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    ylvathrall's Avatar

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    Default Imagine Tomorrow [OOC]


    All right, here we go. I'll be adding more information to this post as you learn it, just let me know if you want something here for easy reference.


    Spoiler: Big 16
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    Pathfinder first edition.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Custom setting, alchemical steampunk.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?

    4-5.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    GiantITP Forum, with a Discord server for OOC chatter.

    5. What is the characters' starting status (i.e. experience level)?

    Level seven.

    6. How much gold or other starting funds will the characters begin with?

    Standard WBL, plus 500 gp for non-magical items.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?

    Arcanist is banned. Summoner uses unchained. Prestige classes are fine.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    All Core, Featured, and Uncommon races are allowed, others may be allowed - ask first.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    HP is max at first level, average thereafter, rounded down at the end. Attributes are 25 PB.

    10. Does your game use alignment? What are your restrictions, if so?

    Alignment is allowed, any alignment is fine but you should be capable of working in a group.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Multiclassing is fine. Partial BAB is in use, partial saves are not.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    I'll put a dice roller in the server, you can generally roll your own with that or the forum roller.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    Background skills are in use. Everyone gets three traits and a drawback (not Warded Against Nature). Leadership and Sacred Geometry are banned. Creatures may not match their listed alignments.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?

    A character background is required. It should involve your character being sent to Yazdal as described in the opening pitch, as well as an idea of who sent them there. Not necessarily why, though - your character quite possibly doesn't know. Your characters also don't know each other beyond possibly having traveled from the nearest city together - they aren't old friends, they don't know why the others are here with certainty, and they don't likely trust each other completely.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?

    There will be a mix, with an emphasis on problem solving. Most problems can be solved in a variety of ways, so a good portion of the focus will be up to how you choose to approach problems.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?

    All first party is fine. Third party and homebrew will be considered on a case-by-case basis. Spheres of Power, Spheres of Might, and Path of War are banned, though.


    Spoiler: Geography
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    • Shattered Isles-Southwest coast of continent. An archipelago of small islands and a few larger ones, along with peninsulas jutting out from the mainland. Climate is tropical. Name is due less to geography than politics, as the isles are less a nation than a loose conglomeration of fractious city-states. They share a common language and culture, but beyond this tend to see themselves as independent powers rather than any kind of unified state. Different city-states have wide variation between them, but most are relatively wealthy and secure. Due to geographic obstacles, invasion is almost impossible, and the notion of military threat is largely seen as laughable. This is where Aseoto, the center of alchemical innovation in the region, is located.
    • Anaran Jungle-This dense rainforest occupies the territory to the northeast of the Shattered Isles, and is largely responsible for their current state. The extensive jungle makes travel by land extremely difficult, and would make any kind of land-based invasion extraordinarily impractical. In addition, the jungle is known to be inhabited by a wide variety of dangerous creatures; the common belief is that these monsters originate in the jungle's depths. Also the source of most of the location's exports, including the luxury goods mentioned earlier.
    • Tacame Desert-To the north of the Anaran Jungle, the rainforest thins out to savannah, and then to true desert. This region lacks the strange monsters of the jungle, but makes up for it with the hostility of the environment. Blistering heat, sandstorms, and a near-total lack of water or vegetation within the desert's interior make this region one of the harshest on the continent. Despite this, numerous nomadic tribes eke out a living from the desert.
    • Skelland-Theoretically, this nation claims to extend south to the edge of the Anaran Jungle. In practice, the border is drawn further north, in the more temperate clime north of the desert. Skelland occupies the plains and forests in the north of the continent, extending from the western coast nearly all the way to the eastern. This makes it the single largest country on the continent, and in theory the most powerful. The nation is overextended and politically fragmented, though, and the military is occupied with civil unrest among recently conquered peoples.
    • The Tears of Kveld-This mountain range cuts across the eastern edge of the continent. From the north it sweeps down in an almost unbroken line to form the eastern edge of the Shattered Isles. If the Anaran is what keeps the Isles safe from invasion, the Tears are what protect the nations of the eastern coast. The mountains also contain rich mineral reserves, and provide much of the wealth of that region.
    • Parium, Aquila, and Acillus-These three smaller nations are all on the northeastern coast of the continent, sheltered by the Tears of Kveld. They share a common language and culture, but historically have warred extensively with each other. In recent years they've reached an uneasy peace, due to the Skellish threat on the other side of the mountains, but old wounds are by no means forgotten, and the truce could collapse any day.
    • The Western Continent-This continent, the name of which is unknown to the inhabitants of the continent Skelland is on, is largely an enigma. It is an empire, one which is absolutely massive in scope - it appears to cover the entire continent, and that continent is larger than this one. The ruler is an immortal god-emperor named Axelat, who founded the empire which bears his name and rules it with an iron fist. Trade missions carrying alchemical goods are extremely profitable, but only allowed very limited access to the empire - only a few cities are open to them, and within them, they still aren't allowed much interaction with the populace.
    • Iteran-This continent lies to the southeast of Skelland's, in the southern hemisphere. It has numerous nations which squabble with each other over the relatively limited natural resources - water in particular is in short supply in the extensive deserts of Iteran. Due to the political instability and lack of natural resources, there isn't much worth trading for, and thus Iteran gets far less attention from Skelland and the surrounding nations than the Western Continent.


    Spoiler: Deities
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    • Kveld: An originally Skellish deity, but now broadly worshiped across the continent. Was originally, in antiquity, a chieftain among the culture which eventually developed into Skelland. Concerns are primarily the protection of the community and the family, and prayers and offerings commonly come from those who feel the need of protection or stability. Alignment: LN Domains: Community, Glory, Law, Protection, Strength. Subdomains: Family, Honor, Judgment, Defense, Resolve. Sacred weapon: Battleaxe.
    • Raveran: An empyreal lord who took an interest in the continent for reasons unknown roughly a hundred years ago. Worshiped across the continent as a voice of reason and peace. Even his enemies generally acknowledge that he's trying to do the right thing. Despite this positive reputation, he and his followers are often dismissive of deities that ascended from mortals, and his vision of peace can be draconian. Alignment: LG Domains: Community, Good, Healing, Law, Nobility. Subdomains: Cooperation, Archon, Restoration, Leadership, Aristocracy. Sacred weapon: Greatsword.
    • Cassione: A deity of trickery, lust, and hedonism whose origins are entirely unknown, but who has been worshiped for at least several hundred years, and possibly much longer under other names. Usually appears and is referred to as female, but has been known to adopt male forms as well. Often invoked by those feeling in need of luck or pleasure. Alignment: CN Domains: Chaos, Charm, Darkness, Luck, Trickery. Subdomains: Love, Lust, Night, Curse, Innuendo. Sacred weapon: Dagger.
    • Kimiko: This female deity is the patron of assassins, thieves, and those who profit at the expense of others. It's believed by her servants, and generally acknowledged by others, that she was a mortal assassin in the Shattered Isles who ascended to divinity upon murdering a god of charity and taking his power for her own. She is now worshipped across the continent, though certainly this worship is in some places condemned. Alignment: CE Domains: Chaos, Death, Evil, Madness, Trickery. Subdomains: Murder, Corruption, Fear, Nightmare, Greed. Sacred weapon: Wakizashi.
    • Arash: This entity is a spirit of nature which arose in the Tacame Desert. It eventually attained enough power to become sentient, at which point it began teaching the local nomads. Though the spirit is still principally interested and involved in the Tacame, its philosophy of accepting the world as it is and doing your best to live with an uncaring reality has since spread across the continent. Alignment: NG Domains: Air, Good, Repose, Sun, Weather. Subdomains: Wind, Redemption, Souls, Revelation, Seasons. Sacred weapon: Quarterstaff.
    • Severus: This Parian man led a revolution against a tyrannical queen three hundred years ago. While he was captured and tortured to death by the regime, his followers rallied and violently overthrew the existing government. After death they worshiped him as a martyr, and eventually he returned as a full deity. Now he concerns himself more broadly with opposing tyrannical rule, and stands in violent opposition to any such governance. If his methods are sometimes too extreme, he defends this by saying that sometimes extreme measures are necessary in the fight against oppression. Alignment: CG Domains: Chaos, Fire, Good, Liberation, War. Subdomains: Revelry, Arson, Freedom, Revolution, Tactics. Sacred weapon: Short sword.
    • Aseo: The patron deity of Aseoto, and only worshiped to a significant degree in that city. Was originally a merchant prince within the city, who set out to find a trade route across the ocean to the west. He never returned, and was assumed to be lost at sea. Several years later, however, he appeared in the city with divine power, and established several trading missions to another continent to the west. These trade routes were largely responsible for the city's rise to prominence, and it was renamed after him in appreciation. Alignment: N Domains: Artifice, Knowledge, Travel, Water, Weather. Subdomains: Toil, Memory, Exploration, Trade, Storms. Sacred weapon: Rapier.
    • Axelat: Trade missions to the west return with tales of a vast empire, far larger than any nation on this continent. Little is known about it, since foreigners are forbidden to travel or interact with the citizens outside of what is needed to conduct their business. They do, however, speak of an immortal emperor who founded that nation and continues to rule it with an iron fist. Most of the populace worship him as a god, or at least pretend to in order to escape the terrible punishments that fall on those who don't. The worship of Axelat has gained relatively little ground in the east, but enough immigrants still follow his doctrines to make it a notable faith. Alignment: LE Domains: Evil, Law, Magic, Rune, War. Subdomains: Fear, Slavery, Tyranny, Arcane, Tactics. Sacred weapon: Heavy mace.
    • Savara: This deity, which always appears as a female humanoid with plant-like qualities, appears to be associated with the Anaran Jungle, and seldom appears outside its borders. She espouses a naturalistic philosophy, and makes no attempt to conceal the unpalatable aspects of it. She is a deity of growth and fecundity, of hungers sated without concern for moralism, and of the harsh realities of the natural world. Her focus is too narrow for her faith to have spread much, but within the Shattered Isles those who depend on the jungle for their livelihoods have a great deal of respect for her. Alignment: N Domains: Air, Animal, Plant, Vermin, Weather. Subdomains: Cloud, Feather, Fur, Growth, Decay. Sacred weapon: Unarmed strike.
    • Hikaru: The most recent of these deities to attain prominence, Hikaru ascended to godhood only forty years ago. A wizard native to Aseoto and, now, a goddess of secrets, she made attaining influence within her first priority. Her rise was shockingly fast and now she is an extremely influential goddess. Alignment: NE. Domains: Artifice, Evil, Knowledge, Magic, Void. Subdomains: Construct, Thought, Arcane, Divine, Isolation. Favored weapon: Dagger.


    Minor deities (in the sense of having numerous followers and significant influence within the area surrounding Yazdal):
    • Hyalanus: This traditionally dwarven god's faith is among the oldest on the continent. Legend holds that he was the first dwarf to discover the art of creating magical items; certainly he is an extremely old god of craftsmen, builders, and artists. His primary concern is building, creating, and the slow, steady process of bringing civilization to chaos. His church does all of these things, and in many areas it's the main group that maintains infrastructure. Alignment: LG Domains:Artifice, Earth, Good, Law, Protection. Subdomains: Construct, Caves, Metal, Archon, Loyalty. Sacred weapon: Warhammer.
    • Augmund: A much more recent god of crafting, Augmund is one of the few deities whose past is known with great confidence. Seventy years ago he was an ifrit engineer in Skelland who designed and built almost everything, from magical weapons to intricate clockwork mechanisms. He was a rare genius, and while his designs were important in the development of numerous advances, no one else was ever entirely able to keep up with his most complex ideas. As such, no one is entirely sure what he was working on when an explosion leveled his workshop and a decent chunk of city around it. Opinions are still divided as to whether he intended to become a deity or it was an unintended consequence of what he was working on; Augmund himself refuses to answer. That attitude continues in the church which grew up around him; he encourages radical innovation and novel artificing, and doesn't necessarily care too much what the reason or consequences of the crafting might be. Alignment: N Domains: Artifice, Destruction, Knowledge, Luck, Magic. Subdomains: Construct, Catastrophe, Thought, Imagination, Arcane. Favored weapon: Light hammer.
    • Ingrith: A goddess of magic who once belonged to a small nation which was since absorbed into Skelland. In life she was a cleric of a god of healing who was utterly dedicated to his teachings. When her homeland was ravaged by a magic-resistant plague, she was one of the few who risked her life to tend the sick, going into quarantine zones to care for those who couldn't care for themselves. She ultimately fell victim to the plague herself, and died shortly thereafter. According to legend, her god was so moved by her sacrifice that he passed his power onto her, sacrificing himself to make her a deity. She's now revered across the continent, teaching that magic is meant to serve and help people, first and foremost. Until Hikaru rose to prominence Ingrith was the foremost deity of magic in Skelland, a fact which followers of both are acutely aware of. Alignment: NG Domains: Community, Good, Healing, Magic, Nobility. Subdomains: Friendship, Restoration, Arcane, Divine, Martyr. Favored weapon: Sickle.
    • Auzur: This deity is another whose history and nature are almost totally unknown. According to legend, he appeared in the world some seven hundred and fifty years ago, having arrived from somewhere else. Where that somewhere else is is a topic of significant debate; some posit that Auzur is a fey lord, others that he might be a protean or even an azata. Still others speculate that he's something altogether more exotic, either wholly unique or from some plane so distant that he's the only known emigrant. Auzur himself is coy on the topic, giving a different answer every time he's asked. A fickle deity, he can seldom settle on anything for long, a trait which is shared by his typical follower. He is at heart a god of curiosity and novelty, who teaches (usually by example) that any new experience is worth having, and has intrinsic value of its own. Alignment: CN Domains: Air, Chaos, Liberation, Luck, Travel. Subdomains: Revelry, Whimsy, Freedom, Imagination, Exploration. Favored weapon: Scorpion whip.
    • Gregorius: This deity was a Parian human, born some seven centuries ago during a dark age within the kingdom. Born into a wealthy family, he was sent to a monastery to study at a young age. He specialized in studying history and folklore, and was recognized as an expert within the field, having written several treatises on the topic by the time he was twenty-five. When a bout of plague broke out he turned his focus to anatomy and medicine; his works in the field included the most complete study of humanoid anatomy in the language at the time, as well as a study on epidemiology which is still regarded as among the foremost in the field. While he was unable to cure the plague, his work formed the groundwork for a new era of the study of medicine, ultimately leading to numerous advances within the field. Following the plague, he founded a monastic branch of his own, dedicated to research and enlightenment. He taught that knowledge is an inherent good and sharing it leads to the betterment of all, a tradition which his monasteries continued to advance after his death. According to legend his enlightenment was so great that his spirit transcended the cycle of reincarnation, eventually returning as a deity of enlightenment, knowledge, and instruction. Alignment: N Domains: Artifice, Community, Healing, Knowledge, Repose. Subdomains: Cooperation, Education, Medicine, Memory, Souls. Favored weapon: Quarterstaff.
    • Anathriel-An infernal duke, servant of Asmodeus, who commands significant respect in Hell and on Tarah. His domain is that of orders given and obeyed without thought or question, of dominance and control, of punishment and rewards. He often appears accompanied by hellhounds, and appears to greatly enjoy the hunt. He first expressed an interest in this world some nine hundred years ago, for unknown reasons. Alignment: LE Domains: Animal, Charm, Evil, Law, Strength. Subdomains: Cannibalism, Devil, Ferocity, Fur, Lust. Favored weapon: longsword.
    • The Heiress of Life In Death-A fey Eldest, a demigod of sorts, native to the First World. She is a being of death and decay, but also of new life springing from the corpse of the dead, renewal and rebirth. Not evil, or malicious, so much as simply a part of the natural cycle which mortals tend to find distasteful. Associated with diseases and parasites, particularly fungal infections, and fungi in general. Has expressed an interest in Tarah for unknown reasons for over a thousand years. Alignment: N Domains: Death, Earth Healing, Plant, Vermin. Subdomains: Plague, Caves, Resurrection, Decay, Growth. Favored weapon: club.



    Player: Character: Race: Class: Speech color: Other notes:
    FoxWyrd Valira Destrin Human Wizard/Cleric/Mystic Theurge Necromancy school
    ChaoticHarmony Dandolin Stingcrest Gathlain Hunter Verminous Hunter/Divine Hunter
    TheYell Ivar Torson Human Hunter Feral Hunter
    In4Dimensions Azar Jehra Human Kineticist Elemental scion/viscera element (Kineticists of Porphyra)

    Here's a link to join the Discord server. I'll remove this once everyone is in so as to keep out trolls and bots.
    Last edited by ylvathrall; 2019-09-14 at 10:19 PM.
    Please don't capitalize my name.

    I wrote an original urban fantasy series. You can read it for free at http://emrysvaughn.com/

    I'm currently writing an epic fantasy series, which you can read for free at http://www.brokenlandserial.com/

    Cho avatar by Noel. Thanks!

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    TheYell's Avatar

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    Default Re: Imagine Tomorrow [OOC]

    Thanks!

    How's this for a speech color?
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    Default Re: Imagine Tomorrow [OOC]

    Ill take this speech color.
    Chaotic Good, probably

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    Default Re: Imagine Tomorrow [OOC]

    The descriptive text mentioned alchemical tram lines running out of Yazdal that were stopped, we should follow a tram line through the forest to get there directly.

    Torson sees no problem getting himself to Yazdal, but he wants some backup so he'll be fully cooperative getting you there. It's when you find out what you're all up against that he has to start trusting. He'll say so if questioned. He speaks first because he has definite ideas how to travel through country.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    Looking forward to playing! Dandolin will speak in this color Steve....won't speak because he is a bee
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Default Re: Imagine Tomorrow [OOC]

    Aspect of Wolf, 30 foot scent

    And Perception (1d20+9)[29]

    That's Torson's action til you others act...
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    I get the usual single bonus when taking on an Aspect but I look very funny while I have it on...

    ooh nice roll! Let's smell what's doing
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    Dandolin Perception: (1d20+13)[20]

    Steve Perception: (1d20+14)[27]
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Azar Perception: (1d20+20)[33]
    Chaotic Good, probably

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    Darn! Detect Magic has a somatic component, that means a 25% chance of failure with my armor and buckler!
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    First Perception check, to notice bowshot distances and angles of fire between buildings and forest, to see if anything significant pops up (1d20+9)[25]

    Second Perception check, to notice any patterns of violence in the town, such as a barricade, burnt out fires, broken doors, etc. (1d20+9)[16]

    Gonna follow Azar as he searches buildings.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    BarbarianGuy

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    Gonna roll up my actions now.

    Using a Swift Action to change Dandolin and Steve to Wasp Aspect(+4 Perception, Dandolin's lasts 1 minute)

    Dandolin Perception (1d20+17)[31]

    Steve Perception (1d20+18)[38]
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Ill take 20 on my Perception check to search each building, if I can. Otherwise, (1d20+20)[35]
    Chaotic Good, probably

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    Perception check to notice anything strange or out of place in the room with the book: [roll0]
    Chaotic Good, probably

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    I messed up the dice roller on my previous post.
    (1d20)[17]
    edit: I forgot to add my +20 modifier, so the total would be 37
    Last edited by In4Dimensions; 2019-09-16 at 09:06 PM.
    Chaotic Good, probably

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    What kind of huge animals might Torson be familiar with in his travels through the jungle and desert and mountains? Elephants, mastodons, allosaurus? I like the cut of a salt water crocodile myself.
    Last edited by TheYell; 2019-09-17 at 05:20 PM.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    ylvathrall's writing forces ya to bring your A game

    my crack at explaining why Torson doesn't run like heck
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    BarbarianGuy

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    Preemptive Survival Check: (1d20+13)[15] to prepare a ring of campfires

    Let me know if I need to make any rolls to bust up wooden objects to build these fires.
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Aspect of Wolf

    Create Water. Please allow me to skip rolling spell failure on a cantrip cast multiple times out of combat. I just did it enough to fill 10 gallons, if that's acceptable?

    Survival check to rustle up more food in the inn, (1d20+12)[24] Skellish army stores from the patrol first

    Hallelujah! Divine caster don't need to worry about arcane spell failure! Detect Magic on the book, then.
    Last edited by TheYell; 2019-09-18 at 01:08 PM.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    Perception (1d20+9)[12] to search the building across the lane.
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    Perception (1d20+9)[13] and Knowledge Local (1d20+7)[14] to find a shrine or temple in town.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

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    Bugbear in the Playground
     
    TheYell's Avatar

    Join Date
    Feb 2013
    Location
    Phoenix, AZ
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Ivar Thorson's animal forms

    Level 8

    Huge Salt Water Crocodile / Elephant
    Tiny Bat

    Now
    Large Dire Wolf
    Medium Wolf
    Small Hawk / Otter
    Last edited by TheYell; 2019-09-19 at 08:10 PM.
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  23. - Top - End - #23
    Bugbear in the Playground
     
    BarbarianGuy

    Join Date
    Mar 2018
    Location
    Over the Rainbow
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Dandolin Intimidate check: (1d20+3)[12]
    Steve aid another check: (1d20-3)[15]
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


  24. - Top - End - #24
    Bugbear in the Playground
     
    TheYell's Avatar

    Join Date
    Feb 2013
    Location
    Phoenix, AZ
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Will save (1d20+4)[11]
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  25. - Top - End - #25
    Bugbear in the Playground
     
    TheYell's Avatar

    Join Date
    Feb 2013
    Location
    Phoenix, AZ
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    A fatigued character can neither run nor charge and takes a 2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

    well barf
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  26. - Top - End - #26
    Ogre in the Playground
     
    In4Dimensions's Avatar

    Join Date
    Oct 2017
    Location
    Frozen Hell
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Azar Perception: (1d20+20)[39]
    Chaotic Good, probably

  27. - Top - End - #27
    Bugbear in the Playground
     
    BarbarianGuy

    Join Date
    Mar 2018
    Location
    Over the Rainbow
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Dandolin (1d20+13)[14]

    Steve (1d20+18)[22]
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


  28. - Top - End - #28
    Bugbear in the Playground
     
    TheYell's Avatar

    Join Date
    Feb 2013
    Location
    Phoenix, AZ
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Gravity Bow, good for 7 minutes
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  29. - Top - End - #29
    Bugbear in the Playground
     
    TheYell's Avatar

    Join Date
    Feb 2013
    Location
    Phoenix, AZ
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Torson's Initiative (1d20+2)[14]
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  30. - Top - End - #30
    Bugbear in the Playground
     
    BarbarianGuy

    Join Date
    Mar 2018
    Location
    Over the Rainbow
    Gender
    Male

    Default Re: Imagine Tomorrow [OOC]

    Dandolin Initiative: (1d20+3)[20]
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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