From now on this'll be the standard thread where I'll post campaign-relevant information and where we can discuss this game specifically.
Setting Thread (http://www.thecbg.org/index.php/topic,158550.0.html)
Aath
A Shadow on Golrung
Game type: 1st-level 25 point-buy human-only Pathfinder.
Restricted Classes: Gunslinger, Monk
Variant Rules: Select one caste and lineage at 1st level (setting thread).
All characters get a feat at every level in addition to class level feats.
Fighters get Improved Unarmed Strike for free.
All skills are class skills for everyone; add +1 skill point/level to your total skill points.
Elemental spells are no longer restricted to the type listed. For example, burning hands could deal cold, acid, electric, sonic, etc. damage. The only restriction here is that when you learn the spell, you must select the type of damage and it stays that way unless you replace it. Feel free to flavor it however you wish.
Map of Haveneast (Thanks to Nomadic) (http://garrettdmorrison.deviantart.com/#/d4uj7on)
Rumours on the MissingGolrung, found at the heart of the wooded foothills in the west of Aath, knows that winter is coming soon, and that with winter comes fog and a difficult path along the roads. The miners, woodsmen and rare alchemist prepare for its onset and for the cold that limits travel. As they do this however and the first light, disappearing snow begins to fall, a series of disappearances strikes the county. An unusually high number of travellers combined with recent rumours of strange encounters on the road is linked, and the Countess begins the process of calling upon her knights and seeking out individuals to hire in the investigation. A knight from the Order of Saint Wodigan is to arrive in a day under an inquisition order - the Council believes there is foul sorcery and the inhuman at work. No one knows where everyone has gone, and a great variety of speculation takes place, making the small population of the towns more paranoid. They speak of dark witches and nymphs and looming knights who stare from far along the road, of wolves too intelligent and stalking centaurs on the forgotten roads.
Map Link (http://postimage.org/image/41w2basbr/)
Map Legend: Places[spoiler=Places]
1 - Castle Glaun (Ruined)
2 - Belwyr Crossing
3 - Golrung Keep
4 - Tower of Sunhild (Ruined)
5 - The Old Post (Ruined)
6 - Witchmark Farm
7 - Waryn Mine House
8 - Belwyr Graveyard
9 - Shrine of Rottinghorn (Ruined)
10 - Abandoned Iron Mine
11 - Old Gryphon Inn and Stable
12 - The Crypt-Cave
13 - Temple of the Lake (Ruined)
14 - Lake of Serpents
15 - Hirkhorn
16 - North Woods Bridge
17 - Alchemist's Hut (Ruined)
18 - Belwyr Field
19 - Lord's Hunting Grounds
20 - Mountain Watchpost
21 - Broken Span (Ruined)
22 - Church of Ash (Ruined)
23 - Cleared Lot (Hirkhorn)
24 - Abandoned Woodlot
25 - Nightglow Cave
26 - Glistening Lake
[/spoiler]
Map Legend: Roads[spoiler=Roads]
Intersections and forks in the road are handled by a "North-South-East-West" designation if they don't have special names, so "b" is Golrung-Hattesgrun-Norstadtl-Belwyr, for example.
a - South Hattesgrun Road
b - Golrung-Hattesgrun-Norstadtl-Belwyr Split
c - West Inn Road
d - Fieldwater Fork
e - Dead Trail
f - Crooked Turn Fork
g - Scoundrel's Rest Fork
h - Old Hattesgrun Road
i - Hirkhorn-Chapel-Belwyr-Trinctar Split
j - Bitterbrook Split
k - Cobble Trail
l - Osegod's Ruin Road
[/spoiler]
Quest LogColors of the Cross (County of Golrung) [Active]The Countess of Golrung has hired the group to investigate a string of recent disappearances including a small child of the house of the smith, Lucarvin, and the former chief hunter (whose position Dorrel now holds). The only leads are the presence of a mysterious cauldron filled with rotting corpses discovered the night before the arrival of the group. Shortly after the assignment was given by Sir Felchos at the Old Gryphon Inn, a member of the Order of Wodigan, Lord Keinast, arrived. In the ensuing series of events, the group confronts an unknown entity located on the other side of a locked door in the castle, which proceeds to retreat as the group begins to follow. Following this ancient escape passage they find themselves several hundred feet into the forest from the castle, with the pouring rain helping to reveal the large tracks of whatever they were chasing. Lord Keinast at this point has chosen to return to the castle, beckoning the group to join him. Lord Keinast wishes to reduce their involvement in the affair and has offered a %50 bonus on their original rewards for them to remain at the castle as part of the Countess' guard.
The group elected to not return with Keinast, instead tracking down the mysterious interloper. Keinast was unconcerned with the decision. The group defeated the creature, a nymph, discovering evidence of more disappearances than thought, activity of covens of nymphs and hags throughout the forests, hints of black magic, and no sign of the former chief hunter or the missing child.
Following the defeat of the nymph (after tracking it down through the forest), the group attempted to return to the castle only to be warned by a member of the local watch that they are no longer welcome, and that Lord Keinast has an iron grip on Golrung. However, the group found allies in the Bringers of Steel, whom they met earlier, developing a plan split up, one group infiltrating the castle to learn more about what is going on, while the other heads to the Tower of Sunhild to discern what Lord Keinast is so interested in there.
-Investigate the Disappearances:
--Hag covens
--Tower of Sunhild
--Keinast's connection to hags
-Location of Countess
Diffident Inquisition [Active] The group, after choosing to track down the creature encountered a group called the Bringers of Steel on the road, a companion of whom known as Goraidh later joined the party. Lord Feovar of Chanisk, the Bringers' leader requested that the group join them at camp for the evening, with an important matter to discuss. The Bringers will have a temporary camp set up shortly, just southeast of Castle Golrung.
The group has learned that the Bringers of Steel are actually seeking Keinast to put him to the sword, stating that their superiors have sent them with little information other than that he is a dangerous warlock who has devastated the ranks of the wizards of Kangdemar and Hawnil. They suspect he is headed for Gilbany, though they do not know why.
Covens in the Gloom [Active] The group has learned that there are potentially many more nymphs and hags out there in the forests of the Elderdell.
-Find out more about the presence of hag covens
Thatch [Active] A lance and armor is all he needs
General Game InfoLanguagesWest Hawlian is the language that will replace Common for the game (in this case it's the one that is most commonly spoken in Aath and most of the German-like countries). Kalcarian is an older language that some of Aath's road signs are etched in and is spoken by some more isolated communities in the woods. Other languages are sorted into lists from countries with details.
WarskariaElarric: primary, widespoken
Chau: northwestern tundra
Golair: eastern mountains and along border with Haviland;
many regional dialects
KangdemarHaratan: most spoken language. Derived from Old Angauric
Mortric: spoken mainly on the western coast and in the Trollhowl Mountains. Great Mortriddynic is a presumed dead language found on tomb walls that Mortric is derived from, but mainly shares script now.
Chau: spoken sparingly in Trollhowls
HawnilWest Hawlian: primary
Old Ingari: language originating in Gilbany on the Caernel Sea. Nearly dead but sees use as a ceremonial language in Hawnil and other central kingdoms
Athailic: considered a trade language, spoken largely on the southern coast and on the ocean.
AathAs Hawnil, but add Ghosmian: old language of Gilbany, spoken on the Aath-Gilbany border
AganthaWest Hawlian: important for trade.
Haratan: primary language, as Kangdemar
Havilic: approaching Haviland border (hostile)
Old Angauric: as Havilic
Old Ingari (sparingly)
GilbanyGhosmian (primary)
Old Ingari
West Hawlian (educated, traders)
reserved 1
good to go from here.
Also as a note make sure to check the top post for additional variant rules. There was a change to the skill system recently so you might want to relocate your skill points. :D
So, when's it looking like the next session is going to be held (roughly, I mean)?
I'll be running another game in Haveneast the week of the 19th. I'll probably try to slip in some brief, individual recaps/intros before the game. :D
Just a reminder that the next Haveneast game is next week. Is Thursday night easier for people?
At what time? And I usually prefer Friday, but if everyone wants Thursday, maybe I can do an exception, arrange something.
Probably 8 EST on either night.
Thursday is better for me, but I could also make it on Friday.
I will check with the others about the times.
How do you guys feel about the game in terms of keeping track of what happens? Do you just want to see the logs posted, or would you like to work out some sort of "key events/information" list for each session, or something else?
I can't make this Thursday (it's finals week and I have a final on Thursday) but I can do Friday. As for logs and such I'd be fine with either, key points would be cool if the full log formatting eats up too much of your time.
Anyone unable to make Friday?
Friday is fine for me.
Just a reminder that the game is Friday night, 8 EST. :D
Frist av Furie!
Dorrel
[ic=Forest Guide]Dorrel is a lean, athletic looking man with dark brown hair and chestnut eyes. He wears a guardsman's raiment with an outdoorsman's edge - a studded leather jack, mud-stained boots, a leather cloak, and a kettle hat (http://i.imgur.com/vler8.jpg) with a band of dark green cloth around it and a sprig of pine set jauntily in the headband.
Dorrel was a watchman, born of a long line of watchmen who kept their village safe for generations. Outside the village's palisade, however, was another story; travelers both common and high-born regularly vanished in the dark woods of Aath, prey to bandits or things even worse. Keen on getting a bit of extra money, Dorrel hired himself out to travelers as a guard whenever he was free, escorting settlers, peddlers, merchants, and even the occasional nobleman to nearby towns for a modest fee.
Dorrel soon found that he felt more at home outside his town's walls than within them. The woods that his friends found eerie and menacing were exciting to him. The forest was like a tantalizing mystery, with every new path and hidden clearing he discovered unraveling a small part of it. The forest was full of secrets and surprises, unlike the dreary routine of village life.
No, life on the road was nothing like village life. He could meet new and interesting people, and they would respect him like people never respected a simple watchman. Even a nobleman appreciated a lad who knew the quickest path to where he needed to go, how to spot a bandit ambuscade, which herbs could put a little vigor back into an old horse, and how to stick a wild boar from twenty paces. It took a few years to learn these things and involved not a few brushes with danger, but it was a life of discovery that he enjoyed.
Dorrel stayed in his village until his father died; he felt it would have hurt the old man's feelings to leave the family business while he lived. After the funeral, however, he packed up his bags, paid the guard for the price of his equipment, and left his old village for good to live as a guide-for-hire in the dark forests of Aath.[/ic]
Dorrel
Human Ranger (Guide/Skirmisher) 3
XP: 3000
Age 28
STR 14 (+2)
DEX 18 (+4)
CON 14 (+2)
INT 12 (+1)
WIS 13 (+1)
CHA 10 (+0)
Hit Points: 29
BAB +3
AC 19 (+4 Dex, +3 Armor, +2 Shield), AC 20 vs. crit confirm (helmet)
Melee Attacks:
Spear +7 (1d8+2) 20/x2
Handaxe +5 (1d6+2) 20/x3
Ranged Attacks:
Spear +9 (1d8+2) 20/x2 [Range 20 ft.] (+1 attack and damage within 30 ft., -2 range penalty)
Init +4
CMB +5
CMD 19
Fort +5
Ref +7
Will +4
Speed: 30ft
Carrying capacity: 66/67-133/134-200
Skills (30 points):
Climb: +8 (3+class+Str)
Handle Animal: +6 (3+class+Cha)
Heal: +7 (3+class+Wis)
Knowledge (Geography): +7 (3+class+Int)
Knowledge (Nature): +7 (3+class+Int)
Perception: +7 (3+class+Wis) [+1 at night]
Ride: +8 (1+class+Dex)
Stealth: +10 (3+class+Dex)
Sense Motive: +7 (3+class+Wis)
Survival: +7 (3+class+Wis) [+1 to track]
Swim: +7 (2+class+Str)
Caste: Watch (+1 to attacks with spears and polearms; +1 to Perception at night)
Lineage: Son of the Silver Lion (+2 Will, cannot become Shaken)
Class Features:
Ranger's Focus (+2 attack and damage vs. single target in line of sight as a swift action, 1/day)
Track (+1/2 Ranger level, minimum 1, to Survival checks for tracking)
Wild Empathy (1d20+3) [Ranger level + Cha modifier])
Favored Terrain - Forest (+2 to initiative, Knowledge (Geography), Perception, Stealth, and Survival; leaves no trail)
Feats:
Weapon Focus (Spear)
Quick Draw
Point Blank Shot
Precise Shot
Endurance
Distance Thrower
Languages: West Hawlian, Ghosmian
Equipment (65 lbs)
Light Helmet
Studded Leather Armor 20lbs
Handaxe 3lbs
Torch Spear 4 lbs
Spear (3) 12 lbs
Shield, heavy wooden 10lbs
Masterwork backpack 4 lbs
Flint and Steel
Blanket 1 lb
Shovel 3 lbs
Torch (2) 2 lbs
Waterskin 4 lbs
Cooking Kit 2 lbs
Whistle, Signal
Pasuzu
[ic=Battlecraving Axe Shaman]
Pasuzu has long black hair and piercing pale blue eyes. They are barely visible though, since he wears a bull's skull on his head. This mask, probably used as a sort of protection, is marked with blood describing symbols. (They say Fury, Battle, Prowess in Golair.)
Beautifully traced muscles complement his small height. His shoulders, chest, abdomen and tights adorn leathery pads, serving as extra protection. Over this he sports a fur coat. Obviously the hide has been taken from a wolf, for the head (now without a skull and eyeless) serves as a hood, with two holes allowing his bull's skull horns to protrude from.
He travels very light, with a flint and steel, waterskin and a few other things roped to his rope belt. His most notable possessions are his two handaxes, soiled in blood.
Another thing of note would be his tattoos that seem to go from his chest to his forearms. They describe strange arabesques and runes. ("Holy Words" of the Grace of Fury)...
"Hunger", as his relatives call him, grew up in the eastern mountains of Waskaria amongst the
Axe Shamans, a semi-nomadic tribe known to pursue the virtues of Fury, or
Grace of Fury. Physical and martial excellence is their way of life, their reason to exist.
A veteran of the
Heartland War, Pasuzu fought in the guerilla warfare that took place in the mountains at his brothers and allies side. When the war was over, tensions between his tribe and their allies began to rise for several reasons.
Although his clan is a tight community, Hunger was the one different in the lot. The
Furylord once told the
Axe Shamans that he had a great destiny to fulfill. So it came as no surprise when he declared he would leave his native land to find his "Opposite", in the
Lands Beyond.
Since then, he crossed the hostile Haviland and Agantha without much trouble, and with only the bare necessities he needed to survive. Eventually, he arrived in Aath, a gloomy forested valley. He was still hungry for battle.[/ic]
PasuzuBarbarian 2
Waskarian,
Axe ShamanLanguages: West Hawlian (crude), Golair
Height: 5'8"
Weight: 175 lbs
Strength 17
Dexterity 17
Constitution 15
Intelligence 9
Wisdom 9
Charisma 10
Hit Points: 25
AC 16
Base Speed 40
Initiative 4
Reflex 4
Fortitude 6
Will 0
BAB 2
CMB 5
CMD 17
Skills: Acrobatics (5), Climb (4), Craft (-1), Knowledge (Nature) (0), Perception (-1), Ride (3), Survival (2), Swim (3), Intimidate (1)
Feats: Fast Movement (10'), Rage (6 rounds),
Caste of the Warrior-King [Noble],
Destiny, Two-Weapon Fighting, Power Attack, Cleave, Uncanny Dodge, Rage Power [Raging Leaper]
Wealth: 135 gp, 9 sp, 5 cp
EquipementMain Hand: Handaxe (3lbs)
1d6 (x3) – Atk (+2)
Off Hand: Handaxe (3lbs)
1d6 (x3) – Atk (+2)
Light Helmet, Bull Skull (3lbs)
Leather Armor (15lbs)
Wrist Sheath (1lb): Dagger (1lb)
1d4 (19-20/x2) (10ft)
Tribal Tattoos, Chest and Arms
Hooded Wolf Fur Coat (5lbs)
Footwear, Snowshoes (4lbs)
Coin Pouch
Compass (1/2 lb)
Flint and Steel
Flask (1-1/2 lb)
Waterskin (4lbs)
Whetstone (1lb)
[ic]
Jack is a short, lean man. Though perhaps boy would better fit his features. His round face and lithe body don't exactly speak
to his age nor claims of descent from long dead knights of old. His nimble fingers, protruding from fingerless gloves, ever
fidgeting with blade or whatever else he has on hand. His black hair is trimmed very short, revealing cold eyes and a
near-emotionless demeanor. When those eyes show anything it is most often the look of a predator sizing up its target. He does
not seem overly attached to any particular dress style though most often he adorns himself in the plain leather and fur typical
of most sell-swords, carrying little else beyond his long dagger and a few odds and ends he imagines useful.Jack is not the most forthcoming person when it comes to his past and will admit little. What little he does reveal only begs
even more questions about his past. A dead parent, claims of nobility, some unscrupulous people looking for him, and a deep
desire to see said scum face down in the gutter and his inheritance back in his hands. On the other hand Jack is quite forward
about his present situation. As a sword for hire specializing in some of the more subtle and nefarious aspects of blood shed
he could almost be said to take pride in his work. While he would never take the credit for any job done he assures you that
he is well versed in the arts of poison and hidden blade. Of course this all seems suspect. Jack seems awfully short and
scrawny to be the son of some noble and little to show saying otherwise. Furthermore his young features and lanky body don't
lend themselves to the idea of a cold blooded killer. Indeed you would almost take him for some stripling runt if not for the
cold fire in his eyes and that sure way his hand grasps his dagger. What, you might wonder, have those eyes seen?[/ic]
Jack GrunwaldHuman Assassin (Ninja) 2 (1000xp)
STR: 10 (+0)
DEX: 16 (+3)
CON: 12 (+1)
WIS: 12 (+1)
INT: 11 (+0)
CHA: 18 (+4)
Hitpoints: 17
BAB +1
AC 15 (+3 dexterity, +2 armor)
Attack:
Sica Dagger +4 (1d6) 18-20/x2 [Deadly: +4 to DC on Coup de Grace]
Shortbow +4 (1d6) 20/x3 [Ranged: 60ft]
Init: +8
CMB: 1
CMD: 14
Will: +1
Ref: +6
Fort: +1
Speed: 30ft.
Carrying capacity: 33/34-66/67-100
Skills:
Acrobatics: +8 (2+class+dex)
Bluff: +9 (2+class+cha)
Disguise: +9 (2+class+cha)
Escape Artist: +8 (2+class+dex)
Heal: +3 (lineage+wis)
Know (Noble): +5 (2+class+int)
Linguistics: +4 (1+class+int)
Perception: +6 (2+class+wis)
Sense Motive: +5 (1+class+wis)
Sleight of Hand: +8 (2+class+dex)
Stealth: +8 (2+class+dex)
Caste: Warrior King (+1 to init, +1 to hit vs foes with lower init)
Lineage: Veins of Silver (Count as Native Outsider, +2 to heal checks, darkvision 60ft)
Abilities:
Sneak Attack (1d6)
Poison Use
Ki Pool (5 pts)
Minor Magic: Spark 3/day (ignite flammable fine sized object within 25+5ft/2 lvl)
Feats:
Improved Initiative
Weapon Finesse
Piranha Strike (power attack with light weapons)
Languages:
Ghosmian
West Hawlian
Money: | 24gp |
Backpack | 2 lbs |
Explorer's Outfit | 8 lbs (worn) |
Leather Armor | 15 lbs (worn) |
Sica Dagger | 2 lbs |
Shortbow | 2 lbs |
Grappling Arrow | 1/2 lb |
Arrows x20 | 3 lbs |
Silk Rope 50' | 5 lbs |
Waterskin | 4 lbs |
Flint and Steel | 0 lbs |
Paper Candle Firework x5 | 0 lbs |
Small Steel Mirror | 1/2 lb |
Holy Symbol/Charm Necklace | 0 lbs |
Total Weight | 39 lbs |
[ic=Philosopher Monk]
Goraidh is a short stout man with pale freckled skin and green eyes. His red hair is touched with grey and is starting to thin out, though the rest of his face still remains relatively untouched by the ravages of time. He dresses in sombre black hooded robes, with an indistinctly coloured weather-stained travelling cloak over the top.
Goraidh was an orphan, found abandoned on the doorstep of a monastery in the Trollhowls. Guessing that his parents
had fallen prey to trollish marauding, the monks took him in and raised him. His was a cold childhood, not unhappy but devoid of much warmth or childish pleasures. Instead, he was set to work fetching books and instructed in the disciplines of religion and history.
Unsurprisingly, he developed a love of learning and when he came of age he took monastic vows, and begun furthering his studies into history and religion, and through them began to develop a speciality in philosophy and the metaphysics of time. As he grew older, Goraidh ventured ever less often outside the walls of the monastery, immersing himself in the library and scriptorium and studying the healing practiced in the infirmary on the few survivors of trollish attacks.
After he passed his thirtieth year however, Goraidh began to travel, visiting monasteries and archives to read rare and archaic works that might shine further light on his researches. As his uncanny knowledge of time and its mechanics and metaphysics deepened his own ageing process began to slow down, and he discovered techniques that allowed him to alter the flow of time, speeding it up to accelerate the ravages of time or slowing it down to perceive the world moving at a sluggish pace around him.
[/ic]
Goraidh
Kangdemarian Oracle 2
XP: 1000
Age: 52
Height: 5'6" Weight: 160lbs
STR 7 (-2)
DEX 12 (+1)
CON 12(+1)
INT 16 (+3)
WIS 13 (+1)
CHA 17 (+3)
Max HP: 18
BAB: +1
AC 14 (+1 Dex, +2 armour, +1 shield)
Init +1
CMB -1
CMD 11
FORT +1
REF +1
WILL +4 (+6 vs. mind-affecting effects)
Speed: 30ft
Carrying Capacity: 23lbs | 24 – 46lbs | 47 – 70lbs
Skills (7 points)
Heal: +6 (1 + Wis 1 + class)
Knowledge (arcana): +8 (2 + Int 3 + class)
Knowledge (history): +8 (2 + Int 3 + class)
Knowledge (religion): +8 (2 + Int 3 + class)
Perception: +6 (2 + Wis 1 + class)
Sense Motive: +6 (2 + Wis 1 + class)
Caste: Monastic (+2 vs. mind-affecting effects)
Lineage: Elderson (+4 hit points)
Class Features:
Mystery (Time)
-Add Fly, Knowledge (Arcana), Perception and Use Magic Device as class skills
Revelation: Aging Touch 2/day
-Deal 1 point of Str damage/2 levels to living creatures with a melee touch attack
-Deal 1d6 points of damage/level to objects and constructs with a melee touch attack
Revelation: Temporal Celerity
-Roll twice for Initiative and take either result
Revelation: Knowledge of the Ages 3/day
-Retry any Knowledge check made in the last minute and add Charisma bonus
Oracle's Curse (Clouded Vision)
-Cannot see beyond 30ft
-Can see with effective Darkvision
Feats:
-Abundant Revelation (Aging Touch)
-Abundant Revelation (Knowledge of the Ages)
-Extra Revelation
Spells per Day: Orisons, 5 x level 1
Spells Known:
(0) Detect Magic, Light, Mending, Read Magic, Stabilize
(1) Bless, Cure Light Wounds, Memory Lapse, Sanctuary
Money: 100gp
Languages: West Hawlian, Mortric, Haratan, Great Mortriddynic, Kalcarian
Equipment (22lbs)
-Buckler
- Leather Armour
-Quarterstaff
-Travelling cloak/bedroll
-Rations
-Waterskin
-Ink, quill and paper
Last session went very well. Goraidh joined the group after meeting them with the Bringers of Steel. They also met a mysterious talking crow known as Thatch before quite quickly and brutally dispatching a nymph, which might've caused them a lot of trouble had it not been disabled immediately. Inside its lair they discovered that there are likely many more of them and that there is dark magic at work - the group destroyed an unholy altar upon which a necromantic rite was being made.
Next session could run as soon as this Friday, the 30th. Is anyone not able to make that? Is anyone not able to make the 29th?
EDIT: Quest Log also updated.
The 29th is good for me as long as it doesn't run too ridiculously late. Friday the 30th is no good, as I'll be on the road and then without internet access.
I can make any day this week (as it's spring break). Note though that I still work so if it's not on a friday/saturday it still has to end before 5pm PST for me to make it.
If we do a 2-hour session this time (From 8:00 Est to 10:00 Est, PM), then yeah I should be available these two days. If the times differ, maybe not so.
Bad news guys - the work trip I'm taking has expanded such that neither Thursday or Friday are going to be possible for me this week. I'm really sorry about this and kind of bummed to miss another session, but when the man with the money cracks the whip then what can you do?
Well said, you can't do much, unless you have more money! And then you wouldn't be working for him, he'd be working for you!
Alright, I propose we just forget about the game this week? I mean I think it's bad if we start having sessions without everybody. The game is pretty cool, I wouldn't want to go about it half-assed.
No worries man, I don't know if I will be able to run it this week anymore. We'll schedule for sometime soon, I am not sure when as I have a bunch of exams and final stuff coming up.
I cannot make it on Friday.
However, that probably doesn't matter any more because it seems like it's not going this week anyway.
I hope to play more Haveneast soon, though. :D
A link to the map of Haveneast can now be found in the first post. Also here: http://garrettdmorrison.deviantart.com/#/d4uj7on . Many thanks to Nomadic for making it!
Plan on running on the 20th, 8 EST. Is there anyone who knows yet if they can't make this date?
Also, I'm completing the first three side-sessions, with sessions for Lisette and Goraidh on the way. If you guys have any ideas for them, let me know and we'll work something out along those lines instead of what I'm planning. :D
I should be available, there's nothing planned on my schedule.
20th should be fine for me unless something truly bizarre happens at work.
Quote from: HorsePlan on running on the 20th, 8 EST. Is there anyone who knows yet if they can't make this date?
I shouldn't have a problem. I'll let you know.
Quote from: HorseAlso, I'm completing the first three side-sessions, with sessions for Lisette and Goraidh on the way.
Perhaps the story of how Lisette came to show up at the tavern? Her backstory alludes to an encounter with some brigands that did not go well for the brigands. Otherwise, I am pretty wide open.
I just realized I never got around to posting Lisette's updated character sheet.
Lisette
Human Sorcerer (Wildblooded) 2
STR 8 (-1)
DEX 14 (+2)
CON 13 (+1)
INT 12 (+1)
WIS 10 (+0)
CHA 20 (+5)
Max HP: 15 [6 + 5 + 2 con + 2 favored class]
BAB +1
AC 13 (+2 dexterity, +1 destiny)
Init +6 [dex 2 + feat]
CMB 0
CMD 12
FORT +3 [0 + 1 con + 1 shepherd + 1 destiny]
REF +3 [0 + 2 dex + 1 destiny]
WILL +4 [3 + 0 wis + 1 destiny]
Speed: 30ft.
Carrying capacity: 26/27-52/53-80
Skills (10 points):
Bluff +9 [1 + cha 5 + class]
Diplomacy +9 [1 + cha 5 + class]
Intimidate +9 [1 + cha 5 + class]
Knowledge (Arcana) +5 [1 + int 1 + class]
Linguistics +5 [1 + int 1 + class]
Perception +5 [2 + wis 0 + class]
Spellcraft +5 [1 + int 1 + class]
Survival +4 [1 + wis 0 + class]
Use Magic Device +9 [1 + cha 5 + class]
Caste: Shepherd (+1 to fort save)
Lineage: Destiny (+1 AC, +1 to saves)
Class Features:
Primal (Earth) Bloodline
- All spells dealing Earth/Acid damage do +1 damage
- Acid Ranged Touch attack 8x day, d6 + (level/2) damage (+3, d6+2) [+4, d6+3 at point blank]
Eschew Materials
Feats:
Point Blank Shot (+1 attack and damage to ranged spells at less than 30')
Spell Focus: Illusion (+1 to illusion DC)
Improved Initiative (+4 to initiative)
Spells Per Day: Cantrips, 6x level 1
Spells Known:
(0) Dancing Lights, Detect Magic, Ghost Sound, Haunted Fey Aspect, Prestidigitation
(1) Color Spray, Silent Image [DC 17]
Equipment:
A wooden club
100 gp
Basic travel supplies (a bit of food, etc.)
Languages: West Hawlian, Kalcarian, Ghosmian
Excellent.
Just a reminder that the next session is tonight at 7 EST. I may be a bit late but will let you guys know if that happens.
Last two sessions (one being the first of two split-party sessions featuring Jack and Lisette) went swimmingly. Will be updating the quest log and polling for the other split-party session (Pasuzu, Dorrel, Goraidh... and Thatch!) in the next couple of days.
Sorry it's been so long, last little bit has been hectic.
I'm putting up a doodle quiz to figure out what times you guys can make the next side-session (for Dorrel, Goraidh and Pasuzu). Check off your times here: http://www.doodle.com/wtpe9dac2mvz9yux
My bad, all of those times are eastern.
http://www.doodle.com/qqyunxi8592dqsep
New poll for new times. Hopefully we can get a time out of these. Thatch is getting restless and is suggesting cavalry charges on the town.
I HAVE RETURNED
Monday the 21st appears to be the nearest date amenable to both Hippo and Pym, so let's go with that.
Sounds like a fine plan to me, Polycarp.
I'm in.
Excellent. Suvy velik Gilbanya!
http://www.doodle.com/g25pp546b89sq4z5
And there is the link for the next full-party session. Pick yer tiemz
Desta en raduga!
(... ya khochu ag saern toma nyi charyi)
Dayu mne vesy iz en vesvon, zenk ty.
http://www.doodle.com/g25pp546b89sq4z5
Quote from: Horsehttp://www.doodle.com/g25pp546b89sq4z5
Ya vataet nye varo ebeusevsa vasveita ya vataet varo borba suvy velik gilbanya vesy den abaizh den.
FRIST AV FURIE!
Just a reminder that tomorrow is the date of the next Haveneast game where Dorrel, Goraidh, Pasuzu and Thatch do awesome things. The time is 8 eastern. Also there is a second poll posted for the whole-group session taking place afterwards. http://www.doodle.com/g25pp546b89sq4z5
Second side session went pretty well. Make sure to get your times in for the next session. We might even be able to do it this Friday.
Zapolnyat iza tebya ebeusevsa vremyi! Velik Gilbanya lamenevi ono!
Please make sure we are noticed more than just 24 hours before the session. Please :P
Nomadic and Polycarp, can you make it this Friday? Still waiting on your times.
As usual, I can't really say for certain until the day of. There's no current reason why I wouldn't be able to make it, so I would say go for it and I will try to be there.
The next game will not be tonight. We will try and determine a new date very soon. :)
Good, cuz I wana hit the pans with my Montreal brothers. HHHHHIIIIIHHHHAAAAWWW Charest gooooeeeesss down!!!
http://www.doodle.com/uiac5bqbg55av8tv New poll for next session. Let me know your available times within the given slot.
EDIT: I'M GOOD
So it looks like the next session will be this Friday (the 6th) at 8 eastern. If anyone becomes unable to make that, let me know.
I realize this is a bit late to ask, but can anyone not make this Friday? I would like to continue the game in the next two weeks if possible.
I can make it. :D
Friday is fine with me from 8pm EST onwards.
Alright, I'll make it this Friday from 8PM onwards.
Sweet, game at that time. Prepare the horses!
Game this Friday, at 8 EST. Who could/couldn't make it?
I've got an about 80% chance of being able to make it, but I can't be sure until Friday.
So... I'll say I can, for the time being.
Unfortunately I'm going to be laptop and internet free that evening.
Sorry :(
I'd like that :P
Change of plans - I should be fine for Friday but only 'til 11 EST.
As I said I cannot make it as I will be busy being a horse. However my horse avatar says that he can make it in my stead. As a result this game should be 300% more awesome.
An Horsific game, I see.
Intriguing.
Hey guys, I am unfortunately going to have to cancel the game tomorrow night. I'll get a doodle quiz up for next week/the week after.
Sorry about the long wait for a session guys. Here's a Doodle quiz. As usual, fill in any slots that you should be able to make. If you can't make any of the times, let me know.
http://doodle.com/een5w626wnc2iuea
Nice, can't wait!
So are we up for tonight?
Because I am up for tonight.
According to a post in the tavern it was cancelled.
It is cancelled for this week; I wasn't sure if you or Hippo were available just because I hadn't talked to either of you for a week or two. Can you make next week?
Yes, probably. You should assume I can unless I tell you otherwise next week.
With much regret, I must decline this coming Friday, as something has come up that I need to take care of Friday evening, after which I am leaving for the weekend. I'm sorry to have to pull out like this but I really can't figure out any other way for my schedule this week to work.
As it stands, I am available any day of the week next week except Thursday. If my difficulty attending these sessions is giving people too much trouble, I would not object at all to sessions being run without me.
I'm going to cancel this one, sorry again guys. I've got something in the works that might solve scheduling issues.
Being more proactive and visible about announcing games and getting people to give their available times would help a lot.
Call them out by name! Bug them on IRC! Send them a note!