Eagle Knight

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All is good. Diving in today. Things slowed down for me after the pre-thanksgiving spike. Sidenote... (I'm not seeing that I have shared this yet) RSP has released a 3rd module in this dungeon backdrop line.


Effilip both great traits! Glad to help

Narciso That sounds great!

This will officially end our recruitment needs. See you over in the Gameplay & Discussion threads.


Tomtesserae Character sheet looks good, just a few things. (1) I hate to say this because you rolled better but you start with class average gold. (2) You can keep Heedful Readiness trait if you'd like. I have moved to doing initiative as a group. It will be whoever get the surprise. So, all of you, then all of them... or vice versa. Now, there will be moments where I will do initiative, but I don't think it will be often enough that warrants the need for the trait. That is your call. (3) Under your languages you only have Common, you should also have Halfling in there too.

The clerics that are stationed in a cities are referred to as Priest or Priestess. With the background of Effilip being a traveling cleric to the halflings I really like the "Neighbor" title for him. Let's go with it!

Tomtesserae & Narciso feel free to jump on over in the discussion tab and get to know the other players. It's find if your character sheets aren't fully fleshed out, from what I am getting the feeling of you two are interested and are wanting to play two classes that would fit right in with the party. Let's do this!


Good news, if you have been following the recruitment it looks like we might have a halfling cleric and a half-elf bard joining us. That should round out a 5 person party! I will check with Erik and see that he is still good. But we should be getting this game rolling again shortly.


Sounds great!

Here is a Map of Wellswood

Here is a quick Player's Guide for Wellswood.


Narciso As a traveling Bard/gypsy troop would he call home one of the major cities of Ashlar?

Dulwich is one of them, main trade is lumber. Dunestone is another. The main industry is livestock, but they are more isolated and probably not the best home base for a traveling bard unless it is for the sake of "getting away from it all." Another easy option would be Languard. That is the capital of Ashlar. There are more taverns and inns than a person knows what to do with. That would allow you to have steady gigs between the traveling tours.

One last option for a traveling bard would be a smaller of a town. Less than 200 people. Wellswood. It sits at the intersection of two major trade routes. Being on two major routes there is a lot of travel (safety in numbers), and there are options on your own traveling tour routes. Their main industry is "lodging, traveling services."

If any of that sounds like a place you'd call home I could comb through the info in the guides and get some things together for you.


Tomtesserae That sounds good! If you come every year or so you would not have been there since "the beloved and respected" high priest, Taistro Rintala, died unexpectedly. As you came through to bless any new halfling babies/infants, you could also go through the Law Giver's Hall to pay your respects. This is a good "onboarding locations" since the party has a friend who is currently under the care of the new priestess Vuokko Laiten. The city specs say there are 63 halflings, so I would think it is safe to say there have been halfling babies since you last came through.

Narciso Humm.. I don't know if I'd dive too deep into that Villages of Ashlar. There are some things in there that are more for the GMs eyes. Not that we are going everyplace in Ashlar, but there are things that I would like to pull from there. Let me give into the Patreon Discord for RSP and see if there is a players guide.


Narciso - I think that we are in a spot that we could use really any two PCs that were wanting to join.

Rasmus (ranger) has offered to switch to a cleric if need be. His ranger already follows a deity that would allow him to switch easily. But, if someone wanted to join as a cleric then he would keep his ranger. Which I would prefer because he joined the game with that in mind.


Narciso - A Bard was one that the party was interested in having join them. Take a look at the info of the game/world and see what you think Bards are always a fun one to have!


Original Recruitment Thread


Hello!

I have an active game that is looking for 2 more players to join the party. The current team is made up of a Ranger, a Rogue, and a wolf riding halfling druid.

This is a core only game.

Dulwich at a Glance:

Ruler: Wido Gall
Government: Overlord
Population: 4,734 (4,634 humans, 15 dwarves, 3 elves, 11 half-elves, 8 half-orcs, 63 halflings)
Alignments: LG, NG, N, LN, LE, NE
Languages: Common, Dwarven, Elven
Resources & Industry: Lumber, pottery, wool

Dulwich stares out across the Salt Mire towards Hard Bay, the Forest of Gray Spires at its back. Just a few hundred years old, it rests on the remnants of numerous older structures built on a strip of dry land between the swamp and forest. One of the largest settlements in the Duchy of Ashlar, Dulwich serves as a major hub for merchants and travelers. A stout stone wall surrounds the main town, offering protection from the dangers lurking in the Salt Mire.

Wealth flows through the town in aplenty due to the lucrative timber industry and Dulwich’s position as a trading center. Its citizens live in well-constructed two-story homes of stone (harvested from earlier settlements) and wood. While most of its streets remain hard-packed dirt, cobblestone paved roads appear in more affluent areas. A recently built keep lies at Dulwich’s center, built over an older wooden fortification. Its towers barely top the tall spire of the nearby Temple of Conn, a magnificent cathedral built with contributions from the town’s affluent citizens.

Many of Dulwich’s citizens are craftsmen, merchants or traders of some sort, with many more involved in logging. Guilds form the backbone of Dulwich, not just as a source of trade and income but also as a way of life. A few businesses cater to outsiders, particularly adventuresome types. To the west and south lies the ruins of Valentin’s Folly, a small castle frequently sheltering wanted bandits (and—it is rumored— much worse things). Within the forest, a day to the south lies the feared and legendary Shunned Valley, believed by the locals to be haunted. These are just two nearby attractions. The great and illimitable, doom-drenched halls of Gloamhold lie far to the north.

Dulwich still mourns the recent death of the former high priest of Conn, Taistro Rintala. His successor, the young priestess Vuokko Laiten, now heads the temple.

TOWNSFOLK
Appearance: Dulwichians are typically fair-skinned with brown or sandy-colored hair and blue, hazel or brown eyes. Men prefer long moustaches without beards, while women wear long hair in buns or piled up with elaborate tresses and pins for the wealthy.
Dress: Fine-spun woolen tunics and breeches for the working class are the norm, dyed in the colors of the various trades or guilds the Dulwichian is assorted with.
Nomenclature: male Einar, Jarmo, Pekka, Vesa; female Elena, Irja, Riita, Ulpo; family Eskola, Leino, Salonen, Takala.

TRADE & INDUSTRY
Dulwich is mostly known for its booming lumber industry, which employs many citizens and brings in great wealth. Though a significant source of income for the town, it is not Dulwich’s only notable industry. Many citizens belong to the town’s guilds, making everything from pottery to clothing, and members wear their guild’s colours to denote their membership. The various guilds typically occupy entire streets. No craftsman may operate in a trade without joining the relevant guild.

THE GUILDS
The Gall family rule Dulwich, as they have since the town was founded centuries ago. However, the merchant class are becoming increasingly influential in the town's day-to-day affairs, and a clandestine struggle is going on for power. Recently, this struggle has spilt out into the town’s religious life, with both the guilds and Wido Gall attempting to secure the support of the new high priestess of Conn—Vuokko Laiten. Four guilds, the Blacksmiths’, Potters’, Lumber and Woolmans’, dominate Dulwich’s mercantile life.

LAW & ORDER
A well-equipped town guard imposes order in Dulwich, led by the respected captain, Tuula Tenbaran. Lawbreakers are imprisoned in the dungeons beneath Dulwich Keep. Because Wido Gall oversees all trials of note, many of the merchant class suffer stiffer fines and penalties, which compel them to scheme against their lord even further. The merchants, of course, would love to have Tuula Tenbaran in their pocket, but she remains stubbornly loyal to Wido.

THE THIEVES
Unlike Ashlar’s capital city, Languard, Dulwich does not have a single, dominant thieves’ guild. Rather, a patchwork of minor gangs struggle incessantly among themselves for territory, standing and profit. Most such gangs number no more than a dozen individuals, and most of their members are not particularly skilled. Dulwich’s two most notable gangs are the Shadow Spiders (the most powerful and violent of the gangs) and the Black Cats (who are popular with the common folk as they liberally share their ill-gotten gains).

NOTABLE LOCATIONS IN BRIEF
Most of Dulwich comprises peasant homes and businesses. A few locations, however, are of interest to adventurers:

1. Dulwich Keep: Seat of the Gall family, the squat Dulwich Keep lies at the heart of Wido Gall’s machinations. The town guard is based here, and the dungeons below the keep house lawbreakers and those who fall foul of Wido.
• Wido Gall (male human wizard) rules Dulwich. He seeks to extend his influence to the nearby village of Longbridge, at the expense of his rivals.
• Tuula Tenhunen (female half-orc warrior) leads the town guard and is fiercely loyal to Wido Gall. She is nicknamed the “Iron Maiden” due to the mask she always wears.

2. The Lawgiver’s Hall: The lofty spire of this elaborate cathedral dominates Dulwich’s skyline.
• Vuokko Laiten (female human cleric of Conn) serves as Conn’s high priestess in Dulwich. She is young for the role, and some see her as unsuitable. Both Wido Gall and the merchants vie for her favor.

3. Lumberyard and Guild Hall: The lumber guild is wealthy and influential; their holdings reflect their status.
• Ossi Karppanen (male human) leads the lumber guild and seeks to instate a ruling council of merchants. He is one of Dulwich's richest citizens and consequently has much power and influence.

4. The Dancing Bear: Run by the former half-elven adventurer Nurlon Rekinen, this is a popular drinking establishment for adventurers and off-duty guardsmen.
• Nurlon Rekunen (middle-aged male half-elf warrior) runs the Dancing Bear, which caters to adventurers and travelers. He is a former adventurer and Nalthra’s twin.

5. Nalthra’s Jewellery: Nalthra is Dulwich’s most renowned jeweler. She might not offer the best price for gems and jeweler, but she can handle large deals.
• Nalhra Rekunen (middle-aged female half-elf) frequently seeks precious gems to work into pieces of art but is renowned for not offering good prices. Nalthra is a renowned jeweler.

6. The East Gate: This sprawling inn is popular with Dulwich’s wealthy.
• Hannu Mieho (old male human) owns the inn and loves rubbing shoulders with his rich and powerful customers. He does little actual work these days.

7. The Golden Skull: This dingy, forgettable watering hole has a fighting pit and gambling hall beneath the tavern.
• Voitto Markku (male human) owns the tavern and has the look of one who does not often see the sun.

8. Eronen’s Safe Travels: The retired, one-armed adventurer Henni Eronen runs this large, well-stocked general store.
• Henni Eronen (female human warrior) is extremely knowledgeable about the town’s surrounds.

9. Saini Alanen’s House: Home to Dulwich’s most renowned sage, the ground floor also serves as a public library. Saini is available for private research projects.
• Saini Alanen (female human) oversees a small, independent library where she researches the local area and assists in political matters.

10. Cemetery and Catacombs: Recently, rumors of strange goings-on have begun to cluster about these catacombs and mausoleums.

11. Dulwich Marketplace: This bustling daily market hosts numerous stalls and booths. Street performers are rife here, as are wandering merchants and pickpockets.
• Zado (male human) works in the marketplace as a street performer or, perhaps, street performers.

12. Dulwich Poorhouse: Here dwell those who have nowhere else to go. It is a hard, bleak place.
• Chancellor Aadam Ehtaro (middle-aged male human) presides here and oversees the daily hire.

13. Vilimzair's Arms: Named for the near-mythical bard and legendary pirate captain Vilimzair Aralivar, this tavern offers cheap, plentiful drink and bawdy, joyful entertainment.
• Sofia Ehtaro (middle-aged female half-elf warrior) can’t sing, can’t play any instruments and can’t act. Nevertheless, this charismatic woman loves entertaining people

14. The Crooked House: This general store offers a vast variety of things for sale.
• Kerttuli Ilmarinen (female human) runs the Crooked House.

15. Badger's: Guarded by loyal mercenaries, this crenellated manor is a bank, moneychangers and home.
• Bernhard “Badger” Ilmatoivia (middle-aged male human warrior) has a reputation as a man of character. He is an ex-adventurer and is rumored to be fabulously wealthy.

16. The Three Bells: This inn is popular with pilgrims visiting Lawgiver's Hall.
• Valto Ilakka (middle-aged male human) runs the Three Bells as his family has done for generations.

Ashlar Deities:

Major Human Deities

ABARIN
N greater god of industry and artifice
Epithets: The Creator, the Great Craftsman
Symbol: A convoluted mass of cogs and gears
Domains: Artifice, Fire, Knowledge, Rune
Favorite Weapon : Warhammer
Raiment: Full-length leather apron
Worshippers: Blacksmiths, crafters, engineers and inventors
Teachings: The Great Creator created everything. To build and invent is to praise him. Strive to better what already exists.
Holy Text: The Blessed Manual of Creation is a series of dense tomes filled with Abarin’s holy teachings and truths about the essential essences of the world. In it, Abarin reveals the proper methods of creating iron, steel and many other materials necessary for invention. The Blessed Manual of Creationis a series of books in flux—successive generations of worshippers add new discoveries to the faithful’s teachings and writings.
Additional Notes: Abarin’s faithful are craftsmen, inventors and the like. Abarin’s temples contain many complicated devices, such as water clocks and even primitive firearms. Mechanical or clockwork guardians often protect Arabin’s temples.
Temples & Shrines: In Ashlar, Abarin’s worship is centred in the great temple-workshop of the Great Forge in Languard. Most craftsfolk maintain a small shrine to the Great Craftsman somewhere in their workshop. Arabin’s faithful often work closely with followers of Morden to bind enchantments into their most beautiful and intricate creations.

CONN
LN greater god of community, family and rulership
Epithets: The Father, the Lawgiver
Symbol : Two hands clasped in a handshake
Domains: Community, Law, Nobility
Favorite Weapon: Light mace
Raiment: White robes with two clasped hands sigil
Worshippers: Nobles and peasants T
eachings: Order brings prosperity, safety and happiness. The family is the most important unit of society; its protection is the most sacred duty.
Holy Texts: Law and Duty – a dense, legalistic text—sets out Conn’s teachings and the place and duties of each worshipper. Other important texts and commentaries deal with legal decisions made by the faithful’s judges, along with musings on the power of law and the depravity of chaos.
Additional Notes: Conn is the god of law and order. His teachings bind the people of Ashlar together, and his clergy are the most powerful in the duchy. Conn’s clergy serve as judges who oversee Ashlar’s law courts, and, thus, they are widely reviled by near-do-wells, thieves and assassins alike.
Temples & Shrines: The Father’s Hall—the most impressive of Languard’s landmarks—is the center of Conn’s faith in Ashlar. The cathedral dwarfs the surrounds and is an obvious sign of the priesthood’s power. With the exception of the Black Tower, it is the single biggest structure in the duchy. Extensive catacombs filled with the city’s dead lie under the cathedral.

DARLEN
LG greater god of law, order, justice and the sun
Epithets: The Justicar, the Shining Light, the Noble One
Symbol: The rising sun
Domains : Good , Law, Protection, Sun
Favorite Weapon : Longsword
Raiment: Voluminous, white cowled habits; unless expecting battle, clerics do not wear armor
Worshippers: Nobles, paladins and warriors; enemies of Braal
Teachings: The strong must protect the weak. Those with great abilities or aptitudes must use their gifts for the betterment of their fellows. The faithful must be ever vigilant for evil’s rise but must show mercy when dealing with its tools.
Holy Texts: Darlen’s teachings are set down in the Scripture of Law—a vast tome containing teaching, stories and lessons by some of his early, prominent followers. Divine Order and On Darkness’ Rise are important early commentaries penned by legendary high priests.
Additional Notes: The holy warriors of the Order of the Watch Eternal stand between Ashlar and the darkness pressing in on all sides. Its members are heroes and protectors of the common-folk. Some of their number delve into Gloamhold’s sinister, benighted depths while others patrol the duchy’s bounds or strike out into the surrounding wilderlands.
Temples & Shrines: Darlen’s faithful live throughout Ashlar. The Watcher’s Spire—also known as the Champion’s Abbey—is one of the most heavily fortified places in the duchy. The faith’s paladins and warrior monks train at Tor Abbey in readiness for the unending fight against the encroaching darkness.

MORDEN
N greater god of magic and knowledge
Epithets: The Archmage
Symbol: Eight small stars of gleaming light arrayed around a large central star.
Domains: Artifice , Knowledge, Magic, Rune
Favorite Weapon: Dagger
Raiment: Plain robes embroidered with the eight sigils of magic
Worshippers: Wizards and sorcerers, along with those that use and manipulate magic
Teachings: Magic surrounds and binds the world. The gods used magic to bring forth the world and all in it. Learning the secrets of the world is to learn the truth of the gods.
Holy Texts: Worshippers study the universe and everything in it, recording their findings in great tomes of lore. Many such tomes fill the Black Tower’s library. Every spellbook is sacred holding—as it does—Morden’s teachings.
Additional Notes: Worship of Morden is practically non-existent among the bulk of Ashlar’s populace. To them, Morden’s teachings are an impenetrable mystery replete with strange words, otherworldly rituals and many rumors repeated by scared or drunk commoners—and that’s just how his followers like it as it keeps non-believers away.
Temples & Shrines: Few shrines to Morden exist in Ashlar. The Dreaming Spires holds a shrine—the Shrine of the Eight— dedicated to Morden, but the center of his worship in Ashlar is the Black Tower, home to the Sagacious Masters of the Eldritch Nexus. Here, in the Star Chamber is the greatest concentration of wizardry in the duchy.

MOTHER, THE
N greater goddess of the seasons, sun and moon
Epithets: The Mother
Symbol: A stylized moon or sun with a smiling female face
Domains: Animal, Plant, Sun
Favorite Weapon: Quarterstaff
Raiment: Plain brown robes
Worshippers: Druids, farmers, hunters and peasants
Teachings: That which rises must fall, and that which is born must die. The Mother gives life to all, and in death, all return to her.
Holy Text: The Mother has laid down no definitive text for her worshippers to follow; instead, the faithful believe the natural rhythm of the seasons illuminates the goddess’ teachings. They watch the passage of the sun and moon across the sky in search of omens and mark the passing of the seasons with various rites whose origins are lost in Ashlar’s pre-history. Some sects of the faithful engage in monthly fertility rituals which are little more than orgies.
Additional Notes: A schism grips the worshippers of the Mother. Some claim the moon is pre-eminent while others worship the sun. The schism is not violent but has led to lengthy, rambling theological discussions between the brethren. To non-believers, such matters are, of course, of little import.
Temples & Shrines: No large temples dedicated to the Mother exist in Ashlar, with the exception of the Mother’s Garden located a few miles outside Languard. The garden stands around the eye—a megalithic double ring of ancient, weathered stones. Most folk who worship the Mother do so in the fields or woods surrounding their homes.

SERAT
CN greater goddess of the sea, storms and voyages
Epithets: Mistress of Storms, the Uncaring
Symbol: A cresting wave
Domains: Chaos, Travel, Water, Weather
Favorite Weapon: Trident
Raiment: Green and grey robes
Worshippers: Explorers, merchants and sailors
Teachings: The sea and its mistress are eternal. Its waves bring life but also death. All bounty flows from the sea, and all must return whence it came.
Holy Text: The Book of Tides not only teaches of the timeless beauty of the ocean but also records details of tides, storms and other nautical phenomena stretching back centuries. It records shipwrecks, strange sightings at sea, details of the many monsters dwelling in the sea’s depths and more.
Additional Notes: As wild and unpredictable as the sea, sailors, merchants, and pirates alike placate Serat with glittering gifts to guarantee a safe voyage. Some believe Serat is the physical embodiment of the sea. Others believe she dwells in a glittering, crystal city far beneath the waves. During services, offerings are cast into the sea. Her priests are often shipwrights, navigators or sea captains. Temples & Shrines: All coastal settlements have a shrine or temple dedicated to the Mistress of Storms, and most fisherman and the like own at least an icon of the Uncaring one. In Languard, the Fane of the Waves Eternal overlooks the Svart’s estuary. Unsurprisingly, Serat’s worship is almost non-existent away from the coast.

[biger]MINOR HUMAN POWERS[/bigger]

BEHRON
N lesser god of travel
Epithets: The Farwanderer
Symbol: The open road running to the horizon
Domains: Earth, Travel, Water, Weather
Favorite Weapon: Light mace
Raiment: Plain brown robes
Worshipper s : Explorers, merchants, rangers, travelers and wanderers Teachings: Only by wandering do we find ourselves. Those that settle down deny the boundless beauty and wonder of the world.
Holy Texts: The faithful obsessively make and gather maps and write journals describing their travels. These are stored in the sect’s various roadside shrines and often contain amazing tales of far-off lands and places. Some such journals contain details of legendary places and are sought out by adventurers keen to learn more about such locales.
Additional Notes: Behron’s faith is a minor thing in Ashlar with little power. However, its adherents are widely accepted as having great knowledge of the land; some occasionally serve as guides or lead expeditions into wild, unexplored places. Some followers ally themselves with Serat’s priesthood if their journeying should take place over water; in many ways, the two faiths are natural allies.
Temples & Shrines: Behron’s faithful raise few temples to their lord, and those that do exist stand astride major trade routes, crossroads and the like. Most places of worship dedicated to the Farwanderer are little more than wayside shrines—or small affairs found in travelers’ inns.

BRAAL
NE lesser god of hate, malice and revenge
Epithets: The Hated, Dweller in Shadows
Symbol: A cloven skull
Domains: Destruction, Evil, Trickery
Favoured Weapon: Morningstar
Raiment: Braal’s adherents wear cowled black cloaks smeared with their sacrifices’ blood and often shave their heads.
Worshippers: Braal whispers dark promises to the dispossessed, the bullied and those who desire power over their compatriots. Goblins and half-goblins also worship Braal, although he disdains such odious worshippers.
Teachings: Strike from the shadows; punish those who have wronged you, and show no mercy. Take what you want and destroy that which you cannot take.
Holy Texts: The worship of Braal is not as prescriptive as other religions. No universally agreed-upon text exists, but several dark tomes are preferred by various sects.
Additional Notes: Braal is the dark to Darlen’s light. The struggle between the two is ancient and unending, and great enmity exists between their worshippers. For all his plotting and evil doings, however, Braal is nothing compared to the elder power of certain ancient, primal demons. Temples & Shrines: Braal’s temples are dark, hidden places concealed far from the prying eyes of non-believers. Normally his worshippers organise themselves into cults that confine themselves to a small geographical area. His followers are always secretive types, well-versed in hiding in plain sight.

KALRON
N hero-god of battle, martial skill and heroic struggle
Epithets: The Warrior
Symbol: A two-headed battleaxe
Domains: Destruction, Protection, Strength, War
Favorite Weapon: Battleaxe
Raiment: Followers of Kalron normally wear armour of some sort over which they wear a tabard with the god’s axe sigil emblazoned upon it.
Worshippers: Guards, soldiers, mercenaries and warriors
Teachings: Through hardship and struggle comes strength and glory. Sacrifice begets strength. Become one with your weapon, for in such unity lies unbreakable strength.
Holy Texts: Kalron’s followers study the Art of the Fighting-Master. This book sets out the techniques required to wield an array of weapons, including the battleaxe, longsword and morningstar. Additionally, it comprises many lessons on determination, struggle, courage and strength through adversity. Various worshippers have written additional treatises—for example, Lempinen's On the Axe—which deals with more advanced fighting techniques and practises.
Additional Notes: Kalron was an ancient hero elevated to divine status because of his legendary bravery, battlefield exploits and devotion to his martial skills. His worship is comparatively new, given Kalron ascended to godhood mere centuries ago. Temples & Shrines: Most shrines to the hero-god are found in barracks, castles and other places worshippers gather.

MELANDIA
CN (NG) lesser goddess of fire, passion and love
Epithets: The Blazing One, the Flame Everlasting
Symbol: A blazing fire Domains: Chaos, Fire, Sun
Favorite Weapon: Whip
Raiment: Red and orange robes decorated with yellow embroidery
Worshippers: Lovers, smiths, those who use fire in their work and lives; pyromaniacs, arsonists
Teachings: Fire and flame, passion and love—all must be kept burning. Fire consumes, and fire creates; love consumes, and love creates. Fire and smoke reveal all.
Holy Texts: Each temple holds a collection of the Tablets of Fire— sacred tablets of beaten iron (or bronze in the case of particularly ancient sets) inscribed with Melandia’s teachings.
Additional Notes: Melandia is sometimes a misunderstood power; many folk see fire as a destructive force, whereas her followers know fire as a powerful servant vital for life. Many of her followers practise capnomancy and causimomancy.
Temples & Shrines: Melandia’s temples are hot, smoky places featuring a central fire pit in which flames are always burning.

SUVIA
CN (LN) lesser goddess of luck
Epithets: The Lady of Chance
Symbol: Two six-sided dice
Domains: Chaos, Law, Luck
Favorite Weapon: Dagger
Raiment: Garments featuring embroidered numbers, the scales of fate and so on
Worshippers: Gamblers, adventurers, those in need of luck
Teachings: Luck is all; fate is inescapable
Holy Texts: Suvia’s orthodox followers have no universally agreed upon text; the Numemancers among them study advanced mathematics and constantly seek out such works.
Additional Notes: Suvia’s orthodox followers believe luck is random but that Suvia bestows good luck on her favorites. A small heretical sect—the Numemancers—believe luck is not random but is a result of the universe’s immutable laws and patterns; studying these through the practice of arithmomancy brings great advantage. Disagreements and arguments between the sects can turn violent.
Temples & Shrines: Suvia has no established temples in Ashlar but is a popular deity nonetheless. Gamblers call upon her for her blessing, and adventurers often call out to her—often in desperation.

TEMYS
CN lesser goddess of thieves
Epithets: The Silent One, the Light Fingered Lady
Symbol: A downward-pointing dagger
Domains: Darkness, Luck, Trickery
Favorite Weapon: Dagger
Raiment: Black and grey loose-fitting robes
Worshippers: bandits, ne’er-do-wells, smugglers, thieves
Teachings: Take what you want and what you can; those who cannot guard their valuables are weak and deserve to lose them.
Holy Texts: Written by an unknown master thief many centuries ago (although some believe Temys herself wrote the book), Nimble Hand, Nimble Mind lays down timeless wisdom for thieves, confidence tricksters and the like.
Additional Notes: Powerful clerics of Temys are rare; many multi-class with levels of rogue and lack the focus to attain high levels of divine power.
Temples & Shrines: Temys is worshipped wherever thieves gather. Her temples are often hidden, secret places normally located in or near a thieves’ guild.

VAINAMON
N lesser god of art and music
Epithets: Lord of Song, the Guiding Hand
Symbol: A beautiful hand-held harp
Domains: Artifice, Charm, Community, Knowledge
Favorite Weapon: Rapier
Raiment: Working clothes suitable for practicing one’s art
Worshippers: Artists, bards, entertainers, musicians, performers Teachings: Art and music are the greatest of all mankind’s creations. Beautiful creations can live on for centuries long after the creator is naught but dust.
Holy Texts: Vainamon’s faithful follow no single book; any work dealing with the creation of art is sacred to them.
Additional Notes: Vainamon’s clergy do not directly wield political power, but his adherents are often called on to create objects, plays and songs of great beauty and influence for noble or wealthy benefactors.
Temples & Shrines: Most theatres, and some taverns and inns, feature a small shrine to the Lord of Song. Wandering bards, entertainers, and the like spread the beauty of their art and their lord’s word through their performances.

NON-HUMAN POWERS

AMON-PYR
CE troglodyte demon lord of darkness, evil, madness and water
Epithets: The Master, the First
Symbol: A coiled whip
Domains: Chaos, Darkness, Evil, Water
Favorite Weapon: Whip
Raiment: Intricate tattoos of various shapes and styles depending on the seniority and position of the worshipper
Worshippers: Troglodytes
Teachings: Give yourself to the darkness. In madness is found wisdom. One day darkness will rise to again cover the world, and then the faithful will be saved and have dominion over all the world.
Holy Text: None survive intact, but fragments of an ancient book— a foul text so depraved possession and knowledge of more than a few pages can drive the possessor mad with terror—are thought to survive.
Additional Notes: Amon-Pyr is an ancient demonic power worshipped by troglodytes since the earliest days of the race’s long-fallen empire. A tentacled demon that crawled from the unknown depths of the frigid, slime-coated waters of the Sea of Perpetual Misery, Amon-Pyr is a terrible figure from the world’s pre-history. Only a few isolated troglodyte clans yet cling to his worship. Guarding fragments of ancient knowledge, these groups perform rituals the meaning and significance of which they have long since forgotten.
Temples & Shrines: Amon-Pyr’s worship has been reported by adventurers to yet linger among the degenerate troglodytes dwelling in the Twilight City and its environs.

DAGON
CE demon lord of deformity, the sea and sea monsters
Epithets: Shadow in the Sea
Symbol: A gold disk inscribed with sinister runes around an open octopus eye
Domains: Chaos, Destruction, Evil, Water
Favorite Weapon: Trident
Raiment: Dagon’s worshippers often wear ragged, dirty and torn clothes of unwholesome hues. Priests wear strange golden crowns and torcs wrought into strange, fantastical shapes seemingly better suited to non-human heads.
Worshippers: Dagon is worshipped primarily by boggard, heretical sahuagin, skum and degenerate or insane coastal dwellers. Most of his worshippers are horribly misshapen, deformed individuals that interbreed with strange aquatic creatures. Others are warped by Dagon’s own foul influence.
Teachings: Dagon’s holy places are always in or near the sea. Therein his worshippers engage in strange and abhorrent practices and often also venerate the Great Old Ones.
Holy Texts: Dagon’s worshippers follow no set, laid down doctrine. Dagon cares not exactly how his aberrant followers worship him as long as they worship him.
Additional Notes: Dagon is one of the oldest and foulest powers worshipped in the world. He and his followers are sometimes allied with an even more ancient and alien power—Cthulhu. Dagon rules an Abyssal ocean dotted with strange and terrible islands and scarred by deep ocean trenches filled with impossible sunken cities. Temples & Shrines: No temples dedicated to the Shadow in the Sea are known to exist in Ashlar or its surrounds.

DWARVEN PANTHEON
As sturdy as the hills and mountains in which dwell their followers, the gods of the dwarves are mighty defenders of the folk. Opposed to the orcs’ small, bestial pantheon and wary of the flighty elves, they keep their own counsel and rarely manifest themselves to their followers. They only appear in times of great need, and then their wrath is great.

Duregal the Highlord, Father of the Dwarves: LG greater god of dwarves. Domains: Craft, Earth, Good, Law, Protection. Symbol: hammer over an anvil. Favorite Weapon: warhammer.

Dalrak Grimtooth, Lord of War: LN greater god of war and battle. Domains: Destruction, Law, Strength, War. Symbol: dwarven waraxe. Favorite Weapon: dwarven waraxe

Grondinn the Seeker: NG lesser god of explorers, lore, wanderers and travel. Domains: Good, Knowledge, Travel, Weather. Symbol: a pair of boots. Favorite Weapon: longsword

Khanoss the Miser: NE greater god of wealth and greed. Domains: Evil, Luck, Trickery. Symbol: a jewelled dagger. Favorite Weapon: dagger

Thaun the Forgemaster: N greater god of metal, mountains and mining. Domains: Darkness, Earth, Travel. Symbol: a golden ingot. Favorite Weapon: heavy pick

Valra the Hearth-Mother: LG greater goddess of safety, truth and home. Domains: Community, Good, Healing, Law. Symbol: two interlinked silver or gold rings
Favorite Weapon: heavy mace

Vorngrimm the Trickster: N (CN) greater god of wealth and luck. Domains: Chaos, Luck, Trickery. Symbol: a multi-faceted gem inside a mountain. Favoured Weapon: heavy pick

ELVEN PANTHEON
Wreathed in magic and wonder, the elves’ gods and goddesses are some of the most powerful of the non-human deities. Implacably opposed to both the orc’s small pantheon and the dark elder powers of Dagon and the like, the elves’ gods are strong champions of good.

Anstis Shaelress Lord of the Bright Morning, the Dawnstar: CG greater god of music, poetry, magic and war (Domains: Chaos, Good, Magic, Protection, War; Symbol: a crescent moon; Favoured Weapon: longsword).

Illurien Dohavinyr Lady of the Summer Winds, the Tempest: CG lesser goddess of air, winds and weather (Domains: Air, Animal, Chaos, Good, Weather; Symbol: a bird with wings outstretched; Favoured Weapon: shortbow). Kaldarien

Ahviaana Lord of Mischief: CN lesser god of mischief and change (Domains: Chaos, Luck, Trickery; Symbol: a gloved hand; Favoured Weapon: short sword).

Thanarii Caelvanas Lord of the Hunt, the Silent Moon: CG lesser god of archery and hunting (Domains: Animal, Chaos, Good, Plant, War; Symbol: a silver arrow; Favoured Weapon: longbow).

Seluria Inamiltae Lady of Beauty, the Greatest Love:[/b CG lesser goddess of romantic love and beauty (Domains: Chaos, Charm, Good, Magic, Protection; Symbol: a golden heart; Favoured Weapon: dagger).

[b]Zenobia Solith Lord of Time, the Eternal One: CG lesser god of ageing, longevity and time (Domains: Chaos, Good, Knowledge, Sun; Symbol: the setting sun; Favoured Weapon: sickle).

GNOMISH PANTHEON
Gnomes are rare in Ashlar—most such individuals have come to the duchy from elsewhere; thus, their deities are mostly unknown by the duchy’s commonfolk, and there are no notable shrines or temples dedicated to the small folk’s patrons.

Lemminkai the Brash: LG greater god of gnomes, mischief and daring (Domains: Good, Law, Protection, Trickery, War; Symbol: a pile of gold coins; Favoured Weapon: battleaxe).

Tuanao the Hunter: NG lesser god of forests, mischief and thievery (Domains: Animal, Plant, Travel, Trickery; Symbol: a vine-wreathed spear; Favoured Weapon: spear).

Ajatar the Deep-Delver: CE lesser god of blood, evil, illusions and wealth (Domains: Chaos, Death, Earth, Evil; Symbol: a pick dripping blood; Favoured Weapon: light pick).

Ahto the Stonefather: NG lesser god of earth, magic and nature (Domains: Animal, Earth, Magic, Plant, Rune; Symbol: a large flawlessly cut diamond; Favoured Weapon: quarterstaff).

Vanamuin the Tinkerer: NG lesser god of artifice and smithing (Domains: Artifice, Fire, Good, War; Symbol: a hammer over a flaming forge; Favoured Weapon: warhammer).

HALFLING PANTHEON
The halfling pantheon is a small one for halflings are generally gentle, peaceful folk. In Ashlar, the only halfling settlement of note is the village of Underdell, and it is here, unsurprisingly, most followers of the halfling’s deities can be found. There are no notable shrines or temples dedicated to the halfling’s patrons anywhere else in Ashlar.

Brindle the Provider: LG greater goddess of halflings (Domains: Community, Good, Nobility, Trickery; Symbol: a shield; Favoured Weapon: short sword).

Varrus the Wise: N greater god of weather and farming (Domains: Air, Animal, Earth, Plant, Weather; Symbol: a blooming rose; Favoured Weapon: sickle).

Lorelei the Defender: LG greater goddess of protection and defence (Domains: Healing, Protection, Strength, War; Symbol: short sword crossed over a shield; Favoured Weapon: short sword).

Bryony the All-Mother, the Matron: LG greater goddess of friendship, community and trust (Domains: Community, Good, Law; Symbol: a pathway leading to an open door; Favoured Weapon: staff sling).

Tomninon the Trickster, the Shadow: N lesser god of stealth, sneaking and daring (Domains: Luck, Travel, Trickery; Symbol: a dagger; Favoured Weapon: dagger).

ORC PANTHEON
The orcs believe their chieftains and great heroes trace their bloodline back through the long years to Veznor's and Nargen's direct descendants—legendary heroes who sprang from the throes of the pair’s atavistic, bestial lovemaking. Many such individuals have the ability to transform into savage beasts—bears, wolves and even eagles—and use their divine gifts to destroy their enemies.

Nargen Blood-Fist, the Huntress: CE greater goddess of strength, cunning and fecundity (Domains: Animal, Evil, Travel, Trickery; Symbol: a swooping eagle; Favoured Weapon: falchion).

Veznor One-Eye: CE greater god of war, savagery and orcs (Domains: Destruction, Evil, Strength, War; Symbol: a battleaxe dripping blood; Favoured Weapon: greataxe).

Character Creation:

Recruitment Deadline: July 24th 12:00p Central

In my selection process I will weigh concept over crunch.

Books Allowed: Core Rulebook, Bestiary, GameMastery Guide.
Level: Level 1
Ability Score: 15 Point Buy
Races: Core only, but also keep in mind the race breakdown of Dulwich. No variants.
Classes: Core only, no archetypes.
HP: Max at 1 rolled from there.
Starting Wealth: Class Average.
Traits: 2 Traits, no drawbacks.
Alignment: No evil.

Vital Stats/Info: To help everyone out, use this tagline template for your PC.

Who Are You? Your character has 1 PC level. They are more experienced than most of the citizens, but they aren’t returning from slaying the creature from the depths of Gloamhold. Are they part of one of the local guilds? A prize fighter at The Golden Skull? Run a merchant booth in the Dulwich Marketplace?

Expectations:

Combat: These one shots have maps for the main objective, so we will use Google Slides for those battles. If it is something that is more “out of rounds” we will just RP it.
Post Per Day: I am looking for a group that can commit to posting once per day. I am an early riser and am usually up two hours before my family. Between 6-7 am (central) is when I will do my posting each day.
Have Fun: If you’re not having fun you’re not going to want to play. If you find yourself not having fun in my game please PM me and we will work together to help correct the situation.

Please feel free to dive into the game to catch up, your characters wouldn't know what the party has been up to because it's only been one day since they left and returned.

If you have any questions, please just ask.


Okay, I will make a recruitment for the game. 2 would be good to help fill it out. Druid w/Wolf, Ranger, Rogue would be a fun combo but it would sink all of Rasmus' spells to healing. And I don't think the party has enough to pool together for a wand.


Not a problem Deshe. I wish you the best of luck in your future gaming.

Rasmus/Alistair - I was going to hold on until we heard from Erik, I know he was moving this past weekend but wasn't sure when he would be back on. I might give him through today before jumping back in.

While we are still in the city what are you thoughts on recruitment? We have a Ranger, a Rogue, and if/when Erik is back we will have a Druid with a wolf animal companion. I could reach out and do a recruitment looking specifically for two people to fill a role round you three. Or, we could move forward with three and I will adjust accordingly.

What are your thoughts?


Dargys you take care of your family and will keep you in my prayers. I didn't say this in my message but if things change in life Dargys will be in Dulwich if the itch comes to play him again. Take care!

I did message the rest of the party. Erik said that he is moving this weekend but will check back in and be good to go in a few days.

Hope everyone has had a good weekend, and those in the states have a good Veterans Day tomorrow and if any of you happen to be a Veteran, thank you for serving!


Own the D&D "Expedition to Undermountain" but haven't read it or ran it. Dotting for interest

Stat: 4d6 ⇒ (4, 3, 4, 1) = 12
Reroll 1: 1d6 ⇒ 5
Stat: 4d6 ⇒ (1, 5, 2, 5) = 13
Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (4, 2, 1, 2) = 9
Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (2, 2, 1, 4) = 9
Reroll 1: 1d6 ⇒ 1
Re-Reroll 1: 1d6 ⇒ 2
Stat: 4d6 ⇒ (1, 6, 1, 3) = 11
Reroll 1: 1d6 ⇒ 2
Reroll 1: 1d6 ⇒ 6
Stat: 4d6 ⇒ (6, 2, 3, 1) = 12

Rolled: 16 - 12 - 8 - 8 - 10 - 11

Well that sure does make it interesting...


Hey I appreciate it guys. Yesterday was good. I know my wife and I say we talk about what happened, and we do, but not like yesterday. We have another appointment next week. This morning we took our other three kids for a hike in a nearby state park. Fresh air and climbing rocks did us all good.

I am going to send the others in the game a PM to check in and let them know that I am here. My hope is that everyone would be good to kind of jump back in, but if not I do understand and won't hold any hard feelings.


Hey guys. I need to apologize. These last two weeks were rough on my family. We hit a first hurdle of 18 weeks where we would have been able to have a full anatomy scan of the baby and found out if we were having a boy or a girl. I should have been on to say I needed to hit pause but I couldn't even find the effort to type in paizo in the search bar. We have a counseling appointment today. My I am wanting to come back and run the game, I just wanted to apologize.

Let me know if you all are still in it and I will go from there.


Hey guys, sorry things have been hectic on my end. I will have a post up later today or tomorrow am.


@Dargy I just saw that you posted right before mine yesterday.

Note to self, look above my new post incase that happens again.


Okay. I'll change that. thanks for keeping me honest. If I miss something please let me know.


Dargys wrote:
Sorry, some RL Stuff with housemates and friends came up and my posting was neglected. Will try to respond tomorrow

Not a problem, I like to do a general check in when things kind of slow down. Hope all clears up for you.


That sounds good. I have really enjoyed your additional writings with your postings. I say keep it up! Gives me some fuel for the future.

Also, wanted to do a wellness check and see how everyone has been doing. Things really tailed off the second half of the week. I also know that many people/families take Columbus weekend as a final trip/vacation before the fall/winter kicks in.


Rasmus Winbald wrote:
As I get more experience and money, I was going to try to improve my sword, bit by bit, and say Rasmus is probing the contents of the book and "unlocking" hidden secrets in the sword, but still realistically paying all the costs and everything.

I actually prefer this style of upgrading an item. It keeps the heirloom aspect of the item come alive. Bonding you and your grandfather by unlocking things from his past that ties to the present. Think legacy weapons.

Rasmus Winbald wrote:
Also, I have a question. Based on Rasmus' encounters with the followers of Braal in his backstory, I'm assuming he'd be pretty unnerved by this possible resurfacing of a similar cult, but I don't really have any evidence to go on. Even if that's not what's really going on, I think Rasmus would think that it is. Is there anyone Rasmus would be able to talk to, using the proper diplomacy and social rolls, to try to investigate this?

A common rumor of the town is that there is the rise of a Braal cult in the town. This would be something your character would have heard and hunting for more info on.


Alistair Fox wrote:
I was thinking we had not investigated that sealed room but did not want to mention it in front of our employer. What he doesn't know won't affect our bottom line.

Yes, but would that sit well on everyone's conscious...

Sethiel's deity is Darlen (LG), it doesn't specifically say it but I would say that there might be a small shrine to Darlen in the Lawgiver's Hall which is a temple of Conn (LN).

As far as keeping him on or dropping him off, I am going to say that he will be dropped off probably at the temple for long term care due to his possession.


Klaus Reiser wrote:
Technically, Klaus is correct if one looks at the Battlemap. There was no direction we didn't go or look at. To be honest, I wasn't expecting it loop.

I need to apologize. The map is wrong. With the last map update I uncovered the final room of that floor. There is still the sealed door that you first came across wen you came down to that level. So there is that chamber that is unexplored... you now see what it looks like but that doesn't tell you what is in there.

Also, there was progress made in the clogged staircase and could be cleared with time. That way technically is also still unexplored.


Totally reasonable and acceptable response from Dargys based on his past and what the party just went through. I have zero issues with his response.

That being said, on Antero's end there was a job, an offer, and an acceptance of the job. On the merchants end of things, with an agreement there are two parties giving their word. Part 1) Task/Payment, Party 2) Job Done.

I can totally see both Dargys' and Antero's view of this situation.

On my end, all is well. Let's see where things go.


I wanted to give everyone time to post. I’ll continue on in the gameplay thread tomorrow morning. Still feel free to shoot me you ur changes for initiative based feats/traits if you’d like.


I have decided that when it comes to combat things will fall into a "us" vs "them" or a "them" vs "us" kind of round system. Because of this I am going to allow anyone who took an initiative based trait or the improved initiative feat to reselect.

For those who took those, go ahead and let me know what you are picking as your trait or feat choice.


Thank you all for your kind words, and unsolicited advice. My wife and I are home and we are resting and she is healing. Our kids were glad for us to be home that is for sure.


Hey guys, I need to apologize. I have been scatter brained these past few days.

My wife and I have learned that we lost a pregnancy at 14 weeks. We go in tomorrow for one final scan to confirm the baby is dead before she is induced. I will need a mental distraction from this terrible situation and will be posting but I might not be as consistent as I have previously been. I ask for a little grace as we navigate this time and get back to normal.

Thank you all for this fun game and something to look forward to each morning. It has been a blast and I look forward to what we all discover together.


Klaus, my apologies on several fronts. You are correct I did misread the torch portion. Which then led me to bot the rest of your turn as you were doing before the darkness was there.

I am sorry, I had no ill will to force your PC into the tunnel to get injured as he did.

I don't really know what to do at this point. It is hard to retcon because not hearing the creature attack Klaus changes everything everyone has posted.

If we can move forward as Klaus went to the tunnel I think that might be easiest, but I 100% am okay if you don't want that to have been your turn and we can hit reverse and Erik/Shep would have just rushed to Deshe's aid instead of flying past.

I am okay with what you want to do in this situation.

Again. I am sorry, no ill will intended on my end.


Dargys wrote:

The light from the fallen torch fading behind him, Dargys curses a bit under his breath and keeps going as best he can. Fortunately his shield should take any collusions with walls or the like pretty solidly.

Not sure if that will slow him down but if he can, he double moves again.

You still have the light of Belfer deeper in the cave and Rasmus still having his lantern. You should still be good by the time you get to the top of the stairs because Deshe's light is coming from the hallway just ahead.


Erik Sarkinen wrote:
It's a double move for Shep to get to the new position on the map; I don't guess there's anything for Erik to do.

Question that I need clarity on: Does the PC have any melee attack penalty when the mount double moves?

If you look at Mounted Archery feat there is a normal -4 attack penalty but is halved with the feat. Is there anything similar to that with melee?

I wasn't finding anything official that speaks on this, if you know of something please let me know.


Just a reminder that there is no natural light down here. I know Allistair had a torch and Deshe & Belfer used his light spell. Dargys had a torch but when battle happened we went sword and board, I missed this but the torch would have fallen in the water and went out. Belfer & Alistair were both still there providing light, along with Rasmus' lantern.


Deshe wrote:
Using 2 squares of my movement from my move action, I'm turning a corner and I'd like to know if I see another monster before finishing my move.

You do not.


Alistair Fox wrote:
Is it us then them or we waiting for init?

You guys are all up.


I am going to hold off on Rasmus and Dargys last two post. We are in rounds currently and I don't want to assume they would do those same actions based on my posting.


Hey guys I say this with love. When you post, have forward momentum in mind. The last two days there have only been a couple things for me to respond to. I’m 100% with you guys doing what you want, but I also don’t want things to stall because there isn’t a forward progression.


Well how about that...


Sorry, I probably didn't communicate it well. So, OOC, the trap door lowers the floor stone to angle down into the cave below. It angles down similar to a slide. At the bottom of it it leads to the black stone that has a bowl-like recess on the top where you saw it collecting water.

No traps, the mechanism you engaged only raises and lowers the one side taking it from an angle/slide, to flat floor.

One thing that I might have not been clear on was that it appears as if the design of this chamber is to angle slightly towards that corner. The party experienced this when the water burst from the spirit and it all drained down that door.

I do apologize, at times in my mind I think it is clear... but you all aren't playing in my mind. If you ever need a clearer picture please jump onto this discussion tab and ask. I want us all to be on the same page.


Hey thanks all!

two quick things...

1 - my posting cycle has gotten a little off cycle so I am going to hit pause on posting today and I will post tomorrow morning as per normal. Feel free to continue doing what it is you're doing.

2 - I am okay with people reading the Belfer spoiler tabs from yesterday for story purposes. I just wanted to squish the wall of text.

Belfer Bramblewood wrote:
He doesn't have knowledge - planar, but is there some overlap with arcana to at least know he saw

Belfer wouldn't have knowledge of what he saw outside of undead, titans, and something acting as a general of one of the armies. You would have surface knowledge of undead because of the truth/rumors of a cult of Braal in the town. One of the reason why many people stay away from the cemetery at night time... but that could also just be an old wives tale to keep kids locked up in their rooms at night.


GM - Shane Joseph wrote:
Looking within the hole Belfer sees that it leads to a cave that is below, but there is a large object below that is blocking the way. It looks like a black stone that appears to be absorbing the light from Belfer’s spell (Or torch). Looking down on the stone you see that the top is shaped like a bowl and the water that drained this way has filled it and is overflowing onto the cave floor below.

Just a quick clarification. What Belfer sees below is a large black stone blocking real passage below. Carved out within the top of the stone is a bowl that is collecting the water that flowed down. Hope that makes sense, there isn't a bowl on top of it or anything.


Hey guys, I want to give you info about this next week for me.

Tomorrow is my wife and my 10th anniversary and we are leaving for a trip today and will be back on Monday. I do not see a laps in gameplay because I am an early riser and my wife likes to sleep in. But, just incase... that is what is going on.

Second, I always like to check in on your expectations from me and to just ask the question "is there anything I could be doing better/different to help enhance the gameplay experience?" I know that is different for each person, but I like to be adaptable and help enhance this shared storytelling time together.


Klaus Reiser wrote:
It doesn’t surprise me one bit that I have to play the foil to instant cup-of-heroes, just add hot water spirit. :P

Umm.. the water was actually cold... (sarcasm)

There is a lot to unpack and at a physical table this discussion would be significantly easier.

As you said, we're all here to be and play heroes, and with that there is a bit of disconnect from "characters who behave like actual people." Partly because you have answered this call, but mostly because you all are not normal people. If you check out Adventurers in Ashlar it says that an overwhelming majority of the people are common folk who can't do much of anything. Swing a sword, sling a spell, etc.Because of this, Alistair is right. You might bring it to the powers that be, but it would eventually slide down to those who are most qualified... you all.

Now, if Klaus wouldn't continue because he doesn't believe he is that qualified person... then that is a different story. Maybe he does leave... it would be an opportunity for Sethiel to return home, and for someone to connect with a friend in the city that might be interested in this exploration (your new character). That would be an organic thing that would happen too...

I believe that in my roll I need to set out hooks that would cause characters to want to continue, and I believe that I have been doing that. But, there is an equal responsibility on the players side to hang onto one of the hooks and run with it.

Whatever your decision is I am cool with it.

And if I have completely misunderstood what you are saying I apologize.


Erik Sarkinen wrote:
Does everybody need to make a Reflex save, or is it just the people in the room with Sethiel?

based on the map and where the spirit was, everyone except Deshe needs to make the save.


I do apologize for my absence yesterday. I will have a post up shortly.


Alistair Fox wrote:
Do we make a roll to hear the excitement in the other room or is the GM making said roll?

It is happening in the next room. Belfer is yelling for Sethiel to move. I think that it is safe to say that you guys can hear what is going on. According to the map you guys are only 15-25 feet away from each other.


Sethiel Lunyris wrote:
I'm having a very hard time keeping up with this game, so I'm going to drop out. Thanks for giving me a chance!

Sethiel, I am sorry to hear you are leaving. Hope all goes well!

Everyone I will bot Sethiel moving forward.

Dargys we are not "in combat" but effectively in rounds. Everyone treat it the same as combat when it comes to action economy and such.


Alistair- I think you misread the box. Nothing is compelling you or forcing you to do anything you don’t want to do.


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Yes. Let's regroup in reverse order.

Alistair is the one who moved forward and at the door he needed to make the will save. No one else needs to make that save.

Belfer did make the check, and I noted it in my posting from Saturday

Deshe ran down into the cave and had a spiritual encounter but have since came back.

Now from all of that, what people do and don't share is totally up to them. I am following the promptings of what people are doing based on post/map. Which is why I wanted to clarify if Deshe was indeed heading to the cave all by himself. Scooby Doo tactics always leads to interesting fun.

Does that clear things up on where we are?

If I've missed something let me know, I never want to miss something your characters have done. And If I have, it's never intentional.