We Seek 1 to 2 additional players! We are currently half-way through Module 1 of the Dead Sun's adventure path, after which we will be venturing into homebrew territory.
Rules And Other Things!
This is an inclusive campaign. This means that anyone from all walks of life will be welcomed as we are striving to make a safe, comfortable group for all of its players to enjoy themselves and feel free to be themselves. This means I will not tolerate any disrespectful behavior and repeated offenses means you will be ejected from the campaign, no questions asked.
Game Session Details
This game is Discord Based which uses the channels for Play-by-Post.
Posting-Frequency: Preferably, once a day.
Character Creation Rules
Level: 2
Class: No 3PP. The group currently consists of a mechanic, mystic, envoy, and a switch-hitter martial. We also have a solarian that is currently taking a hiatus from the game.
Race: Any from Core.
Wealth: 1200 credits
Attributes: 12 Point Buy non-graduated, 18 highest with racial, 8 lowest without racial's.
Health Points: Max HD
Backstory: Please provide a backstory of your character! This can be an interactive process with me, feel free to ask me questions about the world, surrounding areas and we can work things out, please additionally refer to the wiki for additional information. I want to know who your character is, what they desire, what they dislike, did they have a profession, etc. This is important as your character could be a total stranger to everyone in the party, or you could have a shared backstory with other applicants. Please spend some time and thought on this as each character's backstory will come into play at some point in the campaign.
Rumors: Write 5 rumors. 2 positive, 2 negative, and 1 false. Jumble the order and do not label which is which.
How to Apply
Please utilize the following link join our discord channel.
Discord Server
One right after another, three of the four skeletons fall in a clatter of blood and bones. The fourth moves forward to attack Sir Bleeparolo initiating an AoO from Sir Bleeparolo. Blood flies as claws skitter off the armor of Sir Bleeparolo.
The entrance to the room ahead is darkened. As you light up the room, you see a continuous carving of mourners runs along the walls here,
leading to a staircase on the south side of the room.
As you step inside, it becomes clear that the objects that you had seen laying in shadow now are bones, wet with crimson blood. If that were not enough, upon the first step into this room, the bones begin to rattle and come alive!
The Room of One Thousand Arrows remains silent. The occasional arrow tips into the pit around the pillar, and clatters to the ground below. Two doors lay before you, one that Fonzy just unlocked and another that remains closed.
Sir Bleeparolo's translation of the carving around the pillar comes up with an interesting story. It tells a story of a silver-haired huntress who made her final stand in this room, leaving the floor covered in the corpses of her foes. The pillar was designed after her legacy, and her supposed ability to fire arrow after arrow with blinding speed.
First off, so glad you're safe Bela. Like you said, there are more important things, and staying ahead of those storms is definitely more important.
I think I can work out every other day posting, starting tonight. I'll put an update in tonight, and we'll keep things going. i'll go for a Monday/Wednesday/Friday evening posts, with one post on the weekend depending on where we're at.
I don't want to be the GM that ghosts away, because I've had that happen to me before, and it stinks. I'll be straightforward and admit that the business of work/school/home has kept me occupied, and made it more difficult to study the module and be prepared. After that, the guilt of not posting regularly has kept me away, and for that I apologize.
As it stands right now, you all are about halfway through this module, and you're doing pretty well. I've added some story elements here and there as I've seen fit, because your characters are all fantastic, and have excellent backgrounds.
I have 2 proposals to finish this module. Some of you have expressed that you've always gotten partially through this module before it dies, and I don't want to be added to that group of GMs.
My first idea is that I can commit more fully to posting on an every-other day basis, if that works for everyone.
The second option is to have a hiatus. Freeze the game and resume it in December, when my semester ends and I have more free time to focus on this game.
A quick study of the runes indicates that there is a message. The words that you recognize the most are "archer," "huntress," and "arrows,". Deciphering the remainder of the words will take more time, but is doable.
While recovering, it becomes apparent that the room you are all in is relatively central to the tomb. A quick investigation determines that the door opposite of the one you entered, while one-way, should put you in the area of room Roldare is watching.
Sir Bleeparolo, I will answer your question in the morning (regarding the letters)
The trap is difficult to get into, but Fonzy does succeed at reaching in to it. A few quick pulls are all it takes to break the trap and ensure it won't fire afain...at least, not without some minor repair work.
Sir Bleeparolo continues to circle the tower as arrows fly. The words around the pit are old, but the message is either about an arrow, or an archer. It's difficult to concentrate while the arrows are flying all around.
Ashling, Belasara and Vharka maintain their positions aroubd the corner while Fonzy keeps his cover behind his shield. After approximately 30 more seconds, the arrows cease and the roon returns to the chilly silence of the tomb.
As Sir Bleeparolo gets closer to the pillar, he does notice that it is clearly a mechanism, and can probably be disabled, though one would be putting themselves at the mercy of the arrows to do so.
i.e., whoever tries to disable the pillar cannot gain full cover.
As Sir Bleeparolo examines the writing around the pit, he is forced to duck back behind his shield as arrows go whizzing by. One manages to graze his face.
3 points nonlethal damage
Everyone else is safe from the arrows (assuming everyone else is seeking total cover. It is now round 4 of combat, and everyone's turn.
As you are still in the room with the trap firing arrows, you are still in combat. As mentioned before, to get full coverage using a tower shield is an action.
I placed the shield as cover first. Then I made a perception check, which is a move action. Once the shield is in place to provide cover, no further action is needed to keep it there. You just have to keep holding it.
Really, if we can move and then plant the shield, and then move and plant the shield again, we should be able to make ourselves invulnerable to the arrows indefinitely.
Moving this to the discussion page to avoid clutter.
Please keep in mind that I did tell everyone that you were considered in combat as long as the arrows kept firing. I also provided extra warnings that a standard action other than taking total cover behind the shields would run you the risk of being shot.
Sir Bleeparolo, you moved towards the pillar, and then made a perception check. I am treating this as a double move, which will make you vulnerable to fire from the pillar. Also, because you are carrying two shields, you only receive the shield bonus from the tower shield.
As you are still in the room with the trap firing arrows, you are still in combat. As mentioned before, to get full coverage using a tower shield is an action. Currently you are not recieving full coverage because you used your action to make a perception check. Fonzy did remind me that you will still get a shield bonus.
i will move the combat along tonight. If Belasara, Ashling, or Fonzy would like to post an action, go ahead, otherwise i will assume you are taking cover.
Sir Bleeparolo, you are currently at the limits of your movement, so you will have to wait till the next round to move. As far as the writing is considered, it would take a history or linguist check to read.
The writing around the pit is an old version of Common. You've seen it before on some carvings around Kassen, and in some of the ruins in the area, but with your limited knowledge of such things, the best you can make out is something about arrows.
Waiting on an action from Fonzy. I am assuming that Belasara and Ashling are going to maintain their presence around the corner?
Wouldn't I have technically still been up anyway? While the tower shield would not have provided cover it would have given me a boost to AC right? Like a normal shield?
My apologies, yes, you should only have 15 points non lethal damage.
Everyone else, I apologize, the semester started and one of my professors decided he didn't want to explain how homework or quizzes worked, so I'm trying to get that balance. Should be able to post late tomorrow. Thank you for your patience.
What you are able to see is that the arrows don't fly into the pit. They may bounce or fall in, but nothing more. As far as depth, it goes about 30 feet deep.
I've been thinking this over, but since I gave Sir Bleeparolo a warning, and not Fonzy, I am going to remove one point of non-lethal damage. Fonzy, you are conscious, staggered, and due to the nature of your coming to consciousness, prone with Sir Bleeparolo standing over you.
As Belasara and Ashling run for cover, Sir Bleeparolo hunkers down with Vharka behind the tower shield. Fonzy lets go of his shield to take a crack at unlocking the door while shouting encouragement to his teammates. The young man feels the lock click beneath his hand, and as he turns to let his companions know of his success, he is met with a hail of blunt arrows.
Struck in the head twice and the stomach once, the final blow comes as one strikes Fonzy's windpipe. The pain, while not lethal, is still overwhelming to the young man, and he collapses on the floor, unconscious.
Fonzy, you have taken 22 points of non lethal damage an you are unconscious.
You don't see too much...the chamber is pretty bare, but you can quickly tell that the door to the south is locked, while the door to the east looks like it will push open with relative ease.
Ashling jams the sword into the gap between the door and the wall, but doesn't find much purchase. It seems that one bump of the blade would cause the door to slam shut.
As all this is happening, there is a clicking noise, as though something is being wound up. Suddenly, you hear the sound of stone grinding on stone as the pillar begins to turn. The air fills with a whistling sound repeating over and over, and soon arrows fill the chamber.
Fonzy, Sir Bleeparolo, and Vharka are completely protected, thanks to the huge shields that they are carrying, but Ashling and Belasara aren't so lucky. Thankfully, the arrows leave nothing more than stinging bruises as the blunt tipped arrows clatter to the ground.
13 points of non lethal damage to both Ashling and Belasara.
Edit: You are basically in combat with the tower. You all have your movement/action, then the arrows will fire again. Go, fight, win!
FYI: You can hide behind one of the tower shields for complete cover as a standard action. Closing the door would also be a standard action at this point. Being behind someone with a shield provides a bonus to AC, but that bonus decreases the more people that are between you and the shield.
My thoughts on Trained Skills: I don't mind players making checks for skills they're not trained in (i.e., the knowledges, disable device, etc.) and I disagree with the rule that says you can't use a skill if you're untrained. I mentioned before that I am ok with anyone making an untrained knowledge check, and the same goes for disable device (or any other trained skill) checks. Chances aren't always in your favor, but it does indicate a measure of luck.
Sounds good. Someone please make a decision based on the spoiler (everyone can read it).
Whoever is waiting at the door:
You notice when Fonzy walks in that the door is weighted to swing shut. In fact, you suspect it might be difficult or nearly impossible to open from the other side.
Sir Bleeparolo's map is updated. Just waiting on Fonzy for his action in this room, and we'll keep things moving from there.
Also, just want to give you a heads up that school is starting for me this thursday. Things will be a little extra busy, but right now, i don't see anything that will require me to stop this game.
Knowledge of Kassen's actual family isn't something that many people know about, but one thing the stories make clear is that he considered and treated close his friends and allies like family.
The round room this hallway leads to sports a single pillar in the center, supporting this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.
You notice that both Kassen and the mercenary leader are wearing golden necklaces, each made up of a simple golden chain, from which hangs an oddly shaped medallion. While not
identical, the amulets look similar.
As Sir Beeparolo sits on the bench and ponders the mural, nothing happens. There is some dust, but no more than would be expected of a place like this.
Sir Bleeparolo:
As you gaze about the room, you do not see any magical auras.
As you walk along, you remember a story from your childhood. A ghost story that was a local favorite, the kind that would keep you up when you were little, it told a different version of Kassen's final moments. Looking around the tomb, you're reminded of that story. The details are hazy, but the storyteller hadn't ended with the death of Kassen, but instead the construction of the tomb. The part that had kept you up as a little girl had been that the tomb was more to protect the living from what lay inside, and less to protect the dead from the elements. Something about the traps and layout of this tomb makes you think that story might have had a grain of truth in it.
As you walk through the newest door, you notice a small stone bench that sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
Utilizing the rope, the group is easily able to lower and pull up Sir Bleeparolo, who returns clutching the magical key in his hand. A quick examination of the key finds that it's handle matches the lock on the second of the three doors in the room. E7
@Sir Bleeparolo: If you don't look away, then yes, you can see it, or at least pinpoint it's location, but because the pool is being fed by a fountain, the water does still ripple and occasionally cause some distortion of what you're looking at, so eventually you would either have to cast detect magic or make an intelligence check to identify it.
Also, keep in mind that the pool is 40 feet deep. Your mage hand spell only reaches 30 feet at this time.
Below you, amidst the hundreds of keys, a solitary image stands out to your enhanced vision. A key is glowing with a magical aura at the bottom of the pool.
For some perspective, the pool is about 40 feet deep, and requires a DC 10 swim check to move through. Creatures carrying a medium or heavy load can sink automatically.
You notice, upon stepping up to the pool, that there are numerous keys laying in the water. If you had to guess, you'd probably assume around 100 to 120.
Eventually, the door shatters beneath Sir Bleeparolo's blows, and a dark room lies before the party.
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken o" and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence hanging over the room.
Map is updated. Will update the larger map tomorrow. Sorry it took a while, had some family events over the last couple days.
Sir Bleeparolo's first hit connects solidly, knocking a decent dent into the door. His second and third swings do little more than scratch the wood, but his fourth hit knocks an even larger chunk of wood to the ground, but the door still stands.
@Belasara: It is a wooden door. A DC 20 Knowledge (Engineering) check would identify a weak point in the door, and provide a bonus to whomever tries to destroy it/break it down.
Fonzy:
You do hear the sound of running water, but no other sounds other than those naturally made by you and your companions are coming to your ears.
As Fonzy is working on this door, there is an audible snap that echoes throughout the chamber. Closer inspection reveals that one of the lock picks has snapped at the base, and is stuck inside the lock itself. Removing it would require removal of the entire lock, and with it being stuck as it is, there is no remaining free space to continue to work the lock.
As Fonzy steps onto the pressure plate...nothing happens. There's an attempt from willing gears, followed by a grinding noise, and then silence. Nothing moves in those tense moments.
Confident now that his abilities have been proven, Fonzy moves to the door ahead. A quick wiggle of the knob tells you that it is locked, but you can detect no trap on it either.
As you begin working on the pressure plate, you recall something else your mother told you. How to jam a plate so that it can't compress and set off the trigger. You're fairly certain that if you can find and break the trigger, that should jam the trap.
It takes you a minute or two, but you find what you suspect is the trigger, and feel it give beneath your tools. You're satisfied in your work, but there's still no way of knowing whether or not the trap has been neutralized without stepping on the pressure plate.
Because the trap didn't go off, you can assume you either disabled it or didn't make any changes to it's set up, and it is still looking to go. Based on what you rolled, as I inferred in the result, you actually recalled the information that your mother gave you pretty well, and you're pretty confident about the odds of disabling it. i'd say, 95% sure, because the only way to be sure is to actually step on the thing.
But yes, because it didn't go off and there's no way to be 100% positive, you can try again.
Check: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.
The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.
How I read this is that you would know if you failed, because the trap would be going off. Nothing happened, so no failure. The option, then, is to either assume the trap was disabled, or assume that it was not disabled (but not set off).
So, there's not a lot of room to maneuver around that particular tile, due to the placement of statues and such. If you are not confident that the trap has been disabled, you can attempt a DC 5 acrobatics check to jump over it.
As you finagle your tools under the slightly elevated tile, you try to recall the things your mother taught...how pressure plates work, how they can be jammed, and so on. As you work, you feel mechanisms move, but it's a small space, and there's not a lot of area for anything to move in there. After spending a couple of minutes on the plate, it's difficult to tell whether or not the plate will function as normal. You're pretty confident in it, and you know that you had a fairly confident idea in what you were doing.
This is a skill that isn't very clear on when you can take 10 on it and when you can't.
General rules for taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
So it depends on what you think you need to succeed.
As you walk forward, you notice that one of the tiles in the ground is slightly more elevated than the rest yellow box on map. It confuses you for a moment, until you remember a demonstration your mother gave you on pressure plates, how they work, and how they can be disguised.
I propose that the order of outcomes be changed to:
Critical success
Success
Failure
Critical failure
I find the current order (S, CS, F, CF) cumbersome to read because the best outcome falls in the middle. My proposed order ranks the outcomes from best to worst in an ordered list.
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
And the Bloodrager has the nearly identical class feature:
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Finally, the Advanced Class Guide says:
Advanced Class Guide wrote:
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes. (source)
Since both abilities say that they stack with any other bonuses to speed, does this mean that a character who takes a level of both Barbarian and Bloodrager will get +20 feet to his or her movement speed?
Each stone of this type is keyed to a particular kind of weapon (heavy flail, light crossbow, short sword, and so on) and grants you proficiency with that weapon.
Cracked: The stone grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him).
The bastard sword is an exotic weapon that says:
Quote:
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
And finally, the rules about weapon sizes say:
Quote:
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.
Here's the question: Can my fighter use the cracked Ioun stone to wield a large bastard sword? I believe RAW say the stone would turn a medium bastard sword from a one-handed exotic weapon into a one-handed martial weapon for me, which would let me apply the rules about using an oversized one-handed weapon as two-handed with the -2 penalty. This is similar to how the iconic barbarian uses a large bastard sword, but I intend to do it with the Ioun stone rather than the feat Exotic Weapon Proficiency.
I am aware of the following FAQ entry:
Spoiler:
Quote:
If a weapon is wielded two-handed as a martial weapon and one-handed with an exotic weapon proficiency, can I wield it one-handed without the exotic proficiency at a –4 penalty?
No.
Note that normally you can't wield a two-handed weapon in one hand. A bastard sword is an exception to that rule that you can't wield a two-handed weapon in two hands, but you must have special training to use the bastard sword this way. Without that special training, wielding a bastard sword one-handed is as impossible as wielding a greatsword one-handed. (The same goes for other weapons with this one-handed exotic exception, such as the dwarven waraxe.)
But I believe that this doesn't apply here, since the Ioun stone makes the weapon martial, and my class makes me proficient with all martial weapons.