Highwall Keep has 25' walls, and is 240' by 250' with a garden patch (50' x 130') in the northeast corner.
It is surrounded by salamander shrubs or flamescrag shrubs - a rare botanical wonder that can burn for up to 24 hours and regenerates to full health over the next 6 days.
The northwest corner holds a stone entryway (10' by 10') with three portcullis - the middle one made of magically shaped flamescrag wood while the outer ones are metal. The middle portcullis is called 'Trollspear' as it was used like a siege weapon against trolls trying to break down the inner portcullis. Any creatures of the giant subtype (or Large size or larger) feel a distinct discomfort as they approach this spot.
Between the entry and the garden is a grand temple of Torag (40' by 80'), converted to an interfaith shrine by the Shining Crusade. In the south west corner of the temple is a staircase up into a tower (20' diameter) and to the lower levels that haven't seen much use, especially as they appear to be partially collapsed, leaving the smithy beneath the temple isolated, much like the remaining lower levels from each other.
Two buildings lie along the western wall of the keep - a stables near the entryway (20' x 40') and the barracks (30' x 60'). The lower level of the barracks are reachable so with bunk beds, that allows ~80 soldiers in the keep's barracks very comfortably.
The command center for the keep is along the southern wall (80'' x 40') and it held the offices for the senior commanders and leaders of the keep, such as they were. The lower level is luxurious, by dwarven standards, chambers for up to three families.
Stairs climb the eastern edge of the temple and a 10' pathway to the garden sits to the east of the stairs. East of that stands an armory (30' by 20') that doubles as a tool shed for the garden, with racks of swords and axes towards the south. A door into the 60' eastern wall of the keep leads into a training room (30' x 30') that connects to the dining hall (40' x 110') that holds a raised dais (30' x 30') for the leadership for the keep and their very infrequent noble guests from Caliphas. Further south still is the kitchen (40' x 20') in the southeast corner, attached to the pantry, attached to the command center.
Dwarven runes are next to every door or tunnel entrance/exit. Newer signs in Common were hung by the Shining Crusade but are weathered and barely maintained after the last century of neglect.
A central well sits in the courtyard, 100' from the southern edge of the garden. Battlements with stairs (30' x 30') sit in the northeast, southwest, and southeast corners of the keep. Stairs down from the battlements connect the ground with these three key points, with the northwest corner access provided by stairs east of the temple.
I was thinking about Mister Quinlan's negative energy affinity the other day. Cure wounds is on the druid list but not inflict. Do we have anyone that can heal you in emergencies?
I’m a little confused here. Was our mission to cede control of this fort to the goblins? Or was this just a turn of phrase I’m unfamiliar with (Not that the current conversation would be out of character for Goma either way).
Lar said, ”I spoke of a place that I only came to know later as Highwall Keep. I spoke of a vision of myself as a grown man venturing into that place, peace bound, with several dark figures around me before plunging a glowing sword down, into a map.”
Lar did not intend to surrender the fort to the goblins but he is staying quiet as the nature of prophetic dreams given to a child is murky and the investigation into how it came to be in goblin hands may be more important than removing them.
You may be right that it is an unusual tactic to surrender yourself to goblins but the phrase diplomatic envoy was used early if not often so parley and negotiation of terms may be a very effective path (until it isn’t.)
General housekeeping rule - if you are speaking in character but are insincere, you should proactively offer a Bluff roll (or a Diplomacy if the speech could better fit that action).
Example: A duplicate of So appears and the So on the left says 'So you should stab me.' with no rolls - you should assume the left So wants you to stab him. Assuming you don't suddenly stab So on the left, and So on the right says, 'So remember how the prison guards wouldn't let us come in with our armor on?' and I throw in a Bluff roll, unless I add an OOC to show he successfully conveyed that he's trying to trap the other So into that false narrative, you should assume that So is either bad at conveying secret messages or a fake and he's the one to stab... maybe.
I am combining Discussion for both tables - apologies if this gets confusing but since there's so much overlap, I feel like the information can be valuable to each.
Now, imagine you are a spell caster - you have three spells prepared. Each is single target.
Each is save negates - Fort, Reflex, and Will, respectively.
Before you is the enemy.
If the enemy is larger, you're more likely to choose Reflex, because it's likely easier for an ogre or troll to trip / slip / stumble than a goblin, right?
If the enemy is medium or smaller, you may choose Fortitude, especially if they are in a robe.
If the enemy is holding martial weapons, you may choose to focus on Will.
Now, all that being said, we have the following three skills:
Bluff, Diplomacy, and Intimidate.
Intimidate takes the most time to do anything other than Demoralize the opponent. It works better if you are larger than the Opponent and poorly if you are smaller. It's essentially opposed by the Wisdom modifier of the enemy.
Bluff works similarly to Intimidate except there's possibly Sense Motive ranks instead of raw Wisdom. There's more subjective ways to affect your Bluff than just a size penalty/bonus.
For Diplomacy, we're going to ignore options like Gather Information for this comparison, as that's among allies or neutral at least NPCs. Diplomacy can be easy or it can be challenging. Since the goblins are Unfriendly (starting), it's 20 + Cha modifier for most Diplomacy checks. Goblins don't have good Cha modifiers so we'll call it 20 or below for most uses. We can't repeatedly use Diplomacy against the same goblin, so it's a very challenging road to take, but it may benefit to use it wisely.
I expect a lot of Bluff and Intimidate - consider those cantrips/orisons while Diplomacy may be more of a first-level spell.
I took the magic shop trait so I guess that would be
potions/scrolls gp: 1d12 ⇒ 9 so 300/9= 33 gp so I guess my big score was one 1st level spell. Gm you can pick it.
The more I think about it, the more the math on that is backward.
I like high = good, low = bad. That trait is the opposite paradigm.
So.... 1d12 x 25 gp henceforth so 9 random level 1 scrolls.
Scroll of Shield of Faith (cr, 25 gp)
Scroll of Protection from Evil (cr, 25 gp)
Scroll of Charm Person (cr, 25 gp)
Scroll of Ray of Enfeeblement (cr, 25 gp)
Scroll of Corrosive Touch (um, 25 gp)
Scroll of True Strike (cr, 25 gp)
Scroll of Stone Fist (apg, 25 gp)
Scroll of Shield (cr, 25 gp)
Scroll of Obscuring Mist (cr, 25 gp)
Are we able to make some potions, I just figured that if I got only 33 gp. I could get only 1 scroll. But with 225 gp worth of loot I could get a few potions as well as some scrolls.
so if we turn 3 into potions randomly:
potion #1: 1d9 ⇒ 6 True strike
potion #2: 1d9 ⇒ 4 Since it can't be a potion Ray of enfeeblement will be removed.
potion #3: 1d9 ⇒ 9 Since it can't be a potion Obscuring mist will be removed
potion #2: 1d9 ⇒ 2 Protection from evil
potion #3: 1d9 ⇒ 5 Corrosive Touch (not sure if it can be a potion)
scroll lost: 1d9 ⇒ 7 Stone fist
So the loot will be:
Potion of True Strike
Potion of Protection from evil
Potion of Corrosive Touch
Scroll of Shield of Faith
Scroll of Charm person
Scroll of Shield
If that works for you GM, unless in the game you had an idea for a scroll to be used, we can change it out.
SO for gear, Rodan will ask for:
The MW comp Str bow +1, A +2 Str is better but he will take what is offered. And if made magical that would be nice, but would push way over the 2500 gp cap. for the offered bow 475gp
Mithral or just MW chainshirt MW chain shirt 250gp
Mithral or Just MW buckler MW buckler 155gp
Cloak of resistance 1000gp
Special arrows: silver, Blunt, etc. depends on the arrow
MW Scimitar or rapier. 320 / 315 gp but normal will work as well. (The offered +1 long sword would push me way over the limit,but he would take it.)
MW thief's tools 100gp
Everburning torch 110gp
And / or a healing potion or two to round it out.
Ray of Flame
School conjuration (creation) [fire]; Level arcanist 0, magus 0, sorcerer 0, wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Saving Throw none; Spell Resistance yes
A small piece of fire appears in your hand, and can be thrown against enemies. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage. Any attempt to melee touch this spell snuffs the weak flame.
Yeah, diagonal charging isn't done much but it looks like as straight of a line as I could get. It was diagonal down-right, down, down-right, ect...
Ok pretty bad at buying items but w/e lol. For the request of 2500:
Traveler's Any-tool: 250 g
Camouflage blanket x2 (urban, forest) : 48 g
I'm assuming the place we are going to is considered urban (correct me if underground) and the places we are going through to get there are forests (correct me if jungle)
Drill: 5 s
Silk Rope x2: 20 g
Masterwork Transformation spell (armour): 150 g
Impact Foam x2: 50 g
Blasting Jelly x3: 135 g
Tindertwig x10: 10 g
Everburning Torch: 110 g
Smokestick x3: 60 g
Skyrocket firework x3: 150 g
Pellet grenade x3: 150 g
Thieves' tools (masterwork): 100 g
Potion of Gaseous Form: 750 g
Potion of Invisibility: 300 g
Potion of Enlarge Person x2: 100 g
Signal Horn: 1 g
Masterwork dog mask: 50g
Taking this as a masterwork tool to scare goblins if possible
Fake coins x2: 10 g
Decoy Tripwire: 25 g
We started with Max at first level, and the GM wanted us to roll for subsequent levels with 1/2 + 1 minimum
Example! HP: 1d8 + 2 ⇒ (1) + 2 = 3 -> 3 becomes 7.
Cole new HPs!: 1d8 + 3 ⇒ (6) + 3 = 9
My elemental defense starts up (Searing Flesh). Anybody who hits me bare handed or with unarmed strikes takes 1 point of fire damage. It affect weapons too, but I doubt it will ever penetrate hardness any time soon.
I'm taking 'Heat Adaptation' as my utility wild talent.
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
Rodan's New hit points: 1d10 ⇒ 4
So that turns into 6 hp.
Skills (8 pts): Acrobatics, Climb, Disable Device, Know Dungeoneering, Perception, Ride, Stealth, Survival
Fort save and Reflex save +1 each
Slayer Talent: Trap Spotter
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Skills:+1 Acrobatics,+1 Perception,+1 Survival,+1 Climb,+1 Swim
background:+1 Handle Animal, +1 Profession[Teamster]