Gangsters & Ghouls - Nights in Port-a-Lucine

Game Master B_Wiklund

A dispossessed noble family with a shadowy past is back in town looking to even the score.


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Ok guys so I know this is rough but to get it out there so if folks want to start generating characters. Hope to get started by the coming weekend.

Dementlieu Campaign
Player friendly overview of Dementlieu http://ravenloftsd.wikispaces.com/Dementlieu
Player friendly overview of Port-a-Lucine http://ravenloftsd.wikispaces.com/Port-a-Lucine
Map of Port-a-Lucine
http://www.fraternityofshadows.com/Mausoleum/Port-a-Lucine.jpg
Map of Ravenloft (so-so)
http://www.gryphonhill.com/core/colormap.html

Setting Notes – I’ve added more countries, ports of call to the Sea of Sorrows. Liffe, Vechor and Zherisia are found to the west. The sea extends down the coast to the southern cape of Nova Vaassa where it joins the Nocturnal Sea.
De Suis Family History
The story of the DeSuis family is in Dementlieu, an unlikely one. A family of crude dockhands, longshoremen turned to shrewd if ruthless merchants and quartermasters. Over the course of three generations they became one of the more powerful mercantile companies in Dementlieu controlling trade routes to neighbouring Lamordia, Mordent and to the island nations of Liffe, Blaustein, and Ghastria. The family’s control was dependant on corruption, intimidation and even piracy but they were careful to keep their hands clean as respectable businessmen.
Twenty years ago, for valiant service in the Falkovnian invasion, the DeSuis were even elevated to the ranks of the nobility. The house prospered and flourished. The family fortune and their power continued to grow even in the shadow of their unsavoury business practices. The DeSuis were often the targets of disdain from many of the old families and there was always the long and hateful rivalry with the Renier family. Despite these obstacles, the DeSuis seemed untouchable. But then, quite suddenly a court scandal and an a coordinated series of raids, and assassinations brought the family to their knees. Their wealth was all but stripped and many of the family’s holdings confiscated or stolen. The DuSuis’ noble title was suspended by the Council of Brilliance and the surviving members were once again faced with hard life on the streets of Port-a-Lucine.

Anton DuSuis is credited as the founder of the house. DuSuis was not from Dementlieu but arrived on a ship from an unknown land across the Sea of Sorrows. He spoke of unimagined lands beyond the mists. Some even hinted he possessed arcane powers. At first he was but a tough but canny dockhand that began organzing and rigging games of chance. Anton quickly established himself as an entrepreneur and began DeSuis Trading Company. Recruing dock toughs, Anton began to establish a profitable control of the docks until running afoul of the Renier clan. The Renier were a family originally from Richemulot. They are distantly related to the ruling Renier family but seem to have little or no support from the relations. The Renier gang attempted to move in on the DuSuis territory but were rebuffed. Anton murdered one of the Reniers stabbing him in a gambling hall brawl. Ever since, the families have clashed with increasing hatred.
Anton passed away and control of the family passed through three successive generations. The DuSuis control of shipping and trade grew only rivaled by a few other companies including the Renier and Sturmanddrang companies. During the Falkovnian invasion, Claude DuSuis led troops against the Talons, Drakov’s elite forces and succeeded in a series of decesvie victories. Impressed by his deeds, the Governor-General granted title to the family.
After Claude’s death, the family was headed by Jean-Paul DuSuis, his eldest son and champion fencer. Under Jean-Paul’s leadership the family reached its height of wealth and power. The DuSuis shipping grew in profits, the DuSuis established a colony on the island of Markovia, lavish art commissions for the opera and artists were given. Invitations to the Governor-General and theD’Honaire estates were regularly given. The DuSuis name was on everyone’s lips. Jean-Paul had a reputation for derring-do and was considered to be a ladies man. In its success the family may have sown its own seeds of destruction. The old families became resentful of this nouveau-riche clan of upstarts. The Renier clan remained a visible threat and thorn to the family.
After two years there is still much mystery around the Night of the Long Knives. Jean-Paul was arrested in the Governor-General’s chambers with the Lord’s wife. He was accused of seducing her in part of a larger effort to unseat the Governor General. At the same time, a series of brazen robberies and assassinations were carried out. Ships were lost at sea and contact was lost with the Markovia Colony. Jean-Paul’s trial had only started when he fell ill with Sri Raji fever and died in his jail cell. Within a week, the DuSuis title was revoked and most of the family fortune seized by the Council of Brilliance. Jean-Paul’s wife, Lenora hung herself in the family manor. The surviving members of the DuSuis family left the country or went into hiding in Dementlieu. A few remained defiant and set about to rebuild the DuSuis shipping company and swore to clear the family name. The family suspects the Renier played a hand in their downfall and certainly the Renier fortunes have steadily improved with the removal of the DuSuis. Yet, many talk that such a campaign is beyond the ability and resources of the Renier that there was a silent partner behind the scenes pulling the strings. The DuSuis estate remains unsold and empty and within the past year it has acquired a haunted reputation.
Last year, after the unfortunate drowning death of Justine Malken in Parrault Bay, a surprise nomination to the Council of Brilliance was announced. Helene duSuis, one of the leading members of the family was appointed. Helene’s position as advisor have not reinstated the family but it does provide a toehold. A few whisper that Dominic D’Honaire, the Governor-General’s Prime Minister has expressed great interest in her and the two are often seen together.

Character Generation
Your character can either be a member of the DuSuis family or a loyal retainer of some kind (perhaps your family has served/worked with the DuSuis for generations). The DuSuis are human though some speak of elven blood in some part of the family.
Pathfinder 15 point buy
Each character takes a level of Aristo, Warrior or Expert.
Races: Any (see above re family, retainers)
Classes: Any (Core, UM, UC, APG)
Ones that fit the campaign well would Rogue, Alchemist, Oracle, Witch, Bard, Fighter, Cleric, Sorceror, Wizard, Gunslinger
Traits: Pick one social trait from http://www.d20pfsrd.com/traits
Campaign Notes:
-mostly urban but with some seafaring.
-will emphasize social, investigation more than combat (but there will of course be that too)
-Your mobsters with a grudge in a fancy decadent city.
-Alignment obviously tends to the scoundrel. Evil can work but within reason (your still a party, and the Dark Powers are watching)


Character Generation clarificiations

Treat yourself as 2nd level.

HP: You get max hp for both your NPC level and your first PC level.

Skills remember that the skills from both your classes are considered class skills. You put a rank in it you get the +3.

Starting wealth - same as 1st level PC (you are dispossessed after all)

Contacts - make up 1 low level contacts. These are not necessarily allies but perhaps acquaintances (e.g. a fence, or a fellow actor from your theatre days, a trusted lawyer). Assume that you are on good or at least indifferent terms to one another.

Give a name, a 3-5 sentence description. For the purposes of skill checks the contact should be able to give a +2 bonus to some sort of skill check (e.g. the socialite gives you a +2 Diplomacy when dealing with the nobility, the art critic/smuggler gives you a +2 Appraise). I may make slight changes to your contact (e.g. instead of a general a captain etc.)


Cribbed from someone else's Dementlieu campaign:

People that Most Dementlieuse would know

Léon: Legendary founder of Dementlieu.
Joan Secousse: Bastion of the third sect.
Marcel Guignol: Current Lord-Governor of Dementlieu
Jean-Pierre Théroux: councilor of culture and Patron of the arts.
Charles LaGrange: Councilor of Trade and Business
Joséphine Chantreaux: Councilor of defense and leader of the Gendarme.
Alanik Ray: The great detective, an elven investigator.
Arthur Sedgwick: Alanik Ray's assistant and doctor.
Helené DuSuis -Councilor of Public works.
Domnic D'Honaire Chief advisor to the Lord-Govenor and councilor of law and order.

terms, groups, and places that Dementlieuse would know

Conseil D'Éclat: The council of Brilliance, the ruling body of Dementlieu, made up of men handpicked by the Lord-Governor
Lord-Governor: The ruler of Dementlieu, an elected noble that rules for life.
La Société de Legerdemain: A group that is well known for those who wish to do well with stage show and street performing.
Les Ordures an anti-government group
Dapplewart a plant that is commonly used for poison.
Sainte Mère Des Larmes Sainted Mother of our Tears, the holy center of the Ezrite faith in Dementlieu.
Palais Dirigeant Ruling Palce, the seat of government for Dementlieu.
Jeu Force: a game played using round markers on a board marked off in squares, twelve to a side
Little People: a term used to describe halflings

EO - corrected typos and spelling mistakes

« Last Edit: November 01, 2010, 06:42:01 PM by EO »

Logged

Dementlieu has a number of holidays and festivals, usually as balls and gala events going on at any time, here are just a few examples of them. Orginally posted by heretic.

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Lucine Carnival: February 20-23 (Dementlieu, Mordent). Every year, the Lucine Carnival attracts people from domains far and wide. It takes place mainly in Dementlieu, as name suggests, but lesser celebrations are also held in Mordent. In Dementlieu it engages workers from all the guilds of Port–a–Lucine. During the year, the merchants’ guild imports silk and other textiles from surrounding domains, including the purchase of highquality wool from the shepherds of Lamordia. They sell these textiles to the weavers, who work day and night for weeks to create shirts and costumes of amazing quality. Elaborate motifs in gold and silver, resembling flowers or jewels, adorn many clothes, along with light fuseaux (pants), pompous brocades and soft cloaks. The goldsmiths’ guild provides pieces of art manufactured with the utmost care, like bracelets, earrings and necklaces. With the aid of the blacksmiths, they work on metallic masks. In the days before the Carnival women and bakers (both in Dementlieu and Mordent) make nemen, a traditional sweet made of almonds and grain, and shrapfses, a kind of pancake enriched with sugar and spices and unusually crunchy. To undertake all of these activities artisans are sometimes hired from neighboring domains.

Two specialists play an important role in the carnival. One is the famous Lumen Company from Chateaufaux that organizes Port-a-Lucine’s lighting. They are so skillful in placing and arranging rows of lanterns and oil lamps that the light they provide seems both magical and natural. The spiral structure of the city streets allows them to arrange these lights like an enormous web centering on the Guild Halls at its core. If the city is seen from a high place, such as the lighthouse, this lighting provides a breathtaking vista. The other specialists involved are the Faira no Shoukans from Rokushima Táiyoo (see Fireworks’ New Year Feast). They bring a variety of explosives, and illuminate the festival with fireworks that take the shape of beasts and dragons in the night sky.

Rose Day: March 9 (Dementlieu, Richemulot, Mordent, Necropolis) Rose Day is a day for romance. On Rose Day, it is traditional for young men to present tokens of affection to young ladies. It is considered unlucky for a man not to give a gift, or for a young lady not to receive one. It is also considered unlucky if a woman gives a man a gift on Rose Day. Roses are considered an especially lucky gift. Further, on Rose Day it is traditional to place garlands of flowers over the door and windows of one’s home. On Rose Day, many cities and villages hold community dances in the evening, a holdover from the ancient origins of the holiday. This holiday is a favorite in Dementlieu, where the wealthy frequently exchange slightly risqué gifts such as wine and lingerie.

Semaine de la Mode: April 1-6. The Semaine de la Mode (or Fashion Week) is an event held every year in the ballroom of the Grand Hotel in Port-a-Lucine. During this week the famous and beautiful gather for a series of presentations where gorgeous women from Dementlieu and nearby domains exhibit the styles and clothes that will set the trend for the coming year. Famous couturiers (dressmakers) include Ezio Figari, Jacques Sole, and Catherina Bonaerotto, who is responsible for giving rise to the use of unique hats among the women of high society. Governor Chief Conseiller (Counselor) Dominic d’Honaire is an active sponsor of this event, and is always in the first row watching with enthusiasm when the models make their appearance.

Dominic has, in the past, been found in compromising positions with the models during the event. Among the current crop of beautiful ladies who take part in the twice-daily modeling galas is Josephina Antonette Dugarrie, the Reigne Primtemps (Spring Queen) for the last sixteen years. Many women have wondered at the everlasting beauty of Josephina, which by all accounts has not lessened since the day she was first voted Spring Queen, in 736. Some have stirred emotions by claiming that their own beauty seems to have been lost since Josephina began appearing at the Semaine de la Mode. Others spread rumors that she has been to Ludendorf where expert doctors have conducted sensitive operations on her face, or that she wears special makeup. More sinister whisperings imply that Josephina has rarely, if ever, been seen during the day.

Summer’s Night: (Lamordia, Dementlieu, Falkovnia, Mordent). This holiday, which started in Lamordia, has spread slowly to its bordering domains. This holiday started in Lamordia as a celebration of the warmest day of summer, and is said to keep winter’s grasp away for a longer time. People in Lamordia celebrate this holiday by shedding their bland and dark garments and wearing light and bright colored clothing, as well as having a festival dedicated to the time of summer (and to a lesser degree surviving the harsh Lamordian blizzard that is winter). Before the festival, women go out during the day and collect bright flowers with which to weave a mask. They ignore white flowers and darker blooms, preferring bright colors to match their clothes. The men also gather flowers and form crowns from them, however their colors are limited to whites and dark hues.

For the duration of the celebration the men represent the time of winter and the women are a representation of the summer season. Near twilight, people gather in a forest meadow away from the village and begin the celebration with a traditional dance, which represents the summer conquering the winter. Many feel this traditional dance must be done or the summer will no longer continue and winter will arrive abruptly. Others believe in this to a lesser degree, believing that there will be an early winter if the dance is not performed. In the surrounding domains this holiday has spread to, the superstitious elements have been lost (though the dance is still performed), and it has become more of a midsummer’s festival during which masks are worn. In these other domains the masks can range from elaborate feathered monstrosities in Dementlieu to painted wooden masks in Falkovnia.

White Day: September 23 (Dementlieu, Richemulot, Mordent, Necropolis). White Day is the counterpart to Rose Day (see March 9). On White Day, it is young ladies who are to present young men with gifts. As with Rose Day, it is considered unlucky for a woman not to give a gift, or for a young man not to receive one. As before, it is believed to be unlucky for a man to give a woman a gift of White Day. A box of white candies is considered an especially lucky gift. Further, on White Day, it is traditional to decorate the door and window-frames of one’s home with white streamers. As with Rose Day, many communities hold evening dances to celebrate this holiday. White Day is particularly popular in Dementlieu, where the Masque de Couer, a prominent yearly masquerade, is held.

Primeur: November, 3rd Thursday. (Dementlieu, Richemulot). Primeur is the first day when the wine of the past year is ready to drink. A holiday more for nobility, each noble attempts to be the first to offer his friends the newest wine. As part of the tradition, there is a race of wagons from the nearby wine farms to the noble estates, each driver trying to get an advantage over his rivals by any means. Often terrible accidents happen during this race and the precious liquid is spilled, but such setbacks are nothing compared to the social gain of being this year’s Primeur King or Queen.

Faith and magic

Faith
Faith in dementlieu is diffrent from how it is in most other lands. Dementlieues profess a devotion to Ezra, the Guardian in the Mists. Saint Mere des Larmes, our sainted mother of tears, is after all one largest and sacred cathedrals in the Ezrite faith. It is where the sacred Icon of Ezra is. A relic that brings pilgrims to the city. The third sect of Ezra is centered in Dementlieu. They are the theologians, often considered to be more intrested in books then anything else.

However despite this Dementlieuse are not strongly religious. Great amount of religious devotion is not encourged by the wealthy, though the poor tend to find solace in the Church of Ezra. Largely one can sum up the religious values as lax. If the faith does not intervene with their daily lives then most people in Dementlieu are fine with it. Most dementlieuse tend to follow the third sect of Ezra, and thus have all the religious traditions done by them, mostly because it is just that tradition. Though attending church service does allow them to see what other people are wearing and in the fashion culture of Dementlieu that is important to know.

There is reletive freedom of religion, people can profess what beliefs they want in Dementlieu, unless said beliefs are things the goverment or nobles do not want to hear. Largely that is due to the above reason of their religious attitudes. Most Nobles would chose to attend a play over attend service. This is not always the case, but this is the average opinion. Most dementlieuse do not care that much for religion.

Hala is also followed by some in dementlieu but they are largely ignored by most people in dementlieu. Which suits them just fine, they tend to their Hospices in the poor quarters and that is just fine for the witches of Hala.

Magic and the supernatural

Magic is treated diffrently as well in Dementlieu. It is tolerated, save for the black arts of infernalism and necromancy. The reaction most dementlieuse have towards it and the supernatural shocks some people who come from other lands. For one Magic is accepted by people. Divine Magic particularly Ezrite divine magic is accepted readily even if they are not that religious in their devotion. Though most divine magic aside from healing magic is rarely seen by most in Dementlieu.

It is the treatment of the arcane that shocks others. Most magic is viewed as stage show tricks. Good to put on a show for, but not that great for a noble to perform. Stage magicans perform shows for the noblity, hoping to do a good job in order to earn some minisucule amount of respect and money. It is thought that magic is mostly good for stage show and nothing else. It is this type of disrespect that shocks some people not used to this method of thought. The La Société de Legerdemain are a group dedicated to assisting stage magicians and are one of the biggest organzations in the country when it comes to 'magic'.

However what shocks others more though is there view of the supernatural. Vampires, werewolves, ghouls, zombies are all good tales for fiction books but in the dementlieuse mind, they are not real. Oh they will tell horror tales and what not, but Dementlieuse for the most part do not believe those monsters are real. Someone accusing another of being a vampire is likely to be laughed at. Attacking a vampire could get someone arrested. This is not always the case in the city where money talks, but those sort of tales are largely just that tales to the dementlieuse.

That does not mean that the dementlieuse do not have some belief in the supernatural. They claim they do not, they claim that they are an enlightned society. But there are tales nonetheless. Sailors often speak of sea monsters, of the sirens who lure men to their death, to the deadly kraken, to fish people. Tales of ghosts are also common. The most famous ghost is the Phantom that is rumored to haunt the National Opera house.

Liberty's Edge

Male Historian/Curator

Looks good...I will have to think on what class I want....leaning towards rogue....with maybe a 2nd class...not too sure yet..and probably a 1/2 elf.

Dark Archive Contributor

I'll probably build a fighter of some type, but obviously with an urban bent, rather than a sword and board tank. I will try to get some ideas out this week.


I'm considering either a wizard or cleric. Leaning slightly towards wizard.


Hey guys I sent a msg by facebook but just in case you missed it. Our dog is not doing well and is likely to pass on. Shes at home comfortable but I won't be looking at this stuff until the weekend. Feel free to talk amongst yourselves and figure out your interests. Since Ben mentioned it firearms are martial weapons. Check out the firearms stuff online at pfsrd. Advanced weapons (e.g. revolvers) are not available on the market but some industrious inventors are said to be developing them...


Well, to get some discussion started, a brief introduction of my character.

Nicholas DeSuis is the adopted son of Alphonse DeSuis. It's widely believed within the DeSuis family that he is the son of Eloise DeSuis because he appeared in the DeSuis household about nine months after Eloise was raped. Eloise was married to Philippe Renier, Philippe blames the DeSuis for her assault because her sisters had lied to cover for her absence on the night she was assaulted, they believed she was having an affair and had wanted their help to cover for a rendezvous. Eloise died in childbirth, after that Philippe joined the order of Hala and has devoted himself to investigating her death, as well as nursing a grudge against the DeSuis. While the marriage was intended to help patch things up between the DeSuis and Renier, the end result was only to make things worse between the two families.

Nicholas was something of a childhood prodigy, showing an early facility for magic. Early in his life he was sent to boarding school and then on to Port-a-Lucine university. He left before completing, joining up with a ships crew.

The rest of the family isn't sure what happened to him next; he was away for a few years, being out of the country when the Night of the Long Knives occurred. He reappeared a few years later, rather the worse for wear. He said the ship he had been on was attacked and sunk, he miraculously washed ashore near Port-a-Lucine (to his knowledge he is the only survivor) and was nursed back to health by Jan Hooft, an old halfling retainer of the DeSuis (Jan is now old and senile, but was once an assassin and enforcer for Claude DeSuis).

I haven't decided if Nicholas is going to be a wizard or cleric yet. If he's a wizard he will be an inventor/crafter type and use firearms. He will focus more on deception/buffing spells than he will direct damage. He will probably be a transmuter, though conjurer is tempting as well.

As a cleric, he would use variable channeling to channel both positive and negative energy. He'll probably have the travel and protection domains and have good social skills, potentially being the face of the party.

In either case they will both make NPC allies, either mechanical or undead. Neither will be optimized for combat, both will focus on support skills.


Looks good Ben. Your call as for wiz or cleric. My only thought re the Renier connection is rather than the Renier family perhaps another small crime family, the Sarti. As a result of the events the Sarti have been aloof towards the de Suis and some rumours say they may have allied themselves with the Renier. Thoughts?
I liked how you incorporated the Renier but for spoilerish reasons I'd suggest the above change.


Sarti would be fine, I was just using the information I had available. Also, in case you haven't had time to look at it, I sent you a link on facebook to a more complete version of his background that details some things left vague above since that was all supposed to be common knowledge (like which countries he visited, he could have been elsewhere if there is another domain that you intend to have play a role in the campaign). Some bits of it may or may not have bearing on the campaign.

I'm still undecided about cleric or wizard, I'm leaning wizard but if none of the other players are social oriented I'll probably go with the cleric since that sounds absolutely essential. I like the direction I could take with either character so I'm not committed either way. I was also looking briefly at the Witch, but I haven't really looked over the spell list. I'm also unsure if it would make as good of an inventor/artificer as the wizard which is someplace I wanted to go.

Do we still have one more player or is it only going to be three of us?

A question for the other players. I'm having trouble choosing feats and was wondering what the opinion of the rest of the group was. Mostly it's a choice between being a dedicated spellcaster and having some ability to help out in combat after he gets a gun (stupid expensive guns and low wizard starting wealth).

I was thinking about giving him some combat support capabilities by giving him point blank and precise shot. His dex is good so he can hit the broad side of a fairly small barn, would this be meaningful support or would it be basically irrelevant to those more combat capable?

Alternately, I was considering going with still spell and silent spell, for a more social game being able to cast charm person with a gaze would be helpful in some situations where a charm person in a firm voice and wild gesticulations wouldn't be. Of course, those feats won't be worth much for a couple of levels, but I'll be taking item creation feats for the next few levels so it's now or around 12th level on these two feats.

The third option is spell focus and augment summoning. How useful have people found the summon monster spells in the past?

Any feedback? This is all for the wizard, I've got a good idea what I'd do with the cleric option.


Ben F. wrote:

Sarti would be fine, I was just using the information I had available. Also, in case you haven't had time to look at it, I sent you a link on facebook to a more complete version of his background that details some things left vague above since that was all supposed to be common knowledge (like which countries he visited, he could have been elsewhere if there is another domain that you intend to have play a role in the campaign). Some bits of it may or may not have bearing on the campaign.

I'm still undecided about cleric or wizard, I'm leaning wizard but if none of the other players are social oriented I'll probably go with the cleric since that sounds absolutely essential. I like the direction I could take with either character so I'm not committed either way. I was also looking briefly at the Witch, but I haven't really looked over the spell list. I'm also unsure if it would make as good of an inventor/artificer as the wizard which is someplace I wanted to go.

Do we still have one more player or is it only going to be three of us?

We have at least 4 if not 5 players (Ian, eric, dan, derek, and yourself). Eric expressed an interest in a martial/fighter type. So roles are pretty wide open.

"Ben F." wrote:


A question for the other players. I'm having trouble choosing feats and was wondering what the opinion of the rest of the group was. Mostly it's a choice between being a dedicated spellcaster and having some ability to help out in combat after he gets a gun (stupid expensive guns and low wizard starting wealth).

This is probably my bad. I had this whole plan of putting together a unified doc. Firearms are considered commonplace in Dementlieu and are thus 25% of the cost listed in the pfsrd (e.g. a 1500gp musket costs 375gp, still pricey). Advanced firearms are not available on the market.

pfsrd firearms rules

As for feats, point blank shot is useful and you would later qualitfy for precise shot. Of course you may find some spell-related feats to be equally as useful. Spell Focus etc.
To be honest I always feel just use your concept and choose what seems to make sense for your character to have and not worry much about the optimization (not that I'm advocating you take skill focus (basketweaving).


Alright with four or five players I'll go with the wizard for sure then.

Unfortunately a pistol is still 250 g.p. and the max wealth for a wizard is 120 g.p. I could take the wealth background trait, but I'd rather have suspicious since it fits the character better. So I'll be waiting a bit for my first pistol, and throwing daggers until then.

My feats are still a hard choice since all three sets represent different aspects of the character, point blank shot represents his years as a pirate and his love of technology, the still/silent spells represent the shadiness of his mentor, and the spell focus and augment summoning would represent him being a bit of a magical prodigy by giving him bonuses with a second school. So I'm still having trouble choosing between them. I'll probably wait and see what I think would synergize best with the rest of the party since I'd be happy with any of the choices.

Here's a tentative character sheet:

Nicohlas DeSuis

I'm debating bumping the intelligence up two points and dex and con down two points and strength 1 point to pay for it.

I'm also reminded of another question. How difficult will it be to purchase new spells? I'm probably going to adjust my spellbook a little bit and would like to know how hard it will be to get any spells I end up getting rid of.


Ben F. wrote:


Here's a tentative character sheet:

Nicohlas DeSuis

Looked it over. Looks pretty good. A few things:

0. True about the pistols, guns. You'll pick them up soon enough.
1. Don't think it was factored in, as a transmuter you get a +1 enhancement bonus to Str, Dex or Con. This bonus increases by 1 for every 5 levels.
2.I wouldn't worry about juicing your int any further at this level.
3. I'll make it reasonably easy to purchase spells. Dementlieu is probably the most open accepting of magic as paradoxically they regard it as an eccentricity. For instance, there is a large and active community of stage magicians in Dementlieu who use magic and trickery in their acts. The Order of Ledgermain.
So simple magical supplies (components, low level scrolls, wands and potions) can be purchased with some ease. I'll try to avoid the Kmart magic shop but D&D does assume some access to magical items. So the short answer is if its reasonable it'll be fine, just don't expect to find too many wish spells for sale.
4. Just in case you didn't know you get scribe scroll as a class bonus feat.
5. Are you going with a familiar or the arcane bond?
4. On the board you can create an alias that you'll use to post your character you can put your character sheet under the profile.


I am working on my background but I am thinking a sort of Borgias style aristocrat/cleric. Follows Ezra, probably Lawful Neutral or Lawful Evil. Has taken on the role as a healer in and protector of the poor in Quartier Ouvrier, but it's less out of true charity as building a power base for himself. He also spends time scouring the holy texts so he can take advantage of the Grand Design, to help the De Suis return to power.


martellian wrote:
I am working on my background but I am thinking a sort of Borgias style aristocrat/cleric. Follows Ezra, probably Lawful Neutral or Lawful Evil. Has taken on the role as a healer in and protector of the poor in Quartier Ouvrier, but it's less out of true charity as building a power base for himself. He also spends time scouring the holy texts so he can take advantage of the Grand Design, to help the De Suis return to power.

Hey a fun day of rebuilding unit plans due to lost hard drive.. Sounds great particilarly the quartier ouvrier stuff. Should fit in nicely (chuckles evilly). Let me know when you have a character up.


For now the transmuter bonus will be in strength since it's the only place it will do anything, later it will be dex.

I'll be going with arcane bond, in his background I had it as a ring now I'm considering an amulet since there are a couple of magical items particular to arcane bonds that are amulets. It's a small change so may go with this.

Since I don't have much else to spend gold on I'm considering purchasing a 1st level spell with some of my starting cash. I'm assuming that illusion/enchantment would be cheapest and easiest to find here. Is this a starting option and how expensive would a first level spell be?

Also, just for some background on magic, I'm a bit curious about how powerful wizards get around here. I'm assuming from the cultural attitudes not very. If any high level wizards were stomping around in coaches drawn by teams of iron golems in the shape of horses and waited upon by powerful demons forced to dress as butlers people wouldn't be so blase about it. Would it be safe to assume that most local spellcasters either cap our around 10th level or else are very secretive about it? And that spells above 5th or 6th level probably aren't available freely on the market, though they may be in the university?


Also, can I take craft: gunsmithing or does it require a feat? Probably won't start with it but I see this character as a tinker. Within a couple of levels I'd like craft clocks and craft gunsmithing as well as perhaps a few other mechanically oriented crafts. Would craft steam engines (primitive) be viable, or would something else be more appropriate to represent primitive applications of that technology?


1. Craft (gunsmithing) would cover it. For tinkering, inventing. I'm pretty tempted just to put it under Craft (Wierd Science) so that would cover anything from steam engine to a tesla coil. Of course materials would cost a bit. Basically if your character concept is the tinkering pulp inventor that we'll work with that. No feats though of course for magical items you'd need Craft Magic Weapons and Armour and the gps.

2. A 1st level spell would be... (after some googling spell level X 50gp). I think we can safely assume that level 5+ spells are not readily available but may be found in some private collections.

3. 10th level caster would be very high. There are certainly some flamboyant stage magicians that use cantrips and low level spells to pimp their rides but nothing like what you described there.


Just thought of another question. Is there a diceroller that we'll be using? I'm wondering how to roll for my characters starting cash. Or should we just take a fixed number, like the average or maximum (since we're second level)?

Also, I'm contemplating a new idea for a contact, unless you liked one of the two possible ones that I mentioned in my background (feel free to use them separately, but I'm thinking each might be a little too much of a potential rival). This one would be an old elf that does some tinkering and that has become fairly wealthy inadvertently through long term investments in quartier marchand (not that he intended these as long term investments, just that as an elf he's working on a different time scale). He will own the house that Jan Hooft is staying in, and by connection Nicholas, and will be something of a slumlord, though through negligence rather than greed or spite. He is asking Nicholas to help him on various projects, I'm thinking the elf will be an inventor with a current obsession with diving devices, as payment in kind for helping to nurse him back to health after his shipwreck. This will explain where he'll get his training in craft weird science and some other fields, as well as give him a job. I'm imagining this elf as being the head of a clan, he's produced a lot of half-elf by blows over the years that manage his actual properties and fund his invention projects. He'll probably provide something like a bonus on craft or local knowledge checks, haven't worked him out completely. Mostly, he'll be a crazy old inventor type that lives in the slums despite being rather wealthy. He'll also have big dilapidated warehouses where he does his actual invention work, giving Nicholas access to someplace to do his crafting until he can afford his own facilities.


There is a dice roller on the site here. Look under how to format your text.

Like the elf inventor contact and tie in with Jan. Great! That and I like the wierd science thing too.

Dark Archive Contributor

Hey wik, just putting some finishing touches on my character- when you said normal wealth, do you want us to roll, take the average, take the maximum or something else? It's not a huge deal, I just need to know if I have 5d6x10 gp, 50 gp, 175 gp or 300 gp (you know, the little things...)

Also, did you really mean 1 social trait, or 1 trait? Fine either way, just want to make sure I'm doing it right.


Male Human Fighter 1/Warrior 1

Click on my name to learn more about me! Ok, I've got a statblock in there now, too. Let me know what you think.


Boxhead wrote:

Hey wik, just putting some finishing touches on my character- when you said normal wealth, do you want us to roll, take the average, take the maximum or something else? It's not a huge deal, I just need to know if I have 5d6x10 gp, 50 gp, 175 gp or 300 gp (you know, the little things...)

Also, did you really mean 1 social trait, or 1 trait? Fine either way, just want to make sure I'm doing it right.

Re traits, 1 social trait as in the category.

Re wealth feel free to roll for it or take the average...

Actually you know what everyone just take the max. You are essentially 2nd level and even if the family's in dire straits you're still better off than the average adventurer guy.

So for all folks give yourself the max starting wealth.


Yvon DuSuis looks good. Oh and for folks if you look at how his stat block is arranged let's try to use that for everyone. Easier to find stuff if its standardized.

So we just need our 2 other guys. Let me know when you can get that up and running and with luck we'll get started this coming week.

Dark Archive Contributor

Wyrd_Wik wrote:

Yvon DuSuis looks good. Oh and for folks if you look at how his stat block is arranged let's try to use that for everyone. Easier to find stuff if its standardized.

So we just need our 2 other guys. Let me know when you can get that up and running and with luck we'll get started this coming week.

Ok, cool. That's the monster template from round 3 of RPGs superstar, for those that are curious. I'll need to redo equipment, since I used the average, but otherwise I'm good to go.

I'll write up Remy DuMer as a contact later this weekend, but I'm sure you get the drift.


Male Human Warrior 1/ Wizard 1

Thought I'd just check for an update on when things will be getting started.


Male Human Fighter 1/Warrior 1

Profile updated with NPC contact stuff. Sorry it's kind of vague, feel free to make me do more work if you need.

Oh, and Ben- pick an avatar, it helps.


Yeah so I think we lost 2 players... Will put up a recruit. Dan still in? Let me know. Will try to get this underway by the end of the weekend?

Dark Archive Contributor

Wyrd_Wik wrote:

Yeah so I think we lost 2 players... Will put up a recruit. Dan still in? Let me know. Will try to get this underway by the end of the weekend?

Should work for me.


Male Human Warrior 1/ Wizard 1

Works for me too

Any details you'd like from us on our characters, or are we good to go?

Actually, I just remembered I'm not, I was going to buy a spell with my gp and haven't done that. That's just a minor detail though.


so new players recruited. aim to get underway officially by tues.


Male Human

Here's the semi complete alias for this campaign.

Do you have a preference for how the profile is arranged?


'Merciful' Arnaud wrote:

Here's the semi complete alias for this campaign.

Do you have a preference for how the profile is arranged?

Hi there yes if you can arrange the statblock much how paizo does. Check out Yvon DuSuis' profile for reference.

Have a good weekend.


Male Human Bard 1/Ranger 1/Expert 3

I'd like to take the Charming social trait, but was wondering whether you would allow the trait to also grant either diplomacy or bluff as always being a class skill? Neither of those skills are included among the witch's class skills, but I think they would go well with my lady of the night concept.


TwiceBorn wrote:
I'd like to take the Charming social trait, but was wondering whether you would allow the trait to also grant either diplomacy or bluff as always being a class skill? Neither of those skills are included among the witch's class skills, but I think they would go well with my lady of the night concept.

Sure I think that would be fine.


As most of hte characters are setup now and so as to get the ball rolling:

In the last few days (depending on your whereabouts) you received a sealed letter bearing the stamp of the DuSuis coat of arms and motto, audaces fortuna iuvat (fortune favours the bold).

Inside the letter you find a strange invitation. Decorated with hellish symbols and grinning imps is an invitation to the grand re-opening of the old gambling house, the Golden Goblin only a stone's throw from the old territory by the docks. The invitation declares the event to be called Cheat the Devil and proclaims, "win not only soul back but also take the devil's treasure! But beware, only the strong of heart need venture forth!"

Below the advertisement in a cramped but legible handwriting is another message;

"Come to the opening. I would like to discuss an important business opportunity."

-Kind Regards,

Helene duSuis

You recognize the handwriting to be genuine and you recall word reaching you recently of Helene's appointment to the Council of Brilliance heading Public Works. Somethings are afoot...


Male Human

looks good to me. I guess Arnaud's father and therefore Arnaud would be rather familiar with the Golden Goblin.

Are we starting tomorrow?


I'm hoping to start tomorrow. Dan, Apotheosis and TwiceBorn just put up a post on this thread when you have your char profiles ready.

Liberty's Edge

Male Historian/Curator

Ok...I am going to play a rogue, but one geared more towards cons and bluffs. Still working out the character, but I hope to have him/her up soon. Sorry for the delay, life always seems to get in the way of fun!!! LOL


Male Human Bard 1/Ranger 1/Expert 3

I'm with Daniel... I've been delayed by work (working weekends, weekdays, even some weekday evenings these days). I finished most of my PC on paper this evening (for some reason, I had a hard time wrapping my head around the way the class works... must be tired), but it's late and I don't have the energy to post/format it online tonight.

Tomorrow I'll be working late due to evening board meetings... I'll try to post the profile afterwards, but can't promise. I should be able to do it by Wednesday night, though.

I'm really, really sorry for the delay, everyone. But as you know Brendan (and Eric), once the game starts, I'm a consistent poster...

I suppose you could start the game, and my PC could make a somewhat later entrance into the scene? I could see her being fashionably late an event... :-)

Thanks for your patience.


Male Human Bard 1/Ranger 1/Expert 3

One more question... would you allow feats from 3PP? I'd like to take a feat called Seduction from http://paizo.com/products/btpy8gza?Advanced-Feats-The-Witchs-Brew.


Yep no problem guys. The unexpected happens as I'm here home sick and not able to get a hold of my family doctor...

So lets say Thurs? Give you that extra just in case. So if you can submit the characters online as soon as you can and we'll start Thurs (eve central time for me)


female 1/2 Elven Expert/Rogue 1/1

Ok...here is the crunch for my character...I hope she meets your approval...I will try to get a background done for her as soon as I can!! If there are any problems, just tell me and I will fix it up. She is a bit equipment lite, but can pick up items as she needs them.


Gisele Boisseviarre wrote:
Ok...here is the crunch for my character...I hope she meets your approval...I will try to get a background done for her as soon as I can!! If there are any problems, just tell me and I will fix it up. She is a bit equipment lite, but can pick up items as she needs them.

Looks good from what I see. Yep just need background and one low level contact you can call on in the city.


I've been out of town, however my schedule should now return to whatever small semblance of normalcy that I can manage ;)
I'll get Gaunt & Grim statted up tonight.


Male Human Magus 1; AC 11 T 10 F-f 11; HP 9/9; F +3 R +1 W +3; Init +1; Perception +0

Ok, most of Mr. Grim is statted up. All I need to do is finish his equipment and formula, which I will after I get back from work tomorrow.


Female Human Aristocrat 1 / Witch 1

Done. Let me know what you think, DM. Thanks for your patience.


Hey guys, after two days of sickness I'm pretty swamped up and catching up on marking. I will start the thread tomorrow (plus that'll give me a chance to look at all the characters and hopefully give each of you something character specific to start off)


Female Human Aristocrat 1 / Witch 1

DM:

Spoiler:

I actually would prefer to take this 3PP feat instead of Spell Focus (enchantment), if you would allow it (following text is from the source I cited in a previous thread):

Seduction

You are good at using your sexual charms. Prerequisites: Cha 13

Benefit: You gain +4 circumstance bonus to Bluff and Diplomacy checks with creatures who you are sexually compatible with. You also gain a +2 bonus to the DC of your charm spells.

Special: If you act with hostility toward or bluntly reject the advances of a creature you have used this feat with, their attitude toward you automatically declines by one step and you may not use seduction with them again until it has improved. Sexual compatibility is determined by apparent race and sex of the seducer with respect to the normal sexual preferences of the target.

Commentary—This feat requires a GM judgment
call and could pull a game in directions not everyone wants in their dungeon crawl. Its fairly large bonuses are counter balanced by the danger of scorning the affection of those you seduce, and the narrow range of those you can use it on. It’s a key element of many stories that is often missing in the rules. For more information on adding sex and romance to your game, see Kobold Quarterly magazine #13.
-------------

Let me know what you think!


Male Human Warrior 1/ Wizard 1

I should mention I made some slight alterations to my spellbook and gear list. Figured this would be ok up until the game starts. I'll also add in an appearance and background summary so that is easier to access than referencing this thread.

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