Dragon Mountain (Inactive)

Game Master Banesama

A tale that is older than time itself. A place, part-myth, party-imagination, part-truth, that is filled with wondrous treasure and incredible peril. This place could be the top of any adventurer's career, or the end of it.

Some of the stories say it overflows with jewels, gold, and magical items. Others say it isn't guarded, but still others warn against the incredibly powerful forces that guard the entrance. None of the stories seem to match.

Located at the edge of all that is known, it appears to change where it is located, and sometimes not be there at all. No one is certain when it will come back, or where, but they know they want to be there when it reappears. They want what it can bring them, regardless of the danger. They want Dragon Mountain.

Marching Order
Lands Around the Mountain
Harker's Ferry
Twin Forks


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I mostly play from my phone as well, so I don't think I can edit the marching order. I can view it however, along with the maps. In the evenings I'll be able to make edits but not for most of the day.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

I can see marching order, but not the maps. Have yet to see if I can edit marching order yet.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

I was thinking that J'Victus had joined the group after they were a few levels up. He also joined the group with the hat of disguise and his Elven curved blade already in his possession per his background story.

He heard rumors that the group was looking for information on the local gem trade in a certain town. Posing as an Elf he approached the group and asked if they needed help. He proved himself in that adventure and became a member of the group. Things were a little dicey during the next adventure as the group was about to enter the thieves guild and J'Victus was trying very hard to persuade them to go a different route as this did not feel right to him. To himself he thinks who willingly enters a thieves guild that they found out the location of so easily The party was captured in short order as the trap was set off. The group dynamics were figured out quickly and the spell casters were taken out first then the fighters were bogged down in the own armor as their strength was drained from them with spells. The others were just beaten into submission. It was over in a matter of seconds. How did this happen and why did it happen. Each party member wakes up in a rather tiny cell by themselves. Alone, injured, bereft of spells and equipment. Some of them may have spells available to them but none were of use to free them from the cells. For days it seemed they were left alone and then a contraption is set up in the room that all the cell doors faced. This contraption was odd in shape and creation. It consisted of a hollow bar in the shape of a T and several pulleys. A very fine wire was run through the pulleys in such a way that it created several loops and was finally attacked to the ceiling some twenty feet above. The device sits for another day until a large block of ice is place just under the contraption. A few moments later three thieves arrive and a figure is pulled out of a cell and dragged down the hall out of site moving too fast for any to see whom it is. A couple of hours later screams are heard coming from that direction. A short time later the thieves come up the hall dragging the figure. They attached the figure to the contraption and after they step away the torch light shines on the figure. This person is one the party has never seen before nor for the most part would want to. A drow elf is hanging off the T bar. His arms are pulled straight back and up to the point that his arms look like they will pop out of their sockets. The wires are wrapped around his wrist and neck with the wire running up through the T bar. The bar runs in between his wrist with the end firmly set against the back of his neck forcing him to bend over. The drow, with nothing but a pair of pants is standing on top of a block of ice. The wires runs up to the ceiling where it is pulled tight. His one eye is swollen shut, his ears have been clipped, burn marks are all over his body. It is clear he has been tortured. The drow looks up and his eyes walk down the line of cells at each party member. The look of sorrow is felt as he mouths the words I am sorry over and over again. As the time passes by three thieves keep asking questions about the location of the Ioun stones. Each time the drow would deny any knowledge of these stones that they spoke of. A little nasty thief of a man would wave a torch by the ice to make it melt faster, this eventually leads to cuts along the wrist and neck. Blood freely flowing down his body. After an hour or so of torture the one thief decides that they need more tools to persuade him to talk. This leaves just two thieves in the room with the drow. The dark elf finally breaks or so it is thought. In a low voice I will tell you what you want to know, just not more....I beg of you The two thieves come closer to the drow when several balls of light appear down the hall opposite from where the other thief went. The two thieves move off quietly, moving into shadows as they investigate what is going on. The drow looks over at the party members and a smile appears on his face as his mouths the words be ready. The drow starts to rise into the air and with gravity no longer on its side, the contraptions bite is negated. Instantly feeling starts to come back to his body as he is know able to remove the contraption from his arms and neck. The drow reaches the ceiling and removes the rest of the wires and pushes himself along the ceiling towards the two thieves. The drow falls slowly back down towards one of the thieves just behind him. Then darkness descends and then there is sounds of struggle. A very short period of time passes and then the torch light reappears along with a drow standing over dead thief that had been run through with his own weapon. On the other side of the room was the other thief with his head nearly cut off, the wire contraption resting on his chest. The drow reaches down and takes a set of keys from the thief and runs over to the first door. Three hundred paces down that hallway and he points down the one hallway is a door on the your left side. Judging by the amount of stationary magical auras behind that door, I would say that is were our equipment is being held. as the door opens up the party member inside recognizes the voice as belonging to J'Victus the Elven thief that has been traveling with the group for some years now. Get the other out and down there as fast as you can. He holds up the key ring and picks a new key up and shoves it towards the freed member. This key opens that door....left two clicks and then right five clicks and then back three clicks. Push the key into the door then and it will open. now go. I will take care of the last thief before he can raise the alarm. We have surprise on our side now and we should use it to get rid of these guys. With that he runs on down the hallway after the last thief that was due to come back. It took some time to forgive the deception but in the end the group became closer than before.

Silver Crusade

male MAX HP 94 / AC 25 (29 Smiting) Touch 12 (16 Smiting) FF 2B CMD 17 (CMD 29) Saves Fort +15 Refl +10 Will +13 Initiative +3 Perception +0 Darkvision 60´| Sense Motive +0/Res Cold, Acid, Electricity 5
Current Spell Effects:

Sorry hard wee. Will have more time in the evening. Well how about we were asked by a dwarfish community to get something or clear something. Maybe a mine infested with said dragon, and in response they made us some of our weapons and armors.
I like the smuggling ring, maybe a group of derros smuggling wands to a norborger cult?
Periel will have joined the team after his time as a pathfinder, fighting also at the worldwound


I've put my character in the marching order, taking up the rear guard.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

Since there is but one spot left I went ahead and moved Fuego into the number 7 position.
Since I am taking point I will have a few things that are SOP for the character

Perception rolls
Normal: 31
Vs.Surprise 33
Vs. Traps 35
Vs. Invisibility 36

Will always take 10 on Stealth checks (Prestige class ability)
this would be a target number of 40 for checks


Etna has Blindsense 30ft so she'll be able to pick-up on some concealed enemies, though her perception of 12 will be limiting...


Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7 Half-Elf Oracle(10)
Etna Venus Van Ash wrote:

My suggestions for names:

Name for a Chaotic Evil Former Paladin now Antipaladin Convert of Nocticula, Deceased
-> "Screwy" Louie MacTagart

Name for a Neutral Evil Alchemist or Witch Name Agent of Haagenti, Deceased
-> Bob "Builder" Hoseman

Priest of Iomadae Name and if they're alive or dead (were they a questgiver or a victim?)
-> Vona Oaktree (Alive)

Priest of Vildeis Name and if they're alive or dead (were they a questgiver or a victim?)
-> Robert Neilson (Alive)

So Mote it Be.

Formatted Drow Reveal:
J`Victus wrote:

I was thinking that J'Victus had joined the group after they were a few levels up. He also joined the group with the hat of disguise and his Elven curved blade already in his possession per his background story.

He heard rumors that the group was looking for information on the local gem trade in a certain town. Posing as an Elf he approached the group and asked if they needed help. He proved himself in that adventure and became a member of the group. Things were a little dicey during the next adventure as the group was about to enter the thieves guild and J'Victus was trying very hard to persuade them to go a different route as this did not feel right to him.

To himself he thinks who willingly enters a thieves guild that they found out the location of so easily The party was captured in short order as the trap was set off. The group dynamics were figured out quickly and the spell casters were taken out first then the fighters were bogged down in the own armor as their strength was drained from them with spells. The others were just beaten into submission. It was over in a matter of seconds. How did this happen and why did it happen?

Each party member wakes up in a rather tiny cell by themselves. Alone, injured, bereft of spells and equipment. Some of them may have spells available to them but none were of use to free them from the cells. For days it seemed they were left alone and then a contraption is set up in the room that all the cell doors faced. This contraption was odd in shape and creation. It consisted of a hollow bar in the shape of a T and several pulleys. A very fine wire was run through the pulleys in such a way that it created several loops and was finally attacked to the ceiling some twenty feet above. The device sits for another day until a large block of ice is place just under the contraption. A few moments later three thieves arrive and a figure is pulled out of a cell and dragged down the hall out of site moving too fast for any to see whom it is.

A couple of hours later screams are heard coming from that direction. A short time later the thieves come up the hall dragging the figure. They attached the figure to the contraption and after they step away the torch light shines on the figure. This person is one the party has never seen before nor for the most part would want to. A drow elf is hanging off the T bar. His arms are pulled straight back and up to the point that his arms look like they will pop out of their sockets. The wires are wrapped around his wrist and neck with the wire running up through the T bar. The bar runs in between his wrist with the end firmly set against the back of his neck forcing him to bend over.

The drow, with nothing but a pair of pants is standing on top of a block of ice. The wires runs up to the ceiling where it is pulled tight. His one eye is swollen shut, his ears have been clipped, burn marks are all over his body. It is clear he has been tortured. The drow looks up and his eyes walk down the line of cells at each party member. The look of sorrow is felt as he mouths the words I am sorry over and over again. As the time passes by three thieves keep asking questions about the location of the Ioun stones. Each time the drow would deny any knowledge of these stones that they spoke of. A little nasty thief of a man would wave a torch by the ice to make it melt faster, this eventually leads to cuts along the wrist and neck.

Blood freely flowing down his body. After an hour or so of torture the one thief decides that they need more tools to persuade him to talk. This leaves just two thieves in the room with the drow. The dark elf finally breaks or so it is thought. In a low voice "I will tell you what you want to know, just not more....I beg of you" The two thieves come closer to the drow when several balls of light appear down the hall opposite from where the other thief went. The two thieves move off quietly, moving into shadows as they investigate what is going on. The drow looks over at the party members and a smile appears on his face as his mouths the words be ready.

The drow starts to rise into the air and with gravity no longer on its side, the contraptions bite is negated. Instantly feeling starts to come back to his body as he is know able to remove the contraption from his arms and neck. The drow reaches the ceiling and removes the rest of the wires and pushes himself along the ceiling towards the two thieves. The drow falls slowly back down towards one of the thieves just behind him. Then darkness descends and then there is sounds of struggle. A very short period of time passes and then the torch light reappears along with a drow standing over dead thief that had been run through with his own weapon. On the other side of the room was the other thief with his head nearly cut off, the wire contraption resting on his chest.

The drow reaches down and takes a set of keys from the thief and runs over to the first door. "Three hundred paces down that hallway" and he points down the right hallway [/b]"is a door on the your left side. Judging by the amount of stationary magical auras behind that door, I would say that is were our equipment is being held.[/b] as the door opens up the party member inside recognizes the voice as belonging to J'Victus the Elven thief that has been traveling with the group for some years now. "Get the other out and down there as fast as you can." He holds up the key ring and picks a new key up and shoves it towards the freed member. "This key opens that door....left two clicks and then right five clicks and then back three clicks. Push the key into the door then and it will open. now go. I will take care of the last thief before he can raise the alarm. We have surprise on our side now and we should use it." With that he runs on down the hallway after the last thief that was due to come back. It took some time to forgive the deception but in the end the group became closer than before.

Ok that was gruesome but reminded me of RA Salvatore and was so very drow. Now we know why J'Victus got those scars. I edited it a bit to make it easier to reference, and spoilered it to keep this post giant bite sized.

Taking out the elven curved blade and bow, we're left with this.

Memorable Item Game:

Ring of sustenance
A heirloom starknife passed down through many generations
An ancient hunter's sight
A wand of technological design
A wayfinder, from his time as a pathfinder
A warhammer gifted from a cleric of Torag with dwarven runes of Friendship.
A cache of scrolls
A Gargantuan Resizing Sawtooth Sabre
Traveler's Any Tool
Lesser Elemental Rod(Acid)
Adamantine Morningstar
Breastplate +2,
Ring of deflection +1

We're definitely fleshing out a nice skeleton of adventures. Sounds like we have two ideas for what's next. I'm going to do Ahadiel's task for the dwarves first, then come back for gargantuan swords. Glancing at our list when thinking about clearing out a haunted mine for a Warhammer, I see a ring of sustenance, and an Ancient Hunter's sight that look to be in the right range. Remembering that we need to link up to the next adventure (Bad Paladins) we drop in the remaining lesser rod. So the adventure ends with a derro and a cultist that get away into the worldwound to link forward to the smugglers and to the Bad Paladin quests, and with a set of dwarven questgivers. Sounds about right for a level 3 party!

That leaves a level 2 adventure for the ring of deflection, the extra wayfinder, the traveler's tool and introducing one of our former-pathfinders. Something simple in town I think, that would give us a reason to go visit dwarves near the wound. Maybe we proved ourselves to the society as a group of freelancers.

I seem to remember that the pathfinder society and the 5 mountain kings are allies looking into a sky citadel in the wound? If that's cannon, then we could have had level 2 be in absalom and after it concludes, the party then takes a boat towards the worldwound with some dwarves to try and find an old mine that they thought might let us bypass the demons. Hijinks ensue, we make it out alive, a derro and a cultist get out. The derro was involved with the smuggler operation, the cultist was involved with the daemons. We got the dwarves back to the boat where they promised to follow up on the derro while we went after the cultist.

Sounds about right. That means we need some names.

Adventures Still Needing Details
Danger Dwarven Mines Are Haunted!
----------------
Names
<Dwarf 1, Archeologist>
<Dwarf 2, Miner>
<Dwarf 3, Ship Captain>
Questions about this adventure
Did we actually make it to the wound or did the haunted mine go elsewhere and the derro/cultist had an alternate escape?

Getting close to done, but we've come up with a lot of great adventures so far.

Memorable Item Game:

A heirloom starknife passed down through many generations
A cache of scrolls
A Gargantuan Resizing Sawtooth Sabre
Traveler's Any Tool
Adamantine Morningstar
Breastplate +2,
Ring of deflection +1

That Gargantuan resizing sabre probably goes at level 7 or 9 to get a suitable giant.

Timeline:

Level 2 <Absalom Adventure? something with ring of deflection/traveler's tool>
Level 3 Danger Dwarven Mines Are Haunted!
Level 4 Bad Place For A Paladin
Level 5 The Ioun Smugglers
Level 6 <You Decide!>
Level 7 <You Decide!>
level 8 Korissa the Black and Franklin Jekyll
level 9 <A giant with a gargantuan sword?>
level 10 Dragon Mountain.

Silver Crusade

male MAX HP 94 / AC 25 (29 Smiting) Touch 12 (16 Smiting) FF 2B CMD 17 (CMD 29) Saves Fort +15 Refl +10 Will +13 Initiative +3 Perception +0 Darkvision 60´| Sense Motive +0/Res Cold, Acid, Electricity 5
Current Spell Effects:

Well a simple thing. We were contacted by an old pathfinder and curator of a museum to investigate the disappearance of a few artifacts. Nothing major theoretically. Well the old pathfinder gave us a few items of his glorious times past, like his old wayfinder, or a ring of protection he wore in those days and his traveler´s anytool.


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)
Etna Venus Van Ash wrote:
Etna has Blindsense 30ft so she'll be able to pick-up on some concealed enemies, though her perception of 12 will be limiting...

Amy's got blindsense 60 ft. and a +19 Perception, along with a +30 Stealth (+40 standing still). I figured she could help out by keeping watch through the night, what with her not sleeping and all.


Max HP: 73 | AC: 23; Touch: 14; Flat-Footed: 21 | CMB: +11; CMD: 23 | Saves: Fort: +7; Ref: +11; Will: +9| Initiative: +10 | Perception +17 (Darkvision 60'; Low-Light Vision)
Current Spell Effects:
Vanish (5 rounds)

So it will be counter-intuitive to buy see invisible scroll. Okay.


Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7 Half-Elf Oracle(10)
Ahadiel the Judge wrote:
Well a simple thing. We were contacted by an old pathfinder and curator of a museum to investigate the disappearance of a few artifacts. Nothing major theoretically. Well the old pathfinder gave us a few items of his glorious times past, like his old wayfinder, or a ring of protection he wore in those days and his traveler´s anytool.

Done, what was this old pathfinder's name and which museum? Wouldn't want to mis-attribute his valor when someone asks after all!

Outstanding Details:

A Pathfinder Never Forgets, Except on Thursday.
-----------------------
Name
<Old Pathfinder>
<Museum>

Danger Dwarven Mines Are Haunted!
----------------
Names
<Dwarf 1, Archeologist>
<Dwarf 2, Miner>
<Dwarf 3, Ship Captain>
Questions about this adventure
Did we actually make it to the wound or did the haunted mine go elsewhere and the derro/cultist had an alternate escape?

Timeline:

Level 2 A Pathfinder Never Forgets, Except on Thursday.
Level 3 Danger Dwarven Mines Are Haunted!
Level 4 Bad Place For A Paladin
Level 5 The Ioun Smugglers
Level 6 <You Decide!>
Level 7 <You Decide!>
level 8 Korissa the Black and Franklin Jekyll
level 9 <A Cloud Giant Assassin>
level 10 Dragon Mountain.

Ok let's assume Red Mantis Assassin for the level 9 adventure with the giant's sword. Looks like a cloud giant is about the right level to qualify, so we'll do that. Now for tying it into the Korissa and Franklin we'll say they were crafting for the giant as well. Maybe we found a cast for an enormous greaves discarded in the forge with traces of elysian bronze. Hrm.

While I think about that a bit, we still need a level 6 and 7 adventure to bridge the Ioun Smugglers to Korrissa if someone has an idea for a nice middle section. Anyone want to take a stab at it? Here's the list of items again for inspiration.

Memorable Item Game:

A heirloom starknife passed down through many generations
A cache of scrolls
Adamantine Morningstar
Breastplate +2,


I changed these to drawings from slides.

Lands Around the Mountain
Harker's Ferry


When in combat, for those that can't move their icons, just tell me where you want to go and I will move your characters.

Example: Up 3 Left 2.


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)

I'm swapping my 34 lbs. of mithral for a similar value in diamond dust - much easier to carry, and it lets me add mask from divination to my list of typical nightly buffs.


Max HP: 73 | AC: 23; Touch: 14; Flat-Footed: 21 | CMB: +11; CMD: 23 | Saves: Fort: +7; Ref: +11; Will: +9| Initiative: +10 | Perception +17 (Darkvision 60'; Low-Light Vision)
Current Spell Effects:
Vanish (5 rounds)

Items should be done.

Buff before encounter if Mihail sense any danger will be extended displacement on either self, rogue or paladin.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

As we get closer to the time to start this new campaign, I wanted to put something out there for discussion.
As many of you know any game that is run on this site can only go as fast as the players/GM post. The one problem with PBP games is the waiting for Bob the Builder to post. It becomes a problems and many a game has ended while waiting for Bob the Builder to post. In some of my other games we have a unwritten rule.
The Posting Rule
If you do not post in three (3) days time, you will be botted to move the game along. If you do not post within one (1) day during combat, you will be botted to move the combat/game along. If you do not post at all in a two week period (14 Days) you will be botted until a replacement can be found and at that time you are out of the game.

Now to some this rule might seem harsh and to others it might not. The world does not revolve around these games. We come here to enjoy some time away from the rigors of life. We all understand and expect that RL issues will come up and should take priority of any and all games.


Those posting rules seem fair and I'll adopt them. Adding that if you will be away from the game for some IRL reason, give me a heads up so I won't think you left the game.


One thing to note, I have a large chemistry exam on the first of May, so my posting may slow down for a few weeks before then. I just figured I'd give a heads-up a bit in advance so all of you could know.


Akarus Vildean wrote:
One thing to note, I have a large chemistry exam on the first of May, so my posting may slow down for a few weeks before then. I just figured I'd give a heads-up a bit in advance so all of you could know.

That will be no problem. Good luck with your exam.

***I will start the game Monday with an opening post.


Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7 Half-Elf Oracle(10)
GM Banesama wrote:
Akarus Vildean wrote:
One thing to note, I have a large chemistry exam on the first of May, so my posting may slow down for a few weeks before then. I just figured I'd give a heads-up a bit in advance so all of you could know.

That will be no problem. Good luck with your exam.

***I will start the game Monday with an opening post.

Ok, so sketching out quick conclusion adventures to finish up a timeline for you.

Memorable Items Remaining:
A heirloom starknife passed down through many generations
A cache of scrolls
Adamantine Morningstar
Breastplate +2,

At level 6 we found an underground railway out of the ioun smuggler den. We tracked down the mistress of the engine, a varisian witch. She had the heirloom starknife and a cache of scrolls. She also had a letter of introduction to a weapon and armor auction, and instructions to purchase a morningstar to make contact with the smith.

At level 7 we followed up on the instructions, and infiltrated a black market auction. We bought the item, and were contacted to assassinate a fiend. The reward would be information about the weapon's forging. We fought our way into the fiend's bolt hole and dispatched them, keeping the breastplate of a fallen adventurer, and were given the information on Korissa and Franklin.

So that leaves us with this timeline.

Timeline-

Level 2 A Pathfinder Never Forgets, Except on Thursday.
Level 3 Danger Dwarven Mines Are Haunted!
Level 4 Bad Place For A Paladin
Level 5 The Ioun Smugglers
Level 6 Varisians Make Poor Railways
Level 7 A Mysterious Morningstar
level 8 Korissa the Black and Franklin Jekyll
level 9 The Least Sneaky Assassin
level 10 Dragon Mountain.

If anyone wants to flesh out the level 6, 7 or 9 adventures, feel free. They're the thinnest, but we've done some good things along the way and we only got captured that one time! Go team hero.


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)
Clara wrote:

So that leaves us with this timeline.

Timeline-

Level 2 A Pathfinder Never Forgets, Except on Thursday.
Level 3 Danger Dwarven Mines Are Haunted!
Level 4 Bad Place For A Paladin
Level 5 The Ioun Smugglers
Level 6 Varisians Make Poor Railways
Level 7 A Mysterious Morningstar
level 8 Korissa the Black and Franklin Jekyll
level 9 The Least Sneaky Assassin
level 10 Dragon Mountain.

I've been mulling this over, and I think Amy would only have been working with the party for about half of their career. For her first few levels, Amy was confined to her original body, a body mostly paralyzed from an untreatable illness. Once she reached level 5, though, she gained her aether elemental familiar and became capable of borrowing its body for a few hours per day with extended marionette possession. So the ioun smuggling ring must have been located near her hometown, where she met the party and worked with them for the first time. For the next few levels, she could have helped them out when circumstances allowed, almost more like a recurring NPC than a party member, as she gradually became able to spend more and more time in the outside world. She only recently gained the ability to reside in her familiar's body indefinitely, and so she would still feel somewhat out of place as a full-fledged member of the team. Sound good?


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Very catchy timeline. I approve. I'll not buy the javelins of lightning, keeping the gp for purchases once game starts.


Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7 Half-Elf Oracle(10)
Amelia Patterson wrote:


She only recently gained the ability to reside in her familiar's body indefinitely, and so she would still feel somewhat out of place as a full-fledged member of the team. Sound good?

Can we swap it so she recently got stuck in the familiar body when her original body went into a coma or some such and we're trying to find her a new body in dragon mountain? I -like- Amy, doing the 'new girl' routine on her is less fun than doing the 'save our amy' routine, and they're both well understood tropes. They have the same level of 'being uncertain about the future' for the character, but they make it a lot easier for the rest of us to connect to her.

Just a thought - let the rest of us know which one sounds better to you and we'll dance that way.


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)
"Clara" wrote:
Amelia Patterson wrote:


She only recently gained the ability to reside in her familiar's body indefinitely, and so she would still feel somewhat out of place as a full-fledged member of the team. Sound good?

Can we swap it so she recently got stuck in the familiar body when her original body went into a coma or some such and we're trying to find her a new body in dragon mountain? I -like- Amy, doing the 'new girl' routine on her is less fun than doing the 'save our amy' routine, and they're both well understood tropes. They have the same level of 'being uncertain about the future' for the character, but they make it a lot easier for the rest of us to connect to her.

Just a thought - let the rest of us know which one sounds better to you and we'll dance that way.

Nice thoughts! I really like the 'looking for a new body' spin, that meshes well with both Amy's character and how the twin soul ability actually works. I still think Amy's body should have been paralyzed for quite some time, although we can definitely have her disease be worsening to create a sense of urgency. I'm shooting less for 'new to the party' and more for 'new to the outside world' - eager to explore and accomplish things, a little bit awkward in some social situations, and so on. She and the party have still gone through enough together to have built up strong relationships, and she definitely won't have to act like an outsider.


For GM:

Here is a rendering I did for a PBP game, and if you want you could use it for Lila.
Possible Lila?


Max HP: 73 | AC: 23; Touch: 14; Flat-Footed: 21 | CMB: +11; CMD: 23 | Saves: Fort: +7; Ref: +11; Will: +9| Initiative: +10 | Perception +17 (Darkvision 60'; Low-Light Vision)
Current Spell Effects:
Vanish (5 rounds)

He can tell stories or dance. But never make Mihail sing. He sucks at it and it will be a disaster if he does get the chance to pull it off. Just to give you a general idea, his concept loosely based on Cacophonix from the Asterix comic.


Amelia Patterson wrote:
Etna Venus Van Ash wrote:
I do only one rendering per character at the moment, so would you prefer the aether elemental form or the musetouched aasimar form rendered? Also I would need an idea of colors and styles along with an idea of body shape.
Ooh, just a rendering of the aether elemental form would be nice. You could make it pretty simple: small and compact body, maybe a transparent outline - something electric blue like in the profile pic?

Rough Draft of Amelia Patterson elemental form

Finally could get to rendering the rough draft as I've been sick for a few days, yay.


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)
Etna Venus Van Ash wrote:
Rough Draft of Amelia Patterson elemental form

Nice! That looks marvelous.

Silver Crusade

male MAX HP 94 / AC 25 (29 Smiting) Touch 12 (16 Smiting) FF 2B CMD 17 (CMD 29) Saves Fort +15 Refl +10 Will +13 Initiative +3 Perception +0 Darkvision 60´| Sense Motive +0/Res Cold, Acid, Electricity 5
Current Spell Effects:

AM could you please wear clothes!


Max HP: 51 (+16 temporary) | AC: 30; Touch: 16; Flat-Footed: 26 | CMB: +6; CMD: 20 | Saves: Fort: +7; Ref: +10; Will: +10 | Initiative: +8 | Perception +33 (Blindsense 60 ft., Darkvision 60 ft.) | Sense Motive: +2
Current Spell Effects:
Defending Bone (Amelia), False Life (Amelia), Haste (Amelia), Mage Armor (Amelia), Mask From Divination (Amelia), Threefold Aspect (Amelia)
Ahadiel the Judge wrote:
AM could you please wear clothes!

That's what the hat of disguise is for. :)

Otherwise, Amy's body is invisible.


We've started the adventure now. Everything before was just to get you there with a little bit of flavor.


Rough Draft of Ahadiel the Judge

Couldn't use the full plate armours I wanted to use due to problems with it.


Quick Height_Ref

Only those I currently made renders of.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

DM
Could we get a map of the battle field, maybe on roll20


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Yeah I have gaze of flame revelation, so I can see through fog.

Also, how many can I catch with a fireball?


Working on the map now. I've tried using roll20 before. Use to work on my computer but doesn't anymore. I use IE, probably could get it to work with Chrome, but don't want to download another browser just for that. Plus, never really liked Chrome.

3, maybe 4 for a fireball area. Depending on placement.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

I positioned the party. If you have any issues with my positioning, feel free to position yourselves. Now let me get my 20ft template out...


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Drew area for fog cloud - everyone happy with that? I'll use Amelia's message to tell everyone where the guys outside are, since I can see them perfectly fine.


Init +6 | HP 65/65 | AC: 28, T15, FF24 | Fort: +6 Ref: +9 Will: +7 (+2 vs enchant/death) | Perception +7 Half-Elf Oracle(10)

Fine by me. I didn't add the illusion of a wagon to the map to avoid cluttering it up.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Well if you wanted fog, I just gave you fog. Fog doesn't bother ME anyway. People tend to curse me for throwing fogs but this time someone actually asked.

Actually the best solution would probably to somehow get a firesource behind them and spam pryotechnics(to blind). Again pryotechnics is not a spell most people use due to its...uncontrollable nature.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

I am not sure but unless the others have anyway to see through the fog...they are not able to target any enemies with spells as they need line of sight and I do not see how you can call in coordinates to the caster for them to hit a certain spot...I may be thinking of 3.5 not sure


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

If you guys want to wait(yes I know, haste is up), I can always create a path of fog all the way to the bad guys. If I were the bad guys, I'd ready arrows for anyone coming out of the fog.

Vision blocking effects needs party coordination. If you don't want to take the trouble to coordinate, better not to do it.

For archers, just aim at the square, fire blind. I can always tell everyone which square to aim at. And for a lot of us, I think we're just going to blow everything up with fire.

Me? I'm just going to either keep the fog cover up, or throw some fireballs, depending on what the group wants.


Max HP: 73 | AC: 23; Touch: 14; Flat-Footed: 21 | CMB: +11; CMD: 23 | Saves: Fort: +7; Ref: +11; Will: +9| Initiative: +10 | Perception +17 (Darkvision 60'; Low-Light Vision)
Current Spell Effects:
Vanish (5 rounds)

Mihail's thundercall only needs line of effect. So fog doesn't even bother him. The directing part is just a fluff on my bit.

It's good for us and bad for them. They either have to wait for us and can't do anything or come closer to us, allowing us time to buff ourselves.

If you can position the fog cloud a little further north and have the wagon move into it, that would be great.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Oh and of course if you REALLY wanted make the use out of vision block, you should have gotten yourself a goz mask so you can snipe from fog. The 30 ft limitation for sneak attack will be a problem though.

I don't intend to generally throw this kind of thing out unless someone calls for it, since it irritates me that when I set up a fog barrier, people just leeroy jenkins out of it.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Mihail - I don't have a comp atm (can't alter lines)- please position it yourself, but be sure to place the party in it.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Obscuring mist fuzziness

More obscuring mist fuzziness

It's a bit fuzzy on how the distance exactly works - is it actual distance from the mist, or the thickness of the mist itself.


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

Its a bit weird how you're dealing with area of effect spells that it strikes only a single target's worth of damage(because if that was the case, I'd have rather used scorching ray, which is a level 2 spell and does 12d6 if all the rays hit). We're considering a lv 3 spell for 10d6, reflex halves against 12d6 for no save, just attacks against touch ac.

It essentially negates spell positioning, since wherever I'd have placed the spell, I would have done the same amount of damage.

Yet on the other hand, had they got a clear line of fire on us, all of their attacks would be rolled individually, no?


Max HP: 76 | AC: 22; Touch: 13 ; Flat-Footed: 20 | CMB: +6; CMD: 17 | Saves: Fort: +10; Ref: +10; Will: +12 | Initiative: +8 | Perception +15 (Darkvision 60', See through Fire, smoke and fog)| Sense Motive: +0
Current Spell Effects:
None

If I were you J victus, I'd rather cast the darkness on maybe a stone on the ground, then move into it. Because if you move and cast, they can target the last square they saw to shoot. Granted the total concealment for 50% miss chance, but still...

Centering it on yourself, they just need to shoot at the point the darkness is centered on.


Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16 Drow, Noble Unchained Rogue 5 Dark Delver 0

I am fine with how I did things. Thanks for the input. I got Darkness and displacement plus confused bandits. I want it to move with me.

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