Hollow's Last Hope (Inactive)

Game Master nilesr

Darkmoon Vale Map Falcons Hollow Map Map of Andoran
Current Day 30 Lamashan 4708 AR Day 401 Loot Log
Dramatis Personae


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Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Luc was also using it as an excuse to buy time long enough to warn others about the evil he saw so it wasn't just for the silver ;)


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Niles did Silas' spell have any effect on our little miss nasty?


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Guys,..
"looking slightly at Lucanor and Silas"

Whom are you voting for? The others are as nervous as a group waiting for the results of their exams...


Encounter Map

Silas spell will occur on his initiative.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

I've pm'd niles my vote.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Mm, I'm trying to be fair and look over those who came in late. I'll PM my preferences to you soon


Encounter Map

I'll be at a conference all day tomorrow so expect updates in the evening. So far you guys don't have a 3/4 consensus.

Michael holds the deciding vote.

Arama the Oracle has one solid vote and one kinda vote
The Elf Summoner with the odd Eidolon has one vote and one kinda vote.
The others are all missing something according to you. I don't mind if you contact the applicants directly to address whatever issues you have with the characters. Like I've said before, I'll take no one until we have consensus and everyone is happy with the player and character.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

At this point, I'm increasingly wondering who and what I will play if Lucanor bites it


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Lucanor, remember that being prone gives you a -4 to all melee attacks, and gives you -4 to AC vs melee attacks.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I see how it is! I get back on my mount for one combat, and all the good rolls start going to Hecktor! No respect for the Cavalier, I tells ya!


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

So Michael did you make your vote to Niles? I'm nosey, and I feel a bit bad if we're keeping folks on hold while they wait for an answer.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I haven't put in my vote yet, no. I was planning on going over the applications again tonight.

As for the question of Combat Maneuvers during an AoO, you can perform any combat maneuver that only takes a standard action. So things like Disarm, Grapple, Trip, Sunder, etc. However, since the AoO happens before the action that provokes it, you can't trip someone who's trying to stand up from prone, since they're already prone. It keeps you from infinitely locking someone on the ground by tripping them every time they try to stand up.


Encounter Map

Ok so, here is how the voting went

Arama the Oracle has two solid votes and one kinda vote
The Elf Summoner Sarmonet with the odd Eidolon has one vote and two kinda votes.

Which unfortunately isn't a consensus....If the kinda vote for Gilmork were resolved into a solid vote then it would be better in my mind.

I'd rather not say who voted which way to maintain the blind ballot but you guys can talk it out, and I do invite you to contact the individuals to see if your reservations about their characters can be worked out. I think both players would be good additions so its just grabbing the right character then.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I'll be up front about who I voted for.

I voted solidly for the Oracle. I liked the concept a lot, and I figure we could do with a little more "hate the party" type situations like what we'd get if we accepted him into the fold and someone in the hollow found out what he actually looked like. We've done a lot of goody-two-shoes stuff and have a ton of people praising us. A mild change of pace would be nice, I'd think.

I voted with a "kinda, maybe" vote for Sarmonet. While I think summoners are interesting characters, and he could have an interesting concept on his hands, the short bit that he did in recruitment for his eidolon made me think he's going to play it as a brainless "kill, smash, rape, pillage" thing dialed up to 11. That isn't something that I think would work well with our group, especially if he has to constantly rein the thing in.

I didn't vote for the cleric of Gorum because I don't think we really need much more front-line support and the "bored mercenary" character concept isn't very interesting. Plus, we already have one of those in our group. Mechanically, they would be a pretty good fit for the party, but they didn't give much to go on for a possible personality.

I didn't vote for either Magus, because they didn't give much of anything beyond "I'm gonna play a Magus." The same can be said for the Sorcerer/Ninja/Arcane Trickster.

The other summoner I didn't vote on, but it looks like it's supposed to be like Annie from League of Legends. The intelligent book gives me pause, though, as does the fact that the character is supposed to be 12. Why would we be traveling with a 12 year old girl? And why would a 12 year old girl care about what happens to Darkmoon Vale, especially when they've just moved here and don't know anyone yet?

The witch didn't exactly give a reason for being in Falcon's Hollow aside from being kicked out of the Winter Witches. You'd expect to find someone like that in or around Irrisen, but Andoran is quite a ways south of there. Not a whole lot of character draw for that one, in my opinion.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Guys, my mount has a base speed of 50ft. If myself and someone else were to hang back, we could both delay the wolves and keep ourselves ahead of them by staying on my mount. Gared has some silver arrows, so we could use those to fire from horseback. As long as we don't do a double move unless we have to, we're able to fire without a penalty. A double move is only a -4 penalty.

Since I'm the one guiding the mount, I should be the only one that needs to make the DC 5 Ride check, which I make automatically due to my ranks in the skill.

So I say that myself and whoever has the best ranged attack mods should take those arrows from Gared, stay on horseback, and go in a different direction from the others. Maybe we can head to the orphanage, while the others head towards town. We should be able to catch up easily enough once we've led the wolves on a wild goose chase since my mount has a higher base speed.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

I was imagining using silent image occasionally to make it look like the party are with you and your horse (when we're a reasonable distance from the pack). That plus ghost sound (a spammable cantrip) and some (possibly soiled) underware dragged on a rope should be pretty convincing in fading light. They won't be close enough to interact with the illusion.

Downside is Silas only has a +6 modifier on ranged attacks.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

That's the same as my ranged modifier. If we did the silent image and ghost sound bit, as well as firing arrows at them when they got close, I think we'd have a good plan. I wouldn't expect to do much damage, but it's something. And everyone else still has their silver weapons, so they'd be able to defend themselves still.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

I'm in favor for crossing the stream as the 1st attempt for throw-off.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

I'm good with stream first as well.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I say go for the stream first, then try the illusion second.

-Posted with Wayfinder


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Makes sense, the illusions probably work best at distance.


Encounter Map

This chase thing is kinda dragging....anyone care if we wave it off?


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

As long as none of us die ;)


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

I'm fine with waving it off.

Also, just a forewarning, I won't be able to post Friday night all the way until Saturday night. Actually, every Friday for the rest of the month is going to be that way.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Waving off is fine.
Nice concept though Niles.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

I'd suggest bringing the boy in shock to Laurel and the lady of the faith first, then the rest of them.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Okay, two con points down, but at least Lucanor shouldn't need an all over shave come next full moon :)


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Your Con damage should heal naturally over 2 days.

In the meantime, I'm going through the loot list again since I forgot to include prices on some things last time. I'm also making a few notes about what I think we should do with some of the loot.

Also, I'm planning on renting a cart, buying some lumber, and heading back out to the monastery to work on sealing the place up a bit. Maybe I'll just be fixing a few doors, but it's better than nothing.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Actually, if I burn a lesser restoration, I should have it up sooner than that if we need me at full fast.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

True, but do you have Lesser Restoration as a spell known? If not, I'd say just save money and wait.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Ok, so I'm done updating the list as far as I can.

What I'd like everyone to do is to go to their individual tabs and update their personal gear. Include anything that you may have taken from this most recent outing, such as my taking the Mwk Adamantine Warhammer and Hecktor taking the Mithril Full Plate.

Once you've done that, I'll go through and add up everyone's values so we can see who's lagging behind in terms of WBL. I already know that I'm probably close, and I figure that Hecktor is going to be over it thanks to that full plate and the cloak of resistance. But I have a strong feeling that Lucanor is going to be lagging behind all of us in terms of gear at this point.


Encounter Map

Let me know the results of your WBL audit. It might make a difference in further events.

Also, as we wind down this part of the campaign and prepare for the downtime phase think about what it is your character wants to do with their time. It is currently Rova (September) the next adventure will probably start sometime in Kuthona (December) giving you a large chunk of downtime. I'll have the exact days once we are finished wrapping things up. We do have a few loose ends to clear up and some of them will be downtime activities of their own. (The Dagger and Crown) to point out a couple the name Drazmorg for another.


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Yeah, Luc has to head towards Oldfen and do a certain priestess a favor


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Michael is probably going to head back to the five kings mountains for a couple days in order to return that axe. And this will also probably be the time when I start working on the monastery, so I'll probably be bringing some dwarven help back with me. The first thing I'll be doing is fixing up the ground level, since we've still got work to do in the basement.

I'll need to go over the ultimate campaign building rules to figure out how much of each kind of capital we need for what I want to do, but that shouldn't be too hard.

-Posted with Wayfinder


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Seeing as the loot log says they need identifying
Kn:History Identify gold coins from the forgespurned.: 1d20 + 7 ⇒ (9) + 7 = 16


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Not sure what Silas will do with downtime, maybe he'll research the history of that crown and try to find out what it does. Other possibilities are general sleuthing around town, gathering the dirt on any of the following:

1. The Gavel
2. The Magistrate
3. The Pimp

Edit: I don't have write access to that spreadsheet Michael. Silas has used some of the consumables (1x scroll of fear, some of the alchemists fire too), but it's otherwise accurate.


Encounter Map

Silas check out the gameplay post Here about halfway down, around Dec 31.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Everyone should have write access to the sheet so long as you access it through the link. Once it loads you just need to click the "Go to spreadsheet view" button at the top.

If that still doesn't work, let me know and I'll set the permissions to fully open rather than only being open to people with the link.

-Posted with Wayfinder


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Ok, so I'm looking over the buildings/rooms rules, and I think it's safe to say that the monastery as it stands has the "Broken" condition for the whole building. Which means that to repair it it will cost 1/2 the total cost of all existing rooms, while newly added rooms will still be full price. The only existing room that I didn't classify as Broken was the one in the top right corner that's completely collapsed. I simply consider that room to be a full-price new construction room, since it was totally destroyed rather than just being in a bad state of disrepair.

I've made a couple changes to my earlier rough-drawn plans, and changed the room labels to reflect what type of room they are in terms of Ultimate Campaign's building rules. I've also made up a list that has every room type used and its full price to create, along with notes on how many of each room type we need and how many of them get the 1/2 price broken discount. And, to top it off, there's the list of Teams that we'll need to get to make the place fully functional. Like the Rooms list, the Teams list has their full price.

Now, on to the fun bit - To repair the monastery, and ONLY repair it, it will cost either 46 Goods, 6 Influence, 45 Labor, and 4 Magic or 2175gp. Of course, we can always use money to buy capital or pay for certain rooms with capital and others with money.

To completely rebuild the monastery as I've got it drawn out it will cost a whopping 147 Goods, 28 Influence, 125 Labor, 5 Magic OR 6505gp. That includes everything on the map, but it doesn't include the Teams required to actually populate the place.

The Teams to populate the place will themselves cost 25 Goods, 15 Influence, 31 Labor, 6 Magic or 2170gp. That's for 2 Acolytes(level 1 Clerics), 1 5-man Cavalry team(level 3 Warriors), 1 5-man Elite Archers(level 3 Warriors), 1 5-Man Elite Guards(level 3 Warriors), and 1 5-man Elite Soldiers(level 3 Warriors).

On the upside, once we get the place running we should generate quite a bit of capital that will let us expand even further. For instance, having an Infirmary will generate an extra 8 Influence. Each Guard Post generates an extra 4 Goods. A Ceremonial Room can generate 10 of any kind of capital that can be generated. Each of those Teams also provide bonuses to earned capital. Of course, we still have to pay for the capital that the building generates, but most rooms can also generate gp as well. So we roll the daily checks to generate gp, then we just buy the capital using that money. One other thing - the bonuses to earned capital already account for the cost of living/wages for teams and general maintenance/operating expenses for rooms, so everything we earn can be reinvested immediately rather than having to worry about remembering to pay people or restock items.

Also, Niles, I don't want to use the money that the building earns to buy gear or anything. I just want to use it to expand further. I want to turn that monastery into a fortress of sorts, and then maybe even set up additional buildings elsewhere in Darkmoon Wood so that we can have some extensive patrols. Eventually, I'll be upgrading those Acolytes to actual Priests(Level 3 Clerics), adding a few Apprentices(Level 1 Wiz/Sorc), upgrading the Apprentices to Mages(Level 3 Wiz/Sorc), and probably getting a few more Priests in the mix, as well as some more Cavalry and Cavalry Archers. Also, I'll probably try to make every room Fortified, while making some of them Furnished. Oh, and I'll most definitely add a stone Defensive Wall(double price) outside.

I'm thinking of taking Leadership at level 7 if you'd allow it. I'd put my cohort in charge of the building and have them take care of things while the rest of us are out and doing our "save the world" schtick. Otherwise, without one of us checking in every so often the place will stop generating capital.

Here's the document with all the rooms and teams, and how much the place will cost - Temple Base Costs

And here's the link to the map again, so you guys can see what I've redone - Temple Base Map


Encounter Map

I'm ok with you taking Leadership @ 5th level honestly. I don't think you would break the game with it.

As to the costs, I trust you, I'm not going back and doing all the math you seem to have an excellent handle on it. The only thing that stands out to me is....this thing is being built 1-2 days journey from the nearest civilization. So, some of the rules kinda assume that the buildings are in or very near a city. I don't want to penalize you guys unfairly but it seems that rebuilding this monastery will be either more costly or take a heck of a lot longer than the rules provide. Also, take into account that there is no easy access to the monastery, no road leads there so its hell to transport supplies. Not to mention the general dangerousness of the area. I'm not sure the ruleset provides for any of those details.

TL/DR: I'm cool with the rebuild and the plans but I have to wrap my head around some details.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Well, that's one of the things that I'm hoping to fix with the situation. For instance, if I can, I'll build a bridge over the river during this downtime. I also want to try getting a trail cut through the woods to get there. Of course, I'll need to do so in the least invasive way that clearcutting a 15ft wide path can be, but I am intent on doing it.

Also, there are some minor guidelines for putting delays in due to unfavorable circumstances. They're listed in the Rooms and Teams section. They give an example of a thieves guild in a low-crime, high-law settlement taking 10-60% longer because it's harder to operate in that kind of environment. I could definitely see something like that coming into play for trying to repair the monastery since it's so far out of the way.

As for taking Leadership at 5, I've already got plans for that level's feat. Plus, I would have such a low Leadership score that I don't think it would be worth it.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Sidenote: we haven't killed that spider in the cobwebbed tower have we?
Under pretence of torching the cobwebs being inadvisable...since the crates "might" contain valuables.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Nope, spider's still there. I doubt it's much of a threat at this point though. Heck, I'd probably smash it with a single hit.


Encounter Map

Unless it bred and has become a swarm.....=)


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Depending on how much we're able to accomplish in the down time, I'd be willing to have Silas help Michael with the restoration project. Sounds like fun.


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

Hey guys, dropping in now at an end of your werewolf adventure.

Can't wait to get stuck into the campaign together with you. Do you guys have any things you'd like to know about me/Gilmork?

Also as two sidenotes: Michael, love the idea of expanding that monastery.

I also remember seeing a few of you having problems with my Curse, I could take the Silent Spell Feat at level 5 to circumnavigate part of the spell failure chance.
I could also take dual-cursed oracle to be Deaf and Wolf-Scarred, granting me about the same solution, only no way to talk unless I take a rank in Linguistics for sign language.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

While I made mention of the curse, I'm not all that worried about it. Like the physical aspects, the spell failure chance can add some drama when that spell you absolutely need to cast fails and we have to work all that much harder to win. And I like that.

If you want to take Silent Spell I'm sure it will come in handy at times, but I wouldn't consider it a necessity. But it's your character, and I'm not going to tell you how to play it. All I'll do is offer suggestions and thoughts. You do whatever you want to do.


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

As for requesting something of Kreed, I'm at a loss. I know that the things I'd request wouldn't have much of a chance of being granted, since they'd be things like "leave town," "pay the lumberjacks better," and "cut back on logging so that the forest can replenish itself."


Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)

Well, Lucanor has made his request. Maybe Oldfen has a more powerful cleric and we can get Kreed to pay for his services and help Hollin. Assuming the sister is good with that


M Human Cavalier(Honor Guard) 4
Vitals:
HP 52/52 | AC:19_T:12_FF:17 | Init +3 | Perception +8 | Sense Motive +7 | Fort +7_Ref +4_Will +2 | CMB +8 | CMD 20 | Speed 20 | Lucerne hammer +9(1d12+4/x2) | Cestus+8(1d4+3/19-20x2)
Mount Vitals:
HP 43/43 | AC:20_T:12_FF:17 | Init +2 | Perception +7 | Fort +7_Ref +6_Will +2 | CMB +8 | CMD 18(Trip 25) | Speed 50 | Bite +6 (1d4+4/x2) | 2 Hooves +4(1d6+2/x2)

Reminding everyone again - Update your individual tabs on the loot log.

I've set it to be editable by anyone and everyone. All you have to do is go to it, click the "go to spreadsheet view" link at the top of the page, and click on the tab that's labeled with your character name at the bottom of the page. Then add in your gear.

Please do this. I want to get an audit done.

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