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  2. The RFT passed its ninth anniversary last week, which means Cufwell Greenskin has been an active, approved PC here for 9 years too. If he survives the current excursion and his entanglement with the Barkeep he'll sort out a cake! 🎂🎉
  3. With Drasil beside him, slightly injured, Garion reaches out and touches the elf to restore some health. He then says aloud, "If you all can finish things off, I'm just chatting with our invisible friend here." Lay on Hands: Drasil heals 30hp. Cost: 1 focus point. Returning his attention to the strange osyluth, Garion responds telepathically (if that's possible), "Please forgive the delay. Before we consider an offer, may we know specifically what we're getting in return for your ... 'employment'?" Garion awaits a response. Actions ◆ Battle Med ◆ Talk ◆ (probably another Talk action if the conversation requires more than 1 action)
  4. A 5'8" dark furred bugbear, wrapped up in a hooded cloak was dry only a few moments ago... rain began to drip off its oilskin cloak tightly pulled around it's body as it just happened to notice some unusual movement on the forecastle deck at the front of the ship... A low growl errupts from deep beneath it's hood and it bares it's sharp teeth in response... it's large maw opened as if to shout something "... !" Eerily everything was real silent all of a sudden, and the Bugbear tried again... "... !" It's eyes bulged as it looked at Grusk ... before it revealed the dagger hidden beneath it's cloak. Gear ...hooded oilskin cloak
  5. “Sure thing” responds Paddy. “Anything we should be looking out for, or is it really that simple?”
  6. Wait... is this the character apps OoC or the In Game OoC? Character app questions... Would it be viable to be part of a barony that maintains the border between the dangerous marshlands to the east? Managing regular patrols along said border and handling any dangerous incursions from unusual creatures from the east into the more central lands. Also, would a plain old kobold be an acceptable race selection? And, would using the Races of the Dragon, Part 2: Kobolds: Playing to their Strengths be acceptable? 😁 I'm looking at going Dragonfire Adept with it. You know, the royal kobold that believes the blood of a true dragon courses through their veins, of course. Kobold (Races of the Dragon) Races of the Dragon Part 2 (Web Archive, Web Enhancement for Races of the Dragon) Dragonfire Adept (Dragon Magic) For that matter you do mention bloodlines... I hate diluting the level advancements with them but... an actual dragon bloodline would be very fitting for the theme of the character, lol.
  7. NULIA LORATHIL Shadow elf, Champion of Mordos AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11 Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13 Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3 A quick scan of the room reveals no threats. She steps inside and waits for everyone to enter before whispering close to them, "I suggest we see what we can salvage here. We don’t know how large this dungeon is. I'd like to explore all the rooms to see if others like us were captured and need help. I think we should stick together, but if you prefer, you can make a beeline for the exit through the main corridor without me. While i would appreciate the company, don't feel obligated to follow my humble self." She begins looking through the crates, not wasting time. Mechanics Main Hand: Long Sword Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  8. .'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 ..action surge.. (1).base move..40' init +5 ..mage armor.. (AC 18 .. 21, HP 51) second wind..(1) heal 1d10+6 condition.. normal, mobileMobile You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not., Defensive DuelistDefensive Duelist Source: Player's Handbook Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.. human traits... AthleteAthlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet., Stealth +8 ...prev.. Pirate ..skills.. Athletics +7, Perception +5, Acrobatics +8, Insight +5. stats.. STR 18, DEX 20, CON 14, INT 15, WIS 14, CHA 9 ..saves.. STR +7, CON +5 ..spells.. INT ..prof.. +3 heroic... Mobile, Duelist (fs) ..eldritch knight.. Bonded weapons (whip..rapier) ..cantrips.. blade ward, shocking grasp (kiss) spell... Casting +5, Save DC 13 ..known.. mage armor, shield, protection from good / evil, Witchbolt ..slots (3) ms.Blueblood looked on as her crew began to climb up the port side of the doomed ship, balancing on the ships mast as the storm surged was not an easy task however her arm was firmly anchored to the rigging... She had her map case in her hand, it had something she would drop onto the deck far below if things got bad... Something did get bad, Njardun looked lke he got spotted by the wet annoyed Bugbear as he climbed over the side of the ship onto the forecastle above Eiranne... Red Knell noticed it too. ... *DROP* ............................................... Silence 15' radius It was a tiny ball sized bubble that had enough weight to drop down directly where ms. Blueblood wanted it, in the middle of the deck. It burst silently causing everything on deck to go real quiet... absolute, *Silence* gear - swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes.
  9. Gourvu-Dor tells Jayne and Paddy, "Once the assignments are given, you two Taka, and my crew will unload my newly acquired goods from Diego's ship, then we'll fly the Boon back into the hanger and load the goods back up. (while he says this to only those at his table, Arrdzu, being vargr, can hear) After a minute or so Elaine stands up and gives out assignmassigns Arrdzu's being back at what he had been doing. (Inventory with Arvol)
  10. Coedd All is Coedd Diplomacy: 6, Military: 1, Economy: 4, Faith: 7, Intrigue: 7 Actions 1) Faith - Repair damage in Region 33 (Fluff - unrolled) A voice recording by Siobhan of Clagarth 2) Faith - Conversion in Region 48 (Plurality->Majority) Convert away Church of Flame A voice recording by Siobhan of Clagarth 3) Diplomacy - Sway Media in region 27 (Open) A voice recording by Siobhan of Clagarth 4) Diplomacy - Sway Government in 47 (Claim) A voice recording by Siobhan of Clagarth 5) Intrigue - Raise Rebellion (33) 6) Intrigue- Raise Rebellion (34) Round and round the assassin goes, where she stops, nobody knows... Expected Stat Increases Next Turn: +1 Faith, +1 Dip, +1 Intrigue Other mechanical notes: None Non-actions Gain a contact in the ArkHive (Intelligence Agency) Submission to the Arkhive Org Submissions: Spies Units: 1 Treasure: 0
  11. Day 8: Spyder Spyder With extreme prejudice, the rest of the spiders and ettercaps are dispatched, put down, and destroyed. They will be a threat to no one now. The horses are corralled and caught by Wendihorse, Theodoric, and Aralim, who work together to bring the spooked horses back into the fold and to Achreny, who is himself shaken. "Damned spiders, I thought this way was safe! I coulda been hurt!" No one believes that. But for his part, his chief guard, Sulesdeg, approaches the group. "You fought well, like true warriors. I would drink with you, this coming rest day. But not yet: Sulesdeg does not drink until it is time." Similarly, when they return to Wendy's cart, Carlona is impressed. "And hear I thought I'd be carrying the martial weight of the caravan from the back: you lot know your stuff!" Indeed, elsewhere, Rahnur discovers himself celebrated a hero, as does Dani in her own way. As night falls, the smallest spider reflected in the moonlight is a terrifying thing: what fearful symmetry in its web? Day 9: No Room at the Inn 1 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way south of Dragonspear Castle, Delimbyr Vale, Sword Coast . By midday, a distant shadow appears on the horizon: northwesterly on the Trade Way, or what should be the Trade Way, is a massive castle, a gray spine running across the dark ridges of a single rising peak. Imposing as it is, the veterans of this way inform quite plainly: Dragonspear Castle is days off. The sentiment begins to rise up: they need a place to stay. The road can wait until after the rest day. As if Ilmater were listening to their prayers, a roadhouse appears in the distance. By dark, they approach it: Shadow Drake Caravan House. The caravan slowly begins to move its wagons and such near the roadhouse and leaders from each cart go inside to speak to the proprietor, a bearded human man with mutton chops crafted from stone. His eyes are wide, with circles beneath them, and his staff, made entirely of halflings and gnomes, stop in their tracks. The interior has no one inside, except a single table of four well-dressed souls, who look at the newcomers smiling and then speak to one another in hushed tones before speaking before the proprietor can. "Sorry, sorry, hate to confuse you. As our host will tell you, and if your eyes can't tell you, we're full," says one man, a half-elf with a soul patch and a grin made for eating excrement. His friends chortle with delight. Another, a Damaran woman, nearly rolls over herself laughing. "Yes, as you can see, we're quite full. You and your ilk will have to stay outside." A dwarven man speaks, "Aye, and our horses are quite picky. Ye can' keep yer steeds and wagons in th' stables. They'll need to stay outside in the rain." The chortles become full-blown howling laughter now. The last, a tall half-orcish woman, can barely get the words out. "Sleep tight!" The proprietor, sheepishly, leans to the caravan leaders. "Deeply sorry, friends. They have, in fact, bought out the stables and the rooms for the night. Otherwise we'd have plenty of room for a caravan of your size, I should think, though tightly. Nothing I can do, I'm afraid." Coin speaks loudly. But how loudly? Day 10: Rest Day 2 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way south of Dragonspear Castle, Delimbyr Vale, Sword Coast Whatever the outcome of the night before, the next day is a silently joyous one: a contracted rest day! The first sixth of the journey is over and the caravan collectively decides to take a break. Meals are prepared, games played, songs sung. There is life and laughter for the first time as a collective, all twelve wagons meeting as one, even the first bunch which are usually the most insular. The rain is gone; a foggy morning gives way to a bright, sunny, almost cloudless day. Dragonspear sits in the shadow of the Shadow Drake Caravan House, and there is no competition for rooms tonight: in fact, the rooms are discounted, as this will be one of the few times they get to stay in a room for the whole of the caravan. There is work to be done, but with the specter of rest upon them, who can do such a thing? Day 11: In the Shadow of Dragonspear Castle 3 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way passing Dragonspear Castle, High Moor, Sword Coast The road beckons and they return. It takes all of the day, but Dragonspear Castle must be passed. The tales travel fast, veterans speaking of the terror and history of that famed ruined. "Not heard the tale of Dragonspear? Built on evil, it must be. A place where an army stored gems once: and where gems are stored, soon come dragons. Thus the name, Dragonspear Castle. Yet that all went to Baator and back faster than Hellriders in march: evil after evil occupied that place. Hobgoblins, baatezu, bandits, dragons and their ilk, demon lords. If there's a darkness in the world, it found its way into that accursed place, and over the last century no amount of magic and might, Spellplague and Time of Trouble, has otherwise kept it free of evil. They say even now, something stirs within. Who can say? Are you gonna go look?" If it is even suggested, every cart in the caravan rises up in indignation: anyone who even tries to do so will be left behind, whether a person or a full wagon full. Dragonspear Castle is not to be trifled with. They ride onward. By night, a howl rises from the south, Dragonspear still visible. Is that an illusion of dragon's wings? A roar worthy of Klauth himself? Is that a laugh, from Nessus itself? Dragonspear disappears on the next day: but it haunts dreams for days. Day 14: Fungus Humongous 6 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way near the Misty Forest, High Moor, Sword Coast Once on the proper Trade Way, the caravan slows its movements: they can casually ride the rest of the way. Given how fast they moved on the first thirteen days, the ride could take less than thirty days total: but now, the pace is so casual as to require little worry. Except, what's that in the road? The night before has summoned rain, thunder and lightning, and with it, a morning of... ... mushrooms? Anyone can watch them grow in real time, moving up from the ground. Caps of orange, red, yellow, and green, these mushrooms move extremely fast and the caravan calls a meeting. For effect, a few mushrooms are stepped upon outside the main circle of caravan: black smoke emerges from these mushrooms, and with it, a shriek worthy of Dragonspear Castle. "We step on too many of these," says a driver from the first few carts, "and we'll poison our horses, let alone us. We ain't got time to die of spores." Green Imsa snorts. "Nothing to worry about. Just shriekers. That's why they shriek." Several glares, from friends and foes alike, come to Imsa. "How would you know?" "Just my life's work. I'm not dead yet. But today could be a good one!" She looks to her companions for support. Day 20: Rest Day 12 Flamerule, 1489 DR, Year of the Warrior Princess, South Trade Way near the Misty Forest, High Moor, Sword Coast More days, no rain to speak of: the moon is now a waning crescent, ready to become a new moon and darken the night. The Misty Forest, a bastion of elvendom, lurks nearby: but there is not much to do but stay on the road and do not invite interest. At least, that was true before. Now? In lieu of no roadhouse to speak of, the caravan parks near a serene lake half a mile from the road, circling the wagons and creating a pleasant place to stay, with the sound of water and distant birdsong, a waterfall somewhere nearby, lulling everyone into security: and long may it stay there. The cards and dice come out, the need for conversation, the energy and camaraderie of the caravan comes to play. If the rest of the trip is anything like this, why were they even hired? Out of Character Caravan Stats 85/84 Travelers 12/12 Wagons 20/60 days passed Huzzah! General rules: Influencing the Caravan is an optional rule you can use, as conflict may potentially come up and other caravaneers may help you out if you're friendly with them. Persuasion, Deception, etc. come to mind. If a wagon or individual members of a wagon are friendly towards you, you may get support. The Dc will depend on who you're trying to influence and how. If you want to learn about a NPC or wagon beforehand, you have the manifest and thus list of names and goods, but influencing people is a different matter. Green Imsa is friendly to everyone, but Evermor is only friendly to Dani, for example. Imsa is one person, but Evermor has a whole wagon. Some cart drivers will be downright hostile, thus influencing individual people makes more sense. Rahnur: To learn sign language, it takes 10 days minus your Intelligence modifier, so 9 days. These can be stretched out over the whole of the caravan ride, and will take 25 gp from your salary (I'm modifying it since there's no reason for it to cost 25 gp per tenday), and will be done separately from your salaried work. Roll a d100 and we'll discuss complications as they arise. Rest Days: Mandated by the caravan charter, these days are spent in rest and repose, and often socializing. Characters can do what they wish, you have complete freedom, but a few things come to mind in terms of what you may want to do. In this section, we do this twice, for days 10 and 20. Socialize: Check the info above for specific characters, but to get to know larger swaths of the caravan, on these days roll a single Persuasion check. If your number is above 10, you can influence that may NPCs from the Caravan list (see above) to move one step closer to friendly. Gamble: Gambling depends on your game of choice. If you want to play dice, do three dragon ante, etc., roll a check you associate with that game, and I will roll against you. Your winnings will be 1d12 + the amount you go over the opposing check gp; if you lose, the same principle applies in reverse. If you go into the red, the people you play with move one step closer to hostile. Downtime: Whatever your downtime activity is, you can do it this day unimpeded. Spying: To spy on the first five carts, Anything Else: Consult me and we'll adapt. Day 5: Rahnur, Dani, and Aralim has bless on them for 5 days, lasting until the end of Day 10. Use it wisely. Day 9: You may attempt to reason with them or pay them; you can try, I'll check the roleplaying on this one. If you start a fight, the tavern-keeper won't stop you. If you don't start a fight, select a wagon and roll a 1d20. Shenanigans may ensue. Day 14: Make a DC 15 Nature check; if you succeed, you know the mushrooms aren't poisonous. If you don't, you think they are. The mushrooms grow insanely fast, up to 5 feet tall in an hour, and a path can be cut with six man-hours worth of work: meaning splitting the work makes it easier and faster. Belmund can join whomever in this. If you cut down the mushrooms, make a DC 10 Constitution save: failure means you are haunted by the shrieking for the remainder of the day.
  12. Mikhail Razumovsky Wounds: 12/12 Fatigue: 0/4 Ego Barrier: 25/25 Insanity: 0 Mikhail adds nothing for now. He had nothing to take responsibility for, yet. He also could not say much about the Amaterasu's status. Sitting silently without losing his cool, he wonders whether all the provocative questions were going to be as obvious as Gary's.
  13. Alexis The tiefling woman hums in interest. "Oh? Some sort of otherworldly bargain gone wrong then? Or, gone not-quite-right? Gotta watch those; they'll get ya when you least expect it. Not that I actually have much experience with bargains of that variety; my knowledge on the subject is all academic in nature." Statblock [URL=/sheets/?id=2889416][B][SIZE=+1]Alexis Noveila[/SIZE][/B][/URL] Female NE Tiefling Dread Necromancer/Duskblade, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 28/28, [B]DR[/B] 2/B and M, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 5, [B]Ref[/B] 4, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] Masterwork Short Sword [/B] +7 (1d6-1, 19-20/x2) [B] Light Mace [/B] +6 (1d6-1, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13 [B]Condition[/B] None Female NE Tiefling Dread Necromancer/Duskblade, Level 3, Init 3, HP 28/28, DR 2/B and M, Speed 30 ft. AC 17, Touch 13, Flat-footed 14, Fort 5, Ref 4, Will 6, Base Attack Bonus 3 Masterwork Short Sword +7 (1d6-1, 19-20/x2) Light Mace +6 (1d6-1, x2) Mithral Chain Shirt (+4 Armor, +3 Dex) Abilities Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13 Condition None Current Effects HP: 28/28 Darkvision 60 ft. Resist Cold/Electricity/Fire 5 Darkness SLA 1/day (Caster Level 3) Negative Energy Burst 1/day (DC 12 for half of 1d4 damage; affects anything within 5 ft.) Rebuke Undead 5/day (as a 4th level cleric)
  14. I'll hold off on casting my last Cure Light Wounds spell for now, as we may need it. If not, I'll heal him on our way back. (Quinsea may be chaotic, but Vestas finds himself growing rather fond of the rake)
  15. Vestas Faircoin Turning to Roland Vestas asks, "Lets head back down. And didn't you already check the next room beside the stairs up here? What say you we check the next one?"
  16. LEVEL UP Advanced 5th Edition with DM BWatford Nulia’s uneven gait, a result of her limp, challenges her ability to tread lightly across the creaking floorboards. Yet, this impediment does little to hinder her pace. With a courage that belies her physical limitations, she advances with unwavering resolve, her spirit untouched by trepidation. Gripping her sword firmly, she navigates her way eastward, pushing open the weathered door that groans on its hinges. Her quest stretches beyond the mere notion of escape; it is a valiant endeavor to uncover any remaining souls who may have endured the harrowing plight of the men-wasps. Chancel Storage Spanning a modest 15 feet by 10, the chamber whispers tales of its sacred past, likely having been consecrated as a chancel by its architects. However, the sanctity of the space has since yielded to practicality, its hallowed corners now repurposed for mundane storage. A motley collection of boxes and crates lie strewn haphazardly, their contents a mystery, shrouded in the dust of neglect and the shadows of what once was. There seems to be no other exit from the chamber. The Dreamborn momentarily sets her lantern aside, liberating a hand to conjure an incantation of simplicity yet efficacy upon herself. Once the spell is cast, she lifts the lantern anew and ascends gracefully into the ether. With deliberate motions, she carves a broad arc through the air, her gaze sweeping over the room’s expanse while her senses keenly navigate the myriad of dusty aromas. The portals command her focus, each one scrutinized for the faintest hint of recent activity. As the magic of her initial enchantment dissipates, she places the lantern down once more to weave the arcane threads anew. Despite her meticulous search, the only revelation is a corridor stretching southward through the open threshold. With no further clues unveiled, she hastens to rejoin Nulia to the east. In the quietude that follows, Aewyn, moves with a silence that belies his presence. Circumstance has bound him to view the Shadow Elf as an ally, albeit a transient one. Yet, in this alliance, they forge the vanguard of their assembled company. MEMORIES OF HOLDENSHIRE Northminster Catacombs 8:06 pm Day 1 Scene Information: Within the confines of the chamber, three distinct pathways beckon. To the east a storage room and to the west, a stone door stands firm, a guardian of the path it conceals. Meanwhile, the southward passage is marked by open double doors, an invitation to traverse the long corridor that extends into the veiled distance. Active Maps Not in Use!! Bookkeeping PASSIVE SKILLS Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10 Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10 INITIATIVE Not in Use!! MECHANICS ALYRIA Used Nature Provides (0 of 1 remaining) CONDITIONS ALYRIA Has a lantern lit (6 hours remaining) DESCRIPTIONS Not in Use!! AEWYN NAETORIS Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Flash Fight: 4/4 *L Nature's Ally: 1/1 *L Prescient Vision: 1/1 *S Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 ALYRIA Hit Points: 10/10 Hit Dice: 1/1 Maneuver DC: 12 Knack for the Unexpected.: 1/1 *S Nature Provides: 0/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 ATHELIA KARATCH Hit Points: 8/8 (immortal blessing) Hit Dice: 1/1 Maneuver DC: 12 Arcane Recovery: 1/1 *L Immortal Blessing: 1/1 *L Light on Your Feet: 1/1 *L Roll With the Punches: 1/1 *S Unreliable Intelligence: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 LAWRENCE DAUNAM Hit Points: 9/9 Hit Dice: 1/1 Maneuver DC: 11 Bardic Inspiration: 3/3 *L Intrepid: 1/1 *S Inexorable Concentration: 2/2 *L Philosophic Mind: 1/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 NULIA LORATHIL Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1
  17. Caipe Ushere Sansar - Regions 29, 28, 33 Sansar Orbit - Region 111 Queen Monite Akari Ebonne d’Laforét, Lady of Fire Diplomacy 4 Military 6 Economy 6 Faith 5 Intrigue 1 Turn 9 News and Rumors Pending Actions: 1) [Diplomacy] Raise Reputation - Imperial Court 2 -> 3 (TN 14; Roll: Pending) 2) [Diplomacy] Sway Media Faction - Ouvriead (Region 111) (TN 12; Roll: Pending) 3) [Military] Impress Local Government - Coedd (Region 33) (TN 14 - Contested; Roll: Pending) 4) [Military] Pending 5) [Faith] Special 5 - Create Artifact: Book of Geometries +1 to one Exploration per round 'Books of Geometry' are a tool developed in the last half-century to assist in teaching Geomancy to students of Practica Arcanai, and to assist in urban projects. By tuning to the shapes of the surrounding world, the books condense insights into the spatial relations of objects in a small vicinity to an intuitive interface. The culmination of years of study in advancing this field has produced a more comprehensive volume with a significantly boosted range. This book allows the user to read the exact geometric relations, positions, and relative motions of objects within a significant radius - thousands of klicks - to more effectively chart regions. Non-actions: Spend Treasure... Imperial Senate... Passive Effects: Leaders and Prominent Figures Leader: Queen Monite Akari Ebonne d’Laforét, Lady of Fire End-of-turn increase: New Leader next turn: No Admirals: Generals: Chief Navarch Ekatrin Raikier (Command Score: 9) - Surgical Precision: +3 to Battle Roll, -10% to opponent's casualties Councilors: High Arbiter Estle Gronaud Chief Navarch Ekatrin Raikier Head Advocate Lucél Thiércine Eminent Ambassador Puala Lomchat Magister Sage Ange Jénou Other: Princet Geal Talouse Ebonne d’Laforét; Chalise Merole Ebonne d'Laforét, Dowager; Princess Atalia Fiamette Ebonne d'Shalkhir; Princess Oroile Tashmahat-sharrat Ebonne d'Shalkhir; Princess Ceirose Iaba Ebonne d'Verglass Relations of State Embassies: Trade Routes: Claims: Marriage - strong (76); Integration (28, 29) Reputation: EMP (2); WTU (1); BRG (0); REN (2) Favours: Resources Units: 5 > Ground - 1st and 4th Dragoon Mobile Infantry Brigades, 1st Ranger Brigade > Space - 1st and 2nd Light Destroyer Wings Treasure: 3 Artifacts: Rod of the Speaker Cultural Identity: Pretty Words (2d8 Raise Reputation) Capital Region: Caipe Ushere (29) Arcologies: Ouvriead (ExS) - Exploration +1 Fortresses: Space Habitats: Ouvriead (111) Government Support: 29(C), 28, 111 Effective Trading Posts: 11 (2 income) > Bamboo - 28 Merchant Support (No TPs) > Fell Iron - 32 TP2 > Recon Corvettes - 111 Arc, Merchant Support > Solar Panels - 104 TP3 > Superconductors - 80 TP3 > Todd - 62 TP3 > Uranium - 76 TP3 > Wine - 29 TP1, TP2, Merchant Support Primary Religion: Imperial Cult (Size: 15) - +1 Investigations > Media Support - 28, 29 Civilian Techs: Aclaustrophobic Psychiatry, Algorithmic Imagination, Arcane Amplification, Nuclear Fusion, In Vivo Modification, Xenolinguistics Cataloguing, Pseudogravity Engineering, Shrewd Business, Thaumonuclear Reactor Cores Military Techs: Badalian Megadirigibles, Vacuum Adaptation, Wet Navy Ships > Man-Portable Weapons - > Infantry Equipment - > Combat Drugs and Medicine - > Field Fortifications - > Engineered Combat Organisms - > Detection and Rangefinding - > Ship to Ship Weapons - > Orbit to Ground Weapons - > Crew and Maintenance - > Armor and Shields - > Spacecraft Propulsion - > Electronic Warfare and Countermeasures - > Special Forces - > Logistics and Morale -
  18. Sorcerers of New Kildora Leader: Doomweaver Serpent Diplomacy: 10 Military: 10 Economy: 1 Faith: 8 Intrigue: 4 Expected Stat Increases: +2 Faith Actions: 1. Military Special 10 Technology! Great Plagues! 2. Military Invade Region 34 with 7 Ground Units lead by Sorcerous Subcommander and 5 Space Units lead by Valus Vile employing Ignorance is Bliss and Orbital Insertion 3. Faith Convert Region 65 to Cult of the Mother Serpent Majority 4. Faith Convert Region 62 to Cult of the Mother Serpent Majority 5. Faith Convert Region 70 to Cult of the Mother Serpent Minority 6. Faith Convert Region 64 to Cult of the Mother Serpent Minority Non-Actions: - Resist Conversions and Buyouts Unless Noted otherwise The Only Channel for Truth and Freedom on Veehra, From Veehra, and with Veehra Embassy Actions:
  19. Today
  20. How will "per session" based rules (for example, Elemental Sparks) work in this PBP game? Also, woops, I made a caster. Hopefully I don't get instantly Slayed 😅
  21. Josef listens to the explanation with his eyes narrowed; it all seems oddly sparse, with nearly every detail missing. Half-remembered stories from his childhood spring up in his mind, wild tales of ancient cities blown into the sky by the Dragon War, falling to earth again years later, the miraculous creations of the dragons still somehow intact... but he shoves all that aside a moment later. He isn't a child anymore; it's time to focus. "Please excuse me, but I have a few questions. Has anyone seen the bandits directly, or caught an image of them? You mentioned that their numbers have grown; do you have an estimate?" Josef asks intently, trying to get more intel before they walk into an unknown ruin. Karl seems focused on the ruin itself--does he think they'll find buried treasure?--so he figures he'd deal with the people, instead. "Is there any idea on their weaponry? you mentioned that a drone was sot down--was any of it recovered, or was it completely lost?" A thought strikes, and Josef turns to the Knight in the room. "Actually, on that subject: we're going to be bringing along six camera drones as part of our Trial, of course. I know these are considered nearly indestructible, but if I may ask, ser Knight: is there anything you know of for next steps if our drones are destroyed on this venture?" Years of keeping his feelings hidden from his father serve Josef well here; he's fairly certain that no one could tell that a part of him hopes his drone will be destroyed on this mission, and if they caught any faint eagerness or hope they will hopefully attribute it to the excitement of a Novice getting to see some action on his Trial.
  22. The United Houses of Senkar (UHS) Located in: Regions 16 and 13 (Badal) Faith: The Forever Self Turn 9 Lord Ziven Alegre, Speaker of the Houses Diplomacy: 5 Military: 5 Economy: 10 Faith: 9 Intrigue: 5 Actions: 1. Faith: 2. Faith: 3. Intrigue: 4. Economy: Scout a place? 5. Economy: Make a technology Non-actions: Permanent: Support conversion of any owned regions to The Forever Self. Contest all other faiths. Contest all unsupported buyouts. A) Leader stats for next round: Diplomacy: Military: Economy: Faith: Intrigue:
  23. In-Character Seeing that everyone was ready, Derek gave a nod to signal his intention, then opened the door handle, pushing the door gently at the same time in order to let it swing ajar to give them a good look into the room beyond. Character Details Character Stats [URL=/sheets/?id=2902195][B][SIZE=+1]Derek Steelwind[/SIZE][/B][/URL] Male CG Human Ranger (Sable Company Marine / Urban Ranger), [B]Level[/B] 1, [B]Init[/B] 2, [B]HP[/B] 12/12, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 12, [B]Flat-footed[/B] 16, [B]CMD[/b] 17, [B]Fort[/B] 4, [B]Ref[/B] 4, [B]Will[/B] 3, [B]CMB[/B] +5, [B]Base Attack Bonus[/B] 1, [B]Action Points[/B] 1 [B] Kukri [/B] +5 (1d4+4, 18-20/x2) [B] Bash (Heavy Shield) [/B] +5 (1d4+4, x2) [B] Javelin x3 [/B] +5 (1d6+3, x2) [B] Lamellar (Leather) Armor[/B], [B] Heavy Shield (Wooden)[/B] (+4 Armor, +2 Shield, +2 Dex) [B]Abilities[/B] Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 [B]Condition[/B] ---- Track +1 Wild Empathy +1 Favored Enemy (Human) +2 Male CG Human Ranger (Sable Company Marine / Urban Ranger), Level 1, Init 2, HP 12/12, Speed 30 AC 18, Touch 12, Flat-footed 16, CMD 17, Fort 4, Ref 4, Will 3, CMB +5, Base Attack Bonus 1, Action Points 1 Kukri +5 (1d4+4, 18-20/x2) Bash (Heavy Shield) +5 (1d4+4, x2) Javelin x3 +5 (1d6+3, x2) Lamellar (Leather) Armor, Heavy Shield (Wooden) (+4 Armor, +2 Shield, +2 Dex) Abilities Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8 Condition ---- Track +1 Wild Empathy +1 Favored Enemy (Human) +2 Actions Initiative: Initiative
  24. "The Void Before the Altar demanded a tight bargain this day," Damian says to Alexis from beneath the shelter of his hood. "Amon's distemper rules me, and leaves little patience for gawping antics." The human adjusts his hood once more, eager to be clear of the village. %5Bcenter%5D%5BSpoiler%3DStatblock%5D%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2897560%5D%5BB%5D%5BSIZE%3D%2B1%5DDamian%20Corso%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CN%20Human%20Warlock%20%7C%20Binder%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%206%2C%20%5BB%5DHP%5B%2FB%5D%2021%2F21%2C%20%5BB%5DDR%5B%2FB%5D%201%2FCold%20Iron%2C%20%5BB%5DSpeed%5B%2FB%5D%2030'%0A%5BB%5DAC%5B%2FB%5D%2016%2C%20%5BB%5DTouch%5B%2FB%5D%2012%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2014%2C%20%5BB%5DFort%5B%2FB%5D%203%2C%20%5BB%5DRef%5B%2FB%5D%203%2C%20%5BB%5DWill%5B%2FB%5D%203%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%202%20%20%20%0A%5BB%5DRanged%20Touch%20Eldritch%20Blast%20(-)%20%5B%2FB%5D%20%2B5%20(2d6%2C%20x2)%0A%5BB%5D%20%20Club%20(-)%20%5B%2FB%5D%20%2B2%20(1d6%2C%20x2)%0A%5BB%5DMithral%20Chain%20Shirt%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B2%20Dex)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2014%2C%20Con%2010%2C%20Int%2012%2C%20Wis%2010%2C%20Cha%2018%0A%5BB%5DCondition%5B%2FB%5D%20AMON%2C%20The%20Void%20Before%20the%20Altar%0AGranted%20Abilities%3A%20Amon%20grants%20you%20his%20sight%20and%20his%0Abreath%2C%20as%20well%20as%20the%20deadly%20use%20of%20his%20horns.%0ADarkvision%3A%20You%20gain%20darkvision%20out%20to%2060%20feet.%0AFire%20Breath%3A%20You%20can%20vomit%20forth%20a%20line%20of%20fi%20re%20as%20a%20standard%0Aaction.%20The%20line%20extends%2010%20feet%20per%20effective%20binder%20level%0A(maximum%2050%20feet)%20and%20deals%201d6%20points%20of%20fi%20re%20damage%20per%0Abinder%20level%20to%20every%20creature%20in%20its%20area.%20A%20successful%20Refl%20ex%0Asave%20halves%20this%20damage.%20Once%20you%20have%20used%20this%20ability%2C%20you%0Acannot%20do%20so%20again%20for%205%20rounds.%0ARam%20Attack%3A%20You%20can%20use%20the%20ram%E2%80%99s%20horns%20that%20you%20gain%0Afrom%20Amon%E2%80%99s%20sign%20as%20a%20natural%20weapon%20that%20deals%201d6%20points%0Aof%20damage%20(plus%201-1%2F2%20times%20your%20Strength%20bonus).%20When%0Ayou%20charge%20a%20foe%20with%20your%20ram%20attack%2C%20you%20deal%20an%20extra%201d8%0Apoints%20of%20damage%20on%20a%20successful%20hit.%20You%20cannot%20use%20this%0Aability%20if%20you%20do%20not%20show%20Amon%E2%80%99s%20sign.%0A%2B2%20Disguise%20bonus%20when%20being%20observed%20and%20trying%20to%20act%20in%20character%20(Bluff%20synergy)%0A%2B2%20Spellcraft%20to%20decipher%20scrolls%20(UMD%20synergy)%5B%2FSpoiler%5D%5B%2FCenter%5D Statblock Male CN Human Warlock | Binder, Level 3, Init 6, HP 21/21, DR 1/Cold Iron, Speed 30' AC 16, Touch 12, Flat-footed 14, Fort 3, Ref 3, Will 3, Base Attack Bonus 2 Ranged Touch Eldritch Blast (-) +5 (2d6, x2) Club (-) +2 (1d6, x2) Mithral Chain Shirt (+4 Armor, +2 Dex) Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 18 Condition AMON, The Void Before the Altar Granted Abilities: Amon grants you his sight and his breath, as well as the deadly use of his horns. Darkvision: You gain darkvision out to 60 feet. Fire Breath: You can vomit forth a line of fi re as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fi re damage per binder level to every creature in its area. A successful Refl ex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds. Ram Attack: You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign. +2 Disguise bonus when being observed and trying to act in character (Bluff synergy) +2 Spellcraft to decipher scrolls (UMD synergy)
  25. Thanks for the application. I have marked him as completed. Good luck in final selection.
  26. Sheela 4th-level human fighter (Hero): S 14 (+1), I 12, W 12, D 17 (+2), C 16 (+2), Ch 15 (+1); AL N; AC 3; HP 25/25; Dmg 1d8+1 (sword) or 1d6 (crossbow quarrel); MV 60’ (20’); speaks common and alignment tongues; chain mail, sword, light crossbow (30), dagger, pack (620 coins) Sheela nodded to the captain. “A good day to you, Captain," she began. “You have met my friend, Thorne. He is skilled in arms and able to put a feral cave bear to sleep with a soft whisper. To my left is Sudukai, as salty as the saltiest sea dogs, but too clever to be burdened by the toil of stowing line and sheet. His talents lie… elsewhere. To my right are Mordred Mistdragoon, whom you may know by the repute of his considerable conjurations, and Linnard the Wise, a more than capable leech and priest of Forseti. And you know who I am — Sheela, a mistress of arms.” “My adventurous accomplices will add much to the success of the voyage. Furthermore, you may have heard of some of our exploits on behalf of the Guilds as well as powers here in the Duchy. We will deliver on our end of the bargain — enough to make this a lucrative venture for all involved. We have agreement on the split of shares presuming a safe return to Specularum.” Sheela leaned a little closer. “If we can be out of prying eyes, we agree to satisfy your curiosity of the chart and answer questions you might have. We will consult with you upon need, but we will retain control of the chart. What say you, Captain? Let us cement our accord. We are eager to be under way.”
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