Darkmoon Vale Campaign


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Dark Archive

Character Creation Guidelines.
Books Allowed: CRB, APG, UC, UM. Other sources upon request.

Characters: 1st level.
Wealth: Class Average
Attributes: Standard Fantasy 15 point. No stat dumping. Min stat 10 prior to racial adjustment.
Traits: 2
Races: Vanilla Core, if interested in something else inquire.
Disallowed Classes: Gunslinger, Summoner.

Try to make a well-rounded characters.


lastgrasp wrote:

Character Creation Guidelines.

Books Allowed: CRB, APG, UC, UM. Other sources upon request.

Characters: 1st level.
Wealth: Class Average
Attributes: Standard Fantasy 15 point. No stat dumping. Min stat 10 prior to racial adjustment.
Traits: 2
Races: Vanilla Core, if interested in something else inquire.
Disallowed Classes: Gunslinger, Summoner.

Try to make a well-rounded characters.

I'm thinking of trying a sorcerer. Never played a spellcaster before.


I was thinking archer but unsure. SO if someone wants to go that route, go ahead.


As in the fighter archetype?


Yea but no worries, not stopping anyone else who wants to go that route.


Hey everyone :)

I'm thinking of playing a Witch with healing. I've had this character to play on the backburner for a while!


I'm interested in making either a Zen Archer (monk archetype) or a witch (which I just saw someone posted).


Scratch what I said earlier. I think I'm going to make a rogue. And don't worry, I'm not going to make the kind of rogue that steals for the sake of stealing.


Go ahead with zen archer; be interesting to see :) I will go melee fighter of some sort.


Okay.

I've made a Dwarf Zen Archer and a Gnome Sylvan Sorcerer. I am willing to play either so I guess I can choose once everyone else has decided theirs.

The Zen Archer's stats are stretched thin but its workable.


I'm starting to lean either alchemist or possibly oracle. Hopefully that doesn't step on anyone's toes.

Dark Archive

All those classes look viable. Just to give you a heads up. Three out of the four modules are more inclined to be dungeon crawls. So having disable device is always good.


I've got a rogue, so that's no problem. How should I send you the character sheet when it's done? I usually use HeroLab.

Dark Archive

Herolabs is fine. Just send it as a pdf.


How about Mythweavers?


Axfow Bolt is an old adventurer (40. As a sellsword for the most part, he has been with many other adventurers and mercenary in his life. He was visiting an old friend who had fallen ill. His friend passed away and this peaked his interest to stay into town.

Human Fighter. No archetype yet.


Will we be having the session tomorrow or next Tuesday?


I think that Talathel (elven rogue) might be a former member of a thieves' guild of some sort, who is trying to put his past behind him and make a living as an adventurer.


I thought it was Wednesday nights, unless I missed something


I may have my days mixed up.

Dark Archive

Mythweaver is fine.

Everything is prep for the first module. I can run this Wednesday no problem. Just get me your characters. It's going to be 7:30pm to 10:30pm EST.


I have a quick question:

If I have the human racial feat "Racial Heritage" - can I take Racial class archetypes as if I'm a member of that race?

It says I count as the race for "any effects" but it doesn't expressly call out archetypes - so I'm just looking for a ruling!

Thanks :)

Dark Archive

Racial Heritage has no clear ruling on archetypes, I would say yes.

Dark Archive

Is everyone good for Wednesday Night?


Im good


Orph and I are good, we'll have our sheets in when we can. 95% done, just a few revisions here and there. That, and doublechecking I didn't accidentally grab unapproved sources.


Have just the little things, like supplies and personal details, to work out for mine.

Dark Archive

Looks like we are go for tonight. I'll be on around 7:15. SN on skype is lastgrasp

Everyone should have access to the Roll20 room.


I'm good. I emailed you the redone character sheet, and if you want me to send you the backstory, I will.


So I used Ultimate Equipment to browse gear and took a weapon and armor that I didn't realize existed only in UE. So I'd be appreciative if I could still use them, but if I have to drop down to hide armor and whatever, that's fine, it won't take but 2 minutes to adjust.

Edit: We sent you character sheets, so you should be able to consult those, if it helps.


When we last left our heroes... we didn't. Because this was the first session, numbnuts.

Our heroes (who need an adventuring group name, bee tee dubs) arrived in Falcon's Hollow to find the town held firmly in the clutches of the plague. Not wanting to waste time, they found their way to the local church, and their contact for the job, whose name I have already forgotten. This priestess told them more about the plague, and that they should go to the apothecary and speak to the woman in charge there.

The woman (whose name I have also forgotten) told them that the plague had come from the river, and she suspected foul play. She told our heroes that to try and cure the plague, she would need some ingredients. Moss from the oldest tree in the forest, a root called rat's tail, and a number of iron bloom mushrooms. All of these could be found in Darkmoon Wood, but getting them would not be easy. Not wanting to waste time, the group set off.

On their way to a nearby lumberjack camp, hoping to find directions, our heroes came across an odd sight: an undead kobold, covered in draconic writing. The poor creature was put to rest, and the party was attacked! By birds!

I'm serious!

Fortunately, this foul flock of flying falcons and their frightful falconeer were foiled by our fighting fixeruppers. (Alliteration, b@*$!es.)

Our heroes moved on. After a day of traveling, they arrived at the lumberjack camp. After greasing a palm (completely unnecessarily), they found the foreman, and after greasing his palm, they were given a more detailed map of the forest. The foreman also asked them to please cure his nephew in town of the plague, without telling them who his nephew was. Idiot.

The oldest tree in the forest was closest, so our heroes set off there first. They ran into no problems along the way, except for finding a set of tracks belonging to a satyr, and arrived at the massive darkwood tree the next day.

A grisly sight awaited them: three human bodies were hanging from the tree, as a warning from the fae courts. The group had no time to heed warnings, and they started to search for the moss they needed. They didn't know they were being watched.

A whatchamacallit, hidden in the dark branches of the tree, attacked the group as they approached. The beast was dispatched with little effort, however, and the group gathered all the moss they would need. They also discovered a hidden cache that contained the possessions of the three hanging corpses. Going from the contents (two crossbows, two short swords, a well-made short bow, a silver ring bearing the image of a burning hawk, and several coins), the corpses were likely not lumberjacks. Hunters, maybe. After giving last rights to the corpses, the group moved on.

After crossing the river, the party came across a very odd thing. The bodies of three pixies, bled dry and left to rot. Not wanting to get wrapped up in the courts of the fae, the group kept moving, and made camp not much farther ahead.

Saria, who took the first watch, spotted a dragon as it flew overhead. Thankfully, the beast did not notice the group, and kept on flying. It was a quiet night after that.

In the morning, the group continued their travels, and arrived at the hut of the witch who might help them find the rat's tail root. The building seemed abandoned, with only a simple cauldron sitting outside the door. Axfow tried to knock on the door, but received no answer.

Then, he opened the door, and the cauldron attacked him.

After a fight that was far more challenging than any fight against a freaking cauldron has any right to be, the group was victorious. Saria discovered that inside the pot was a magical answering machine made out of a shrunken head. Ew.

Inside the witch's shack, they found that it was, indeed, abandoned long ago. After a few minutes of searching, they found the rat's tail, leaving only one item left to try and cure the plague: the iron bloom mushroom, which only grows inside a haunted dwarven monastery.

No exp. was earned this night. Of the loot found in the whatchamacallit's stash, Calathes claimed a crossbow and the signet ring.


Great job - hilarious! Thanks for writing/posting this!

Dark Archive

Awesome write up.

Lady Cirthana is the Cleric of Iomedae
Laurel is the local herbalist
Milon is the Foreman at the Lumber Mill
Syntira was mentioned as Fey Queen.
Merlokrep was mentioned as the Kobold King.

Group Hero Point: 2
Used: 1
Total: 1

-Hero Point can used to reroll a PC dice. That cost 1 Hero Point.
-Avoid Death. Cost 2 Hero Points.

Dark Archive

Soulspeaker
Aura Faint illusion; CL 3rd
Slot amulet; Price 2,400 gp
Description
This grotesque, amulet-like shrunken head
is said to contain the enslaved soul of its
former owner. Forced to obey whomever
carries it, once per day a soulspeaker can
repeat a message as if the spell magic mouth
were cast upon it. The owner must merely
hold the 6-inch-in-diameter head and speak
his message and the conditions under which
the soulspeaker should repeat it. While it
carries a message, the eyes of the stitched
head stretch open, closing as soon as its
message has been delivered.
Construction
Requirements Craft Wondrous Item, magic
mouth; Cost 1,200 gp

Dark Archive

Hit point for leveling is average per HD.

D6: 4hp
D8: 5hp
D10: 6hp
D12: 7hp


Hey guys, here's what we've got so far:

1 Studded Leather
1 Longbow
1 longsword
Moss
2 light crossbow
2 shortsword
1suit of hide armor
1 Masterwork shortbow
1 signet ring (flaming hawk)
9 gold
12 silver
8 days rations
Talking Shrunken Head
Vial of rats' tails

Our discussion of loot was a bit curtailed last session by a preference to play rather than hash out logistics, so off the clock, what is it we want to do? I suggest that we just split everything at the end of modules, unless something is immediately useable (magic weapons, armor, etc). If I recall, that's more or less what we settled on. And if this is the system we run with, do immediately useful things count towards your share? And if not, how do we try and spread things out evenly? Or is it just give it to whoever can use it the best, and pursue effectiveness over equality? I hate talking about it more than I have to, but it's better to get these things out of the way now when it's theory, and before anyone has a vested interest in any position.

Any thoughts, discussion, or other suggestions?

Also, assuming we're still on tonight, same Bat Time, same Bat Skype?

Dark Archive

Next game is next Wednesday. I'm recovering from a blown disc in my back. Good times indeed.


Hope you feel better. We'll see you next week.


Hope it's not too bad. Get better soon.


Steve: I can't make it until 8pm EST on Wed. Jaunt can make it whenever but I'll be running a touch late and wanted to let you know.

I hope you're feeling much better!!

Dark Archive

Not a problem. Tomorrow game is a go all. Start up at 7:30pm.


I will be later tomorrow, should be home 7:45 hopefully but by 8 for sure.

Dark Archive

Ring of Torag
Aura faint abjuration; CL 3rd

Slot ring; Price 1,200 gp; Weight —

Description
This simple golden ring has a large red gemstone set into it that sparkles with an inner fire. The wearer of the ring gains fire resistance 10 against the first fire attack that hits him that day. This protection renews itself every morning at dawn. In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects. The ring must be worn for 24 hours to have any effect.

Construction Requirements
Forge Ring, resist energy; Cost 600 gp.


Please note the changes I made on the listing.

Item Breakdown (for posterity)

Gold: 382.68 (45g reward included)

Character Name: Total Loot gained (including share of gold)
Items - Sell Value of Item

Saria: 1150.18
Ring of Torag - 600
Masterwork Light Crossbow - 167.5
5 rations

Phineas: 957.68
Cloak of Resistance +1 - 500
Scroll of Spiritual Weapon - 75
5 rations

Calathas: 572.68
4x daggers - 4
Masterwork Longsword (trade with Axfow) - N/A
Signet Ring - 1
Light Crossbow - 17
5 rations
Extra 168g

Axfox: 1537.68
Longsword +1 - 1000
Potion of Bull STR - 150
50ft Silk Rope - 5
5 rations

Brogan: 551.68
5 rations
Extra 169 gold

Group:
2x Pot of Cure Light Wounds (Saria)
1x Pot of Lesser Restoration (Saria)
Wand of Light (28 charges) CL1 (Saria)


Quick question for Stephen: Can I take Infernal Healing as a 1st lvl spell? (Inner Sea World Guide)

Let me know!

Dark Archive

Orphelyne wrote:

Quick question for Stephen: Can I take Infernal Healing as a 1st lvl spell? (Inner Sea World Guide)

Let me know!

Fine with me.


For a second, I thought you were talking to me. Never mind. Let's get this show on the proverbial road.

Darkmoon Vale: Rumble in the Rubble

(Or: Session Writeup 2: Electric Boogaloo)

When we last left our heroes, they had finally reached the abandoned dwarven monastery where they would find the mushrooms needed to cure the plague. Before using the front door, our heroes (who STILL need a group name, dang it) decided to scout around the building. They discovered the rotting corpse of a long-dead dwarf, dressed in a snazzy cloak. Our heroes claimed the cloak for their own, and soon afterwards, discovered what had killed the dwarf.

Sadly, the plant lady from town (there has got to be a better way to say that) had neglected to mention that some of the plants in the monastery were apparently made of hate and asparagus. Because that's what our heroes were attacked by. Giant, malevolent asparagus. That exploded upon death.

When the unlikely enemies were slain, the heroes (GROUP. NAME. NEEDED.) continued into the monastery, where they were soon attacked by a pair of whatchamacallems and their pet spider. The strange dog-like creatures gave off a powerful aura of bad luck, meaning the battle with them stretched out a bit, but through Saria's judicious use of wyychy magycs, they were sent to dreamland and then wherever fey go when they die.

With that done, our heroes moved into the monastery.

In the first room they checked, they discovered that the monastery was dedicated to Torag, the chief deity of the dwarves. They also discovered flying octopi things that lived in the ceiling, so that was fun. The odd creatures were also dispatched (one of them so thoroughly that it became abstract art), and the heroes kept looking for the mushrooms.

In the old library of the monastery, a dwarven book was discovered, which Brogan translated as being a book of prayers to Torag. In the back of the book, he discovered arcane writings, but since he lacked the training to decipher it (I think?), he decided to come back to it later.

In a blocked off room just off the main hallway, Calathes discovered the corpse of one of the dwarven monks, who had apparently poisoned himself, judging by the broken vial at his side. The dwarf also had a silver hammer, marked with a religious symbol, and a note written in dwarven. Brogan earned his keep by identifying the hammer and translating the note.

The symbol on the hammer was the symbol of Droskar, a minor deity among the dwarves. The legend says that Droskar was once a student of Torag, but was cast out when it was discovered that he had stolen the original ideas of others. Torag cursed him to never create an original design again.

The note revealed that the dead dwarf was a follower of Droskar, and that there had apparently been a bit of a disagreement between the monks in the monastery, which explained the building's current state.

Our heroes kept moving. Further along, they came across an iron door, with a lock of such craftdwarfship that Calathes couldn't hope to unlock it without the key. Deterred, they moved on to the next room, an armory long ago emptied of any goodies. An in-depth search revealed a hidden room, which had apparently been a prison once upon a time; in fact, the previous inmates had not yet been vacated.

Also, they weren't one hundred percent 'dead'.

Calathes, who had gotten too close to one of the skeletons, baited by the mushroom in its rib cage, was quickly knocked out. Thankfully, the other heroes were more effective in battle than he was, and the skeletons were destroyed.

With the cells vacated, and the spellcasters in the group exhausted, the heroes decided to rest there. In the middle of a haunted freaking monastery. Where they had already fought a few fey.

Brilliant.

The next day, the heroes, bright-eyed and bushy-tailed, continued their search. They first returned to the door that Calathes hadn't been able to open, and it was discovered that they weren't alone in the monastery anymore.

There was a wolf in the monastery. A few of our heroes charged forth, and fought the wolf and a kobold that showed itself. Calathes and Axfow, being as slow on the uptake as a barrel of old tar (Calathes) and as old as the tar (Axfow), were left behind.

Then another, even bigger wolf burst through the door.

That was fun.

The wolves and kobold were defeated, and the locked room was open to the heroes. Inside, they found what seemed to be an office, and in the room after that, there were more than enough mushrooms for the cure, and a staircase headed down that had collapsed only recently. And faintly audible through the mounds of rock was the distinctive sound of pickaxes striking stone.

Saria made the case to stay and try to find a way to help whoever might be trapped beneath the stone, but there was no time. Falcon's Hollow needed the cure as soon as possible, and they had wasted enough time already. Our heroes returned to town without incident, and the cure was created and distributed. The town was saved.

END WRITE UP. READ THIS NEXT PART FOR SOME THINGS THAT I THINK WE NEED TO TALK 'BOUT.

The group was elevated to level two, and the spoils of war were divided up.

Now, in all seriousness, we do need an awesome group name. I vote for the Five Falcons, after the first enemies we fought as a group.

Also, since one month is going to have passed in-game before the next session, should we discuss what our characters get up to in that time?


Hullo.

I editted the loot list above to include a summation of everyone's loot total including gold share.

Also, I moved Saria's Wand of Light to group loot since technically everyone can benefit from when she casts it.

As for future loot division, I suggest we split the gold at least 6 ways (5 players +1) with the 6th share going into group funds for Wands of Cure Light and other healing necessities.

++++++++++++++++

I like Five Falcons. I believe Brogan's Monastery Order is of a bird of sorts (don't have access to the sheet to confirm).


I love Five Falcons, great choice! That's a vote from me.

Regarding cure light wounds - do we all want to pitch in 75g so that we can buy one this time around? (It's a total of 375g.)


I'm cool with Falcons.

I'm definitely in support of chipping in for a healing wand, but I'd suggest we get a wand of Infernal Healing. It'll last us roughly twice as long as CLW.

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