an interact action to grab a bucket, and an interact action to throw a bucket of water. One bucket of water is enough to douse 4 squares of fire.


Initiative - Round 3
23 Lyra Flamecrest
21 Grayson Reeve 18/19
21 Oppa Silk
16 Doxie (Eidolon)
16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen

10 Fire

Call for Heroes - Disaster Strikes

Grayson, badly burned by the roaring flames fights through the pain from his blistered skin remains calm and helps a few townspoeple near him towards the exit. Lyra snap into action with Samael gathering a large group of townspeople and together leading them to the exit, coughing and sputtering as the room fills with more and smoke.

Oppa and Doxie prepare to make their stand against the fire, ripping tapestries down off the wall, prepared to smother the approaching flames.

The Councilors continue to head for the exit, some of them leading other townsfolk out with them, others prioritizing themselves first.


yeah you'd have to move to them first, the action of saving them allows you to move with them as well, its kind like you're taking their hand and leading them out with you.

So in your case, you'd spend two actions to move to those folks, then your third action would be another movement with up to three NPC's moving with you. They aren't "saved" untill they make it out the doors at the back of the room. Once outside they start to set up a bucket line to the fountain.

15 NPC's is needed to get the bucketline going, there are a total of 25 NPCs in the room, 20 townsfolk + 5 councilors, so the more folks you get out, the sooner the bucket line is formed.

1 bucket's worth of water, believe it or not, puts out 4 squares of fire.


Initiative: Round 3
26 Fire Mephit
23 Lyra Flamecrest
21 Grayson Reeve 18/19
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

Call for Heroes - Disaster Strikes

Violant speaking gibberish but using body language to convey her thoughts is able to help 3 of the townsfolk to the door. Meeanwhile Samael prepares to work alongside Lyra to help a large group of bystanders out.

The fire continues to expand, roaring larger.

High it expands to your Grayson, Low it expands next to you: 1d10 ⇒ 9 ouch

Fire Damage as the Fire engulfs you DC17 basic reflex save: 4d6 ⇒ (2, 5, 5, 2) = 14

Moving out of the fire won't hurt you, only ending your turn in or adjacent to the fire would


Initiative:
26 Fire Mephit
23 Lyra Flamecrest
21 Grayson Reeve 18/19
21 Oppa Silk
16 Doxie (Eidolon)
16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen

10 Fire

Call for Heroes - Disaster Strikes

Rescuing Bystanders:
The PCs can each help two spectators at a time out of the room’s southern door. Once a PC is on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; a PC needs only to be on the same side of the room as the spectators. Multiple PCs can work together to help groups of spectators who are clustered together. Two PCs working together can help up to six spectators at a time, as long as the PCs and the spectators they’re helping are all on the same side of the room. When spectators begin passing out, PCs can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you might need to track the PCs’ movement toward the unconscious spectators. Two PCs can work together to help four unconscious spectators at a time.

The Councilmembers spend their turns, crouching low, covering their mouths, a couple of them grabbing the hand of a nearby bystander to help lead out towards the exit, while others still are just trying to get off the stage before it is engulfed in flames.

Oppa looks around and finds a number of tapestries adorning the walls of the council chambers. Would be an action to interact and rip one down off the wall. I'll mark them on the wall of the map


yeah, it was either a crit success on a 20 or a crit failure on a 1 or 2 so lol figured odds were in your favor to only take 1 damage XD


Oppa, poke poke, you're up in combat, for now the Mephit is dead but the fire still poses a considerable threat to the party and the civilians which is gonna have us remain in rounds to see how y'all handle the fire as a hazard.


Initiative:
26 Fire Mephit
23 Lyra Flamecrest
21 Grayson Reeve 18/19
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

Call for Heroes - Disaster Strikes

Lyra and Grayson give the fire mephit a one-two combo, with Grayson stepping up to deliver a cleaving blow, separating the creature in twain as it two halves fall into the fire beneath it.

Grayson quickly feels the fiery inferno licking out at his skin.

fire damage, DC 17 Reflex halves: 1d6 ⇒ 1 Though he uses his shield to take the brunt of the heat. you can roll if you'd like, but half of 1 is 1, so its either way


Yeah, as far as I can tell the doors lead to hallways, that kind of circle the council chambers.


Initiative:
26 Fire Mephit 5 damage
23 Lyra Flamecrest
21 Grayson Reeve
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

Call for Heroes - Disaster Strikes

Samael tries to entreat the crowd to form a bucket brigade using the fountain outside, his words ring clearly through the ever increasing levels of panic that are building. Violant continues her weird speech and then throws a dagger at the Fire Mephit hiding in the flames with extreme precision, scoring a cruel hit on the creature.

As the fire continues to pour in, aided by the fire mephit's devious laughing, it continues to spread, easily burning the wooden building. Folks closer to the mephit see its wound from Violant's dagger start to repair itself, no doubt some form of fire aided regeneration.

Without a shock and a loud bang, the northern door behind the Councilor's podium explodes outward, spilling more fire into the room. Smoke quickly begins to fill the space. Many of the remaining townsfolk are starting to fall into a panic. Many of them seem unable to find the exit or are so stricken with fear they can't move!

Rescuing Spectators:
The PCs can each help two spectators at a time out of the room’s southern door. Once a PC is on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; a PC needs only to be on the same side of the room as the spectators. Multiple PCs can work together to help groups of spectators who are clustered together. Two PCs working together can help up to six spectators at a time, as long as the PCs and the spectators they’re helping are all on the same side of the room. When spectators begin passing out, PCs can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you might need to track the PCs’ movement toward the unconscious spectators. Two PCs can work together to help four unconscious spectators at a time.

The townsfolk are hopeless without their heroes, the councilors will be able to help some of them escape, but the rest will rely on y'all for help escaping. Its a challenge of defeating the mephit, slowing the fire and rescuing the townies before they pass out from the smoke or flames. The mephit continues stoking and spreading the flames for now. Lyra, Grayson and Oppa(Doxie) are up!


I dont think you have to have your spellbook out to cast spells, but if you want it out for the flavor of a ya know the fluttering spellbook style caster than yeah I guess it'd be an interact action to draw it.

I love that the range of Hand of the Apprentice is 500 feet. Its so absurdly far.


Sorry my bad Violant, I saw you had posted, wasn't sure if you had just got excited and acted out of turn lol but all good you didn't lose your turn :)


Initiative:
26 Fire Mephit
23 Lyra Flamecrest
21 Grayson Reeve
21 Oppa Silk
16 Doxie (Eidolon)
16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

The party snaps into action, Lyra, Grason and Doxie the dragon rush the flames, preparing for any sort of hostility from the troublesome Fire Mephit.

While Oppa starts to direct traffic and try to take control of the situation before a full panic ensues while Violant begins speaking in tongue, looking panicked!

The councilors look aghast and start trying to run for the entrance, Greta the councilwomen, shouting "Everyone remain calm, no body panic, move orderly to the exit without running anyone else over!"

I originally put two fire mephits but it was a trick of the flames, there is only 1 fire mephit. Sam you are up!


initiative:

Violant Turra's Initiative (T): 1d20 + 8 ⇒ (5) + 8 = 13
Samael Doulen's Initiative (E): 1d20 + 8 ⇒ (5) + 8 = 13
Grayson Reeve's Initiative (E): 1d20 + 8 ⇒ (13) + 8 = 21
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (16) + 7 = 23
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (16) + 5 = 21
Doxie (Eidolon)'s Initiative (T): 1d20 + 3 ⇒ (13) + 3 = 16
fire mephits: 1d20 + 6 ⇒ (20) + 6 = 26
townpeople: 1d20 ⇒ 16
fire: 10 = 10
councilors: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative:
26 ????
23 Lyra Flamecrest
21 Grayson Reeve
21 Oppa Silk
16 Doxie (Eidolon)

16 Townpeople
15 Councilors
13 Violant Turra
13 Samael Doulen
10 Fire

Call for Heroes - Disaster Strikes

Surprised as black smoke and billowing flame enter the Council chamber from the western door, and hungrily lick at the wood plank walls and floor the would-be heroes are called into action sooner than expected.

As the fire enters the room immediately is full of panicked townspeople. They jump to their feet, knock over benches, fill up the aisles and generally get in the way.

"Everyone out!" shouts Greta Gardania over the din, as she sees the chaos erupting in the room.

A horrible cackling sounds, like laughter, but more shrill, comes from the open door way as the conflagration rushes in.

Perception DC 12:

Inside the burning flames, you see a tiny fiery figure flying along fanning the inferno. It has bright-orange skin, and wisps of flame flicker along its wings as they flap through the air. If you see the creature, you may attempt a DC 15 Arcana or Nature Recall Knowledge check to identify. Recall Knowledge is an action, so keep that in mind.

The area where seats are is now difficult terrain.


With a sharp rap from her gavel onto the desk, a stern, dark-haired woman with a deeply furrowed forehead and kind eyes brings the assembled crowd to a hush.

“Welcome, neighbors and friends...” the dark-haired woman begins, her rich voice washing over the room, “...to the Breachill Town Council’s monthly Call for Heroes. I am Council President Greta Gardania, at your service. On behalf of my colleagues beside me, I promise you all that we will hear and consider today’s petition with the utmost discretion and care. There is no existence without community, as our town charter says."

“Today, our agenda includes one petition. Miss Warbal, our very own ambassador to the Bumblebrashers of Hellknight Hill, requests the help of heroes for a matter of utmost importance. Let’s hear her concerns in her own words, shall we? Miss Warbal?"

At this summons, Warbal emerges from the front row of benches. The well-dressed wearing fancy white scholarly robes with a black cap perched atop her oddly shaped head, makes her way to the foot of the dais’s steps. She clears her throat, wipes her eyes, and begins her address to the council

“Esteemed councilors,”Warbal says, with a frazzled tone to her cracking voice. “It has been more than a month since I’ve been able to contact the Bumblebrashers. I fear that something terrible has befallen them. What’s more, I have seen my people’s distress signal coming from the top of Citadel Altaerein—”

Before the goblin can continue her petition, the door on the western side of the room flies open, as a young man, his eyes wide with panic, runs in shouting and waving his ink-stained hands. Billowing black smoke and flames follow him into the room: “Fire! There’s a fire! Everyone flee!”


"It's time for the meeting to start," says Trinil, the tavern owener, her voice cutting through noise of the crowd. "Line up and pay your tab! No welching!" She laughs at this and the room comes back to life. "Those answering the Call, its on the House." says the bar owner.

The Wizard's Grace is the gathering place before the Call, partly because of the fine fare and fellowship, but also because it lies just across the road from Town Hall, where the call actually takes place. The townsfolk file out (after paying, you all note) and across the road to the wooden structure of the Hall. A stained glass cupola tops the two story structure and the doors are held open by a pair of guardsmen, who look a little bored frankly.

As all of you cross, following the crowd, you catch a glimpse of the Monument Circle beyond the Hall. There a marble-paved circle stands, with six deep water wells surrounding it. In the center of the ring is an elegant 15' tall bronze statue of the wizard Lamond Breachton, town founder and original hero.

As you enter the Town Hall Chamber, the room is already filled with 30-40 residents, gathered to watch the events and cheer on any Heroes chosen. inside the council chamber, you see that the room is set up as an auditorium, with a carpeted walkway separating several rows of benches into two sections. The carpet leads to a small set of steps and a raised dais. On the dais is a large desk separated into five parts, where the Breachill Town Council’s five members are seated, talking quietly with one another as they wait for the meeting to start. On the desk, situated in front of each chair, are tarnished bronze plaques bearing the names of the council members. From east to west, the names are Jorsk Hinterclaw, Melma Ann Sendari, Greta Gardania, Trini Sprizzlegig, and Quentino Posandi. Melma, Greta, and Quentino are humans, Jorsk is a dwarf, and Trini is a gnome.

DC 10 Society:
The woman seated in the center of the dais is Greta Gardania. She is the council president and is expected to open the meeting.

Call for Heroes Council Hall

You have a few moments to finish up conversations, discuss something among yourselves as you stroll across the road, and find seats in the crowded room. Tokens are on the right side of the map, just move them to an open seat of your choosing.


"Excuse me Sister Violant," says the deep rasping voice of a half-orc at his shoulder. "Could I trouble you a moment? I hear you are also joining the call today? Is that right? Not sure we have had the pleasure, but I am the town's archivist, Jorell Blacktusk." He greets you formally with a firm handshake, and you notice his fingers are all discolored with fading purple/black ink-stains.

"Just wanted to ask, if you come across any historically significant documents while on your Adventure, would you please consider letting me see them or donating them to the Town Archive. Especially things to do with Breachill's history. You know, Lamond Breachton, the Goblinblood wars, the Order of the Nail or anything like that. You see, I am preparing a definitive work on the town's history and..." He rambles on for a few more minutes but you get the basic gist.

Meanwhile, Sam you can't help but notice that the ginger haired servinggirl has been watching you, as you meet eyes from across the bar she blushes and looks away before rushing off to serve another patron. Before long though you notice she is gradually inching closer to your table without trying to be overtly obvious that she is coming toward you.


Ahh I misunderstood when you said she beat boxes along to your rapping, I was confused whether they were with you or not


The villagers, ecstatic to see the common hall filling with new heroes try to determine if they know him or not, and then a rousing cheer with many saluting the new arrivals with raised earthenware mugs. "Huzzah for the Heroes!" they cry, making the natural leap from a stranger so armed and armored. Its not long before a piping hot bowl of lentil stew slide in front of those gathered, along with tankards of ale. "You'll not be buyin' yer own brew on me watch," calls an old gaffer from the bar, pointing a cane at you all. "I buy all the heroes a round I do, reminds me o' me own youth. I can tell you a story 'bout that that'll curl yer toenails, laddie.' He starts in but is quickly interrupted by someone else from the bar, and his story is lost in the shuffle.

As Oppa demonstrates his unique song, accompanied by his dragon, the villagers look around at each other, confused, not sure if to be impressed or scared by the performance, before one old drunk man raises a tankard of ale and cheers loudly "Y'aah Sonny, I like it!" and then others raise their mugs and join the cheer as the a common hall is again filled with raucous noise.

Grayson you recognize nattily dressed halfling man wearing a bowler hat and bow tie, and grinning up at you with a twinkle in his eye, "So you've finally decided to join the Call, eh?. Crink Twiddleton, the proprietor of Quarters and Bits here in town, f I may say so. Perhaps, after the Call, and before you go gallivanting off into an adventure, you'd pay me a courtesy call. Would be worth your time, sir and no question." Crink pokes his smallish hand out, expecting a shake and an agreement, a grin crossing his face.


Looking at the categories of speciality crafting, if you just chose blacksmithing it would cover all manner of blacksmithing, so weapons/armor/horsehoes/etc. As long as the weapon/armor/shield were mostly made of metal.

If you wanna add a little note to the town map slide, you can pick a house and that can be the Reevees Ironworks.


Also, Ira, I was blown away by that Macro you are using in the Wrath Game, I went and asked GM Doug if I could use it too. So with his permission, I made a copy of yours and have set it up for our game!

But I might ask you questions every now and then if I can't figure something out lol

But yeah if y'all could fill out the Age of Ashes Macro at the top, that'd be appreciated. I'm still getting my butt kicked by this illness. I should be up and at 'em any day now.


Gameplay is up and working! Looks like it was hidden, so some posts were going through but werent visible. Either way, I made that first introductory post.


Yeah, still waiting to hear back from customer support, not sure about the gameplay thread. Odd to say the least.

Still gives folks a few days to finalize their character sheets and what not and ask me any last minute questions or last minute changes to their characters.


All good; I reached out to customer support, the gameplay chat appears to be broken. I can’t post anything.


Eastern Isger, Village of Breachill, Rova 1, The Day of the Call for Heroes.

Isger is a troubled land. Having spent the better half of a millennia bending its knee to the diabolical lords of Cheliax; it is a land that still bears scars from the Goblinblood Wars two decades hence. But even in troubled Isger there are places of peace and (relative) prosperity. Take the idyllic town known as Breachill.

The folk there are the just the type to help one another when down on their luck, or to welcome strangers in for a spot of tea or a bowl of stew. The town's guardsmen carry saps as their only weapons, and usually go about unarmored. In fact, guards are rarely needed for much beyond breaking up the occasional drunken row in one of the local watering holes. The worship of Asmodeus, which the former overlords from Cheliax are eager to spread, is all but unthinkable here. Instead dreaming Desna, playful Cayden, and artful Shelyn draw most of the town's deific allegiance. Most of the reverence, however, is reserved for another.

Breachill loves adventurers. As citizens are quite happy to tell anyone who will listen, their town was founded – indeed, saved -- by an adventurer, an itinerant wizard named Lamond Breachton. Breachton found a group of starving, half-frozen and wholly amnesiac people wandering in the wilderness and showed them how to create shelter, how to hunt prey and sow plants, and how to found a town that was ultimately named after him.

And so, each month, to honor their patron, and to give local adventurer steady pay, they hold the Call For Heroes. Now word has gotten out to the surrounding region. Simply trek out to Breachill, attend the meeting at the town hall, and the council will pay adventurers good, honest money to help the folks solve odd problems, be it a strange beast in the woods, a haunted family heirloom, or a basement full of giant rats. And so, here you are, for one reason or another, adventurers looking for coin on the morning of the Call.

Those who have been in Breachill for a while know that the place to be before the Call is the Wizard’s Grace tavern. Heck, even out-of-towners were told, perhaps more than once, when asked their business in the town. Prospective Heroes are always directed to this establishment to have a bowl of spicy boar stew with lentils before undertaking a quest – a tradition started by the grandfather of the current proprietor, Trinil Uskwold. Polite refusal to attend elicits lots of eye-rolling and warnings that it’s bad luck to break from such traditions, so here you are, in the crowded common room of the tavern at about ten in the morning.

The Wizard’s Grace (another reference to town patron Lamond Breachton) is clean and well-kempt, and it’s clear that Trinil prides herself in its upkeep. Tables are polished to a shine and don’t wobble, there’s a sign by the door politely reminding patrons not to spit on the floor, and the food is made from fresh ingredients in a kitchen free from vermin. The walls of the place are decorated with various trophies from past adventurers, each with a small plaque underneath denoting who retrieved it and what trial they had to undergo to achieve such a feat. A pleasant autumn breeze wafts in through the open windows. It’s early, yet the place is already packed with customers. Customers who all want to hear from YOU. Because this month, you are answering the Call. And that makes you very popular indeed.

So introduce yourselves! Where would you sit? Are you feeling the stew? Did any of you come in together? Are you excited for the Call? Annoyed by the crowd? The councilors are not present, as they are preparing for the council meeting, but many of the other folks from Breachill (see the Players Guide once again) could be. The game is afoot, and the next move is up to you!


Hey guys, sorry about the delay, I came down with Strep Throat this morning and its been kicking my butt. I tried to fight it off but no luck for me.

I've made my final selection, it was difficult there were so many great applicants.

Will the following please report to gameplay, dot and delete, adding yourself to the campaign.

o Violant Turra - Violant Turra

o Zen Gypsy - Grayson Reeve

o Ira Skoll - Samael Doulen

o Scranford - Oppa

Y'all will be joined by Lyra Flamecrest, a Half Orc Cleric of Saranrae.

I'll get gameplay going here tonight or tomorrow depending on how I'm feeling, also gives y'all a chance to finalize your alias' and what not.

Thank you again to everyone who applied. Hopefully we'll get the chance to game together in the future!


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Alright guys, recruitment is closed! Seems plenty late enough to call it.

I should have the finalists announced by tomorrow. There are so many good applicants, I'm gonna have to really think hard on this one.

Thank you all for showing interest!


Alright folks, we are in the last 48 hours ish.

Lepidopteran wrote:
@GM: Could I start with shuriken (but fluffed as thorns) for my leshy ranger even though they're uncommon? I'm fine with whatever you decide, but I just need to know to plan my build. Thanks!

Um I'd prefer not, feel like we are entering dangerous territory of do the thorns come from you or are they merely darts shaped like thorns?

If we are just reskinning darts to look thematically like thorns I am fine with that, but idk if I'm comfortable giving you an unlimited supply of self growing shuriken's?


<3 how could I miss Grandpa Gobbs :(


ah thank you thank you, I had a nagging feeling I had missed something but I couldn't find my mistake.


My goodness, I'll say, dang almost in a dozen games! Sad to see ya go, good luck.

Answering a couple questions, yes its using the remaster rules from the new Player Core 1 and GM core 1. When Player Core 2 comes out if you wish to update a character to the new rules a rebuild will be allowed, of course.

I'm fine with a Dwarf Auivarian, I think it creates a unique situation and honestly I can very easily see Elves finding companionship with Dwarves being a longer lived raced compared to Humans.

I'm fine if y'all build or submit characters using a Pathbuilder link, just include a spoiler of a small backstory and what not in the post. I understand it can get cluttersome to create an alias just for a recruitment submission!

The current amount of recruitment as it stands right now, If I missed you, I apologize.

o Evindyl - Aerokineticist, Half-Elf Devotee of Findeladlara

o Fatmanspencer - Tiefling Rogue

o Ythiel - Halfling Alchemist

o Ira Kroll - Human Acrobat Rogue

o Des Bumblebrasher Goblin Oracle of Healing

o Katza Morozov Human Hag Sorcerer

o Aiuvaran Dwarf Cleric maybe

o Oppa Silk Gnome Fey Touched Summoner sorcerer

o Zeldones Laughing Shadow Human Magus

o Violant Turra halfelf Time Wizard

o Zen Gypsy - shown interest in a swashbuckler human, older returning crusader.

I have one confirmed player already that has decided on a Human Dromaar Dragon Scholar Dragon Instinct Barbarian, just as heads up.

We still have till March 24th before I close recruitment.


oh no worries, recruitment is open till March 24th!


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oh yeah of course, I could see this kind of character coming out of retirement for one last adventure after what happens in the beginning of the adventure.


Awesome, happy to see some applicants coming in!

So far we have:

Evindyl - Shown interest
Fatmanspencer - Tiefling Rogue
Ythiel - Potential Dhampir something
Ira Kroll - Human Acrobat Rogue
Des Bumblebrasher - Goblin Oracle of Healing
Katza Morozov - Human Hag Sorcerer


Yeah, I better make a ruling on Heritages, made a note about ancestries but forgot to mention Heritages.

I'm honestly fine with all common and uncommon heritages. The character just has to make some sort of sense thematically as to why and how they ended up in a sleepy town, bright eyed and bushy tailed for adventure.


I'll keep recruitment open till March 24th


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I also realize I made a typo in the last paragraph there introducing myself. I was originally looking at Kingmaker but switched to Age of Ashes.


Welcome welcome


Hi guys, GM Cody, I’ve been around the boards for a while.

A bit about me: I’ve been playing in pbp for over a year now and really enjoy the format. Sometimes I post really fast, sometimes I’ll only post once a day. Depends on the mood of the game at the time. I am in this for the long haul, I hope you guys are too. I’ll keep recruitment open till March 24th I’m looking for 4 to 5 players

My expectations from you as a player:
o Consistent posting, I’d prefer at least once a day posting

o An easy to read character sheet

o Decent writing ability, get descriptive. I don’t want just dice rolls.

o Have fun, if you aren’t, say something. It's always an adjustment joining a new group, if it's not working out, we can figure something out :).

Character building rules:

o Level 1

o We will be utilizing the Free Archetype

o For backgrounds, I’d prefer you use the ones from Hellknight Hill but the regular common ones are fine too.

o If you are going to be using one of the classes from Player Core 1, I’d prefer you use the rules from PC1 vs the original Core Rulebook.

o Ancestries: No rare ancestries, and I’d prefer no Tien Xia-centric ancestries, feel like it’d be hard to make that work.

o Give me a paragraph or two, 4-6 sentences minimum, of character background, who your character is and why they are here. If you want to go more in depth by all means do so. If you write it, I’ll read it.

o We will mostly be utilizing google drawing/slides/spreadsheets for tracking the adventure.

To tell you a little about myself, I’ve been playing DnD and Pathfinder for some 14-15 years now. I’m originally from Washington state but I’m currently in Alaska. I am in the US Army, but things are pretty calm for me right now. I currently run an in-person 5e hack of Skulls of Shackles in real life but am very excited and familiar with PF2e rules and am excited to run Kingmaker using 2e.

Feel free to ask questions, I'll should be around to answer them fairly quickly.


CoreBrute wrote:

Definitely sounds interesting. Should we assume that we're all the same age, like young early 20s adventurers? And if so, are we just gonna handwave the whole 'dwarves and elves take longer to be considered adults than humans' thing?

How come full orcs aren't allowed? Are they mostly monsters in this campaign?

I look forward to seeing the full recruitment, this seems really cool! I'm leaning Dwarven Dhampir, thinking maybe investigator, or perhaps a magus class.

Dwarves still reach adult/maturity around 25 years of age, so it still works out with Dwarves being still in their relatively 20s.

I would say Orcs are still on the cusp of society, some still cling to the raiding ways, some have started to try an integrate more into the changing times of society.

For character creation: Players start at level 2, they receive a free archetype of one of the following: Undead Slayer, Ghost Hunter, Bounty Hunter, Hallowed Necromancer, Blessed One, Loremaster, Cleric, Scout, Investigator.

This archetype represents the special training you received in addition to your class set of skills.


CoreBrute wrote:

This sounds really cool. Got a couple questions:

1. Is this going to be inspired by a specific part of Europe in the 1700s, or another part of the world, or is this going to be kind of a globe trotting game, where we see a variety of different cultures in our quest to hunt down vampires?

2. Is there a restriction on ancestries? Like do elves and dwarves exist, or is it all humans? What about versatile ones, like Dhampir or Aasimar?

Also the google drive link for Surondal requires permission to look at, could you set it to public viewing?

1. when deciding setting and what level of technology, My idea was heavily inspired by the Hugh Jackman Van Helsing movie. So it should feel pretty European.

2. Regarding ancestries, Humans have proliferated and become by far the dominant Ancestries, there only a few Dwarven fortresses left(Deepholm, Hammerfall Keep, Stomehammer Citadel). Dwarves have remained fast friends with Humans, openly trading and participating.

There a number of Elven towns tucked away in the forests(Thalindra, Araneth, Sylanor + the three islands Falaris, Sycaris and Elaris). Though full elves have mostly retreated from participation with the human kingdoms beyond protecting their borders. The chance for hostilities always remain high as border encroachment on their Forests remain.

2a. Playable ancestries will include Human, Dwarf, Halfling with allowable heritages being Half-Elf, Half-Orc, Dhampir, and Aasimar. I'm trying to limit it being monster's hunting monster's party.

Most of y'all would have little memory of your childhood outside of being raised in the Dwanspire Keep, for one reason or another you brought to the Keep for training. Maybe as an orphan from a monster attack, maybe you're a legacy child of past Vampire Hunters, you're parents still alive and hunting. A half-elven run away, shunned by Elven society, shunned by Human society.

Also fixed the link, my bad, that's what I get for posting late at night!