Homebrew AP: Mercenaries (Inactive)

Game Master Duboris

Chul'Galbrann, the sky city of heroes, is the home to many mercenaries and great men and women. Join our handful of heroes as they discover great mysteries, fell legends, and defeat unparallelled odds.

They might also do some plumbing.


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Discussion Thread is Officially open! Let's first start off with the posted stat block of "Zarthid's Linnorm" a variant of the Tarn Linnorm, and a unique beast native to only Chul'Galbrann. I should make note that all super-integral NPC's as well as defeated enemy types will go into the campaign description to be viewed somewhat like trophies. I can't tell you whether or not you'll ever fight this monstrosity, but what I can say is that when and if you did, you'd remember it for quite some time. This adventure path goes all the way to level 20, gentlemen.

Zarthid's Linnorm:

LINNORM, ZARTHID’S
This nightmarishly huge, snake-like dragon possesses a row of oversized, clunky teeth at its head and well over 30 eyes along it's length to boot. A row of tiny wings cover it's entire body and it is famously referred to as "The Great Sky Snake" and "Gatekeeper".
ZARTHID’S LINNORM CR 20
XP 307,200
CE Colossal dragon (Flying)
Init +14; Senses all-around vision, darkvision 120 ft., low-light vision, scent, true seeing; Perception +40
DEFENSE
AC 40, touch 12, flat-footed 30 (+10 Dex, +26 natural, –8 size)
hp 385 (22d12+242); regeneration 15 (cold iron)
Fort +24, Ref +25, Will +20
Defensive Abilities freedom of movement; DR 20/cold iron; Immune Sonic, curse effects, flanking mind-affecting effects, paralysis, poison, sleep; SR 31
OFFENSE
Speed 50 ft., fly 150 ft. (Good),
Melee 1 bite +30 (3d8+16+6d6/19–20 plus shattering bite), 2 claws +30 (2d6+16), tail +25 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks Deafening Roar, Shattering Bite constrict (tail, 3d6+24),
STATISTICS
Str 42, Dex 32, Con 34, Int 7, Wis 25, Cha 27
Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can't be tripped)
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes,Power Attack, Vital Strike
Skills Fly +35, Perception +40, Stealth +27, Swim +49; Racial Modifier +8 Perception +8 Stealth +8 Fly
Languages Aklo, Draconic, Sylvan, Common.
ECOLOGY
Environment Chul’Galbrann’s outskirts
Organization solitary
Treasure triple
SPECIAL ABILITIES
All-Around Vision (Ex) A Zarthid Linnorm’s multiple eyes give it a +8 Racial Bonus on perception checks and it cannot be flanked.
Deafening Roar (Su) Once every 1d6 rounds as a standard action, a Zarthid linnorm can expel a deafening roar, dealing 22d8 points of sonic damage to all creatures struck (Reflex DC 32 halves). This sound creates hideous reverberations when it makes contact with metal—on the round after a creature takes sonic damage from this attack, it must make a DC 32 Fortitude save or become permanently deafened from hideous noise. (this secondary effect is a vibration-based effect). As a full-round action, the linnorm may roar and claw twice at the same time (but not use its other weapons). Alternatively, as a full-round action, it can roar much louder and focus a 120 foot burst on itself that effects everything in its area as a 20th caster level shatter that effects magical items. In this case it cannot use its roar again for 2d4 rounds. The save DC is Constitution-based.
Deafness Curse (Su) When a creature slays a Zarthid linnorm, the slayer is affected by the curse of deafness. Curse of Deafness: save Fort DC 32; effect creature is permanently deafened. The save DC is constitution based. Vulnerability to sonic damage, despite deafness.
Freedom of Movement (Ex) A Zarthid linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled. It is also under a constant Fly spell, despite its lack of wings.
Shattering Bite (Su) Bite Reflex DC 29 effect 6d6 sonic damage. A player that successfully avoids a Zarthid Linnorm’s bite is subject to a small 15 foot cone of sonic damage as its teeth ferociously smash together. One random piece of equipment is subject to a DC 29 fortitude save or it gains the broken conditions. All broken items affected by this shatter into pieces dealing 5d6 slashing damage in a 10 foot burst.
True Seeing (Ex) A Zarthid linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.
Vulnerability to Silence A Silence spell negates the shattering bite, but the Linnorm and a caster must make opposed checks when the heightened deafening roar comes into play. The Linnorm’s check for this competition is made at a +18 but should the silence effect be dispelled as a result of this, only it is removed, and all items in it are safe at the cost of the dispelling effect.
Frightful Presence (Ex) Will DC 32 As part of Heighted Deafening Roar. Effect: Frightened 3d6 rounds.

Zarthid's Linnorm that patrols Chul’Galbrann carries the name of Vox. No one immediately knows the origins of its existence or why it protects the city of Chul’Galbrann as its founder, Zarthid Zagatayal, is long dead. “Zarthid’s Linnorm” is a massive Linorm in the same jurisdiction as that of a Tarn Linnorm with many similar abilities, but it focuses on the delivery of destructive sonic damage during combat, threatening equipment as easily as it does lives.
Zarthid’s Linnorm allows the passage of ships that contain passengers who own emblems of the city, and it can discern a fake without failure, and should it ever do so will destroy the owner of the emblem, the ship it’s on, and every passenger aboard it. Otherwise it allows them passage into the city without issue, often to the New Blood’s collective slack-jawed awe.
A Zarthid linnorm is 130 feet long and weighs 30,000 pounds.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Dotting.

Lol let's not fight that and say we did.


I require that most of you check in before we go any further. This Is gonna be something :)


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Check!


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Here.


So that's Jahl'ra, Rose, Deylarr, and Illenara, then? Hm. We'll keep discussion here for now, then. We'll be starting sometime tomorrow (Which will be the day you see this, actually, as it happens to be night time where I am)

Right now, when you guys get the chance, I need a rather particular post so I can jot a few things down. This is all to make sure that the players in particular, when played by me as a result of absence, do what they would normally do.

Here's what I need.

-In your profile bar, where it says your class and levels, I need the following: AC, Health, CMD, Saves, and Initiative.
-I need combat preferences. Somewhat like a "During Combat" section for an enemy in a adventure path. Feel free to include a "Before Combat."

I will never walk your character into a deathtrap that they know exists. So don't worry about that, but I'm not against a player investigating, say, a statue, that suddenly stabs them.

I also would request that your most important skills be included in that bar, and each of you should have a perception. If you're gunning for bonus points I'd also like it if you could tell me what you want out of this campaign. Thank you.

Also let's talk about that Zarthid Linnorm! It's not in any book and is hand-tailored by yours truly, much like a number of the enemies, though the variant changes are somewhat minor when you see the process...


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Before Combat
Draw weapon and gain altitude if possible.

During Combat
Fly around (if possible), attacking targets in the following order of priority:
-That are singling out our squishy casters.
-That seem particularly dangerous.
-That are hard to reach for others, ie an archer on a cliff.
Against a tough foe Aviz would try tripping them, using AoO's to keep them down or hit them. If they seem very hard to trip (like a four legged monster with 40 strength) then he will simply hit them as hard as he can.

If he is unable to take to the air, he'll stand in front of the largest group of enemies and wait for them to charge, using his various AoO's and his fauchard to punish them if they charge.

Combat Related Skills
Aviz can use fly instead of acrobatics to move through threatened squares to avoid AoO's when airborne. He also has decent perception and stealth checks.


I'd like to also make it a point that if you've not posted by the end of Teusday I will find another person to fill your seat.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Before Combat
Draw weapon and close on mobs.

During Combat
Use Rage and twf, harry around the edge of the enemies, keeping them pressed close. Pick off stragglers. Alwasy make use of Full round attack if possible.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

Before Combat: If I feel like there's a good shot of a fight happening within the next hour, pop a use of my wand of mage armor. If I can get invisible right before the fight, then Hell yes.

During Combat: My first priority is control of the battlefield. If I can get a well-placed grease, web, stinking cloud, or similar spell right off the bat in the middle of a horde of enemies, then that's the plan. Priority number two bounces back and forth between buffs and debuffs. If it looks like I can easily slow or color spray a number of enemies to good effect, then those spells come next. If the enemies are fewer or look like they would be harder to debuff, then I would focus on throwing haste at as many party members as possible. Once the majorest of buffs and debuffs are dealt with, I might throw a few spells like enlarge person from my wand around. Use summon spells as appropriate.

Important: If I have no better spells to cast and need to conserve my spell slots, then I would rather throw a basic 0 level spell like Daze or Resistance around than smack an enemy. Failing a cast would be about as effective as hitting for 1d6-1, and a successful daze on a grunt could be awesome.

Useful Skills: Perception +18 and Spellcraft +13.

I just want to play dnd for once. XD I always DM, so I never get to play ever.


I'll have every single one of you know I had to do so much math for adding on the sixth person. It's 4500 gold for every character to gain before this part is over. That's 27000 gold worth of stuff I had to place. (Though by actuality it's 32146 gold because I was generous and expect you to sell useless things)


I should make it a point to inform the lot of you of a select few things that may or may not be a bit important! As you must know by now, this is a adventure path beta. That means a hefty number of things. First off, that means that everything is already set in stone, and only lightly rail-roaded for your riding pleasure. That said, I want to also point out quite a number of things I may not have mentioned before, or have but it went unnoticed.

- This book has a plethora of variant enemies that have been reconstructed somewhat roughly. The Zarthid's Linnorm for example was built from a Tarn Linnorm of almost equal Cr, but has a higher dexterity granting it a better armor class. Instead of having the 2 head effect, however, it has a heightened sonic damage attack. While you won't fight it for what's likely an entire year or 2, the Zarthid Linnorm Is fought later, and all creatures you can't find on D20PFSRD will be listed here as a result in the campaign info tab.

- Though Gencon hasn't managed to happen yet, many NPCs in this book, as well as many enemies make use of the currently playtested classes such as Slayer and Brawler. Slayer in particular is a popular choice throughout the books as powerful enemy NPC's make use of the quaint class, but there are many more that aren't them. It is only an example.

- Once a combat is over, Illenara's Perception will be used to take 20, and it will be assumed she has a +4 or so on it on top of her preposterous score to search the remains of an area if you so wish. Doing so may cause her to run into serious trouble if people aren't aiding her as my dungeons are never completely cleared on their first run through, atleast, not in the first book... That said, she will do this just so the lot of you can find everything that she's capable of finding. I assure you, she'll never miss a thing with that kind of perception check.

- The first book is in the middle of revision, and I am very low on maps, however, I can easily scan in gridmaps made in something silly and normal, like paint, but these will quite literally be primarily for combat and not visuals. That part of the book will take the most time, though I do have sketches of certain NPC's done in my own personal style.

- If players take too long to post far too often, I will likely give them the axe, so please, I beg of you, be wary. People are very eager to take your place, of that I can assure you.

- Starting Wednesday (?) I begin work for the summer at a flattering 11$ an hour for 8 hours a day starting at 8 every morning. While I'm glad to be making money that means I won't be able to post until evening, but you can be damn sure I'll be posting at that time every day unless something comes up. When I get into a posting groove I do so generously, as we've seen with the past day when we may as all well have been in a facebook conversation.

- My Steam name is Duboris and my Skype name is xxDuborisxx for those that wish to contact me at any point.

- I welcome a plethora of questions and tips, and am more than open to suggestions, so please, do not be silent and talk me up. It' makes the game much more interesting.

- If at all possible, unless it's a minor one-liner that's a part of a major gameplay post, speak out-of-character in Discussion. I beg of you.

- The first part (The Brass city of Chul'Galbrann), the second (Goblins on Ostenso Pass) and the third part (Fort Gibraltar) will get you to level 6 alone. By the end of the first book you will be bloodied, near dead, and level 7. In a 5 man group this would've been fun and naturally difficult. I have adjusted all combats to cope for the 6th character by giving certain creatures more class levels, or adding more enemies. I do not know the results of these changes as I have not had the chance to playtest them against myself with a party of 5.

- Should the lot of you wish, I will post the "Iconic" characters of this campaign that I ran the tests with. It is a Human Fighter (Who actually happens to be Arcturus), a Rogue Dwarf, a Half-Orc Ranger, a Human Conjuration Wizard (Looking at you, Illenara.) and a Aasimar Cleric of Abadar.

Thoughts? Opinions?


After carefully perusing all of your character backgrounds, I've just come to terms with the fact that none of you have trapfinding. To which I promptly reply with;

Hue


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Ready and understood. A few brief things that I'm thinking.

-What is too long to post? Will there be leniency given if we inform you ahead of time that we will be busy for a certain amount of time?

-In my experience, adjusting for a larger party is usually easiest by adding more enemies instead of buffing the ones there. As RAW states you can have a level 20 fighter be the same CR as a massive party of level 5 characters, but even still the fighter would just happily cleave through them all. I understand the difficulty of it, it's rather hard to balance well.

-Trapfinding is very nice but not actually essential for most traps. It gives a bonus, but where is it important is giving the ability to disable magical traps. Other than that, any character with a good perception and disable device score can take care of most mundane traps. We have a number of pretty high perceptions floating around and our catfolk bard has disable device trained (albeit with only a decent check). If traps should become a problem we'll invest in some magical gear to boost his DD check. If magical traps become a problem we'll invest in some scrolls of dispel magic.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

Similar to the above question, how long is too long to post in like a combat or roleplay scenario? Beowulf will probably text or barge into my house if stuff starts going on, but how much leniency is there if we just reach a combat or my turn comes around and I have to go out for a little bit or something?


Forewarned lateness gives you about a week of not having to post, but I'd rather that not happen often. Unwarned lateness is around 3 or 4 days, though I'll typically DMPC you or move on ahead if you don't post. It's not too pressured, but I like multiple posts a day for obvious reasons.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Oh ok, that's more than enough time for me. Thanks Duboris.


I should also make it a point to mention that, unlike most DMs, I am a feverish poster on the weekends, and actually want to post More on them than during the weekdays. This is mostly because I'm more free, I'm sure you understand. I don't expect the same from you, but it would be great to fast forward at those times.

That said, I believe this ship needs to land...


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I am also generally more available on weekends (I go to nerd college).


I've just updated the Campaign Info with every important NPC mentioned so far save for the Archivist. If you feel you've missed anything, it's all there in the campaign info tab. It'll detail the quest you're about to go on as well.

Also we're going to wait a bit on Deylarr to post in response to Dauglin before this thing finally goes on through.

Part of me kind of wishes the rest of you would post avidly O; but one a day is plenty.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

For me the weekend I can post non stop, because I work security and on the weekend the building is closed so its just 8 hours of sitting at a computer with no interuptions.

I also will post avidly, but only if there is something to post about/to.

Also just to forewarn people, Tuesdays and Wednesdays are my days off, so effectivly my weekend, and that is when I slow my posting or don't post. If its an issue I will at least try to keep up with this particular campaign on those days, as this is my most interesting character by far.


Rova would you consider your fear of snakes enough to impose -2 penalties on all things as a fear-based effect? Because if so, I'm going to do that at one point.

Because there Is a snake in this game... a nice, 12 headed one that spits stinking cloud... called a hydra.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Kill it. Kill it with fire.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

12 heads = 12 snakes = -24 penalty, please don't kill me when this happens guys.


I don't feel like Rova is the reading type.


Female Elf Conjurer Wizard 5 | AC: 14/14/10 | HP: 36/36 | CMD: 15 | F:+2 R:+5 W:+5 | Init: +15

I'm free most of the time, especially since I'm an unemployed college graduate, but I'm also job-hunting and an avid video game player and have a girlfriend. So yeah, I may not be able to keep up with all of you sometimes. XD


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Illenara pretty much just described my life.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Hey! He could learn to be the reading type.


The instant Deylarr replies to Dauglin, we're moving forward.


Seeing as how we're still waiting on Deylarr, and I'm posting up messages in the wee hours of the night again, I figured I'd show you guys my character I just rolled up for Wrath of the Righteous underneath a DM. It's the first AP I've joined in a while and I know almost nothing about it, save for Mythic being a thing I know next to nothing about.

For those of you that might have played it, what do you think of this character setup? I'm not you're typical picker when it comes to clerics, I'll go ahead and say that right now. LG deities somewhat bore me.

Maxwell Lionheart:

Maxwell Lionheart
Male Human Warpriest of Groetus 1
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +3 (1d3+3) and
. . heavy flail +5 (1d10+4/19-20) and
. . unarmed strike +3 (1d3+3 nonlethal)
Warpriest Spells Prepared (CL 1st; concentration +4):
1st—divine favor, magic weapon
0 (at will)—light, resistance, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Toughness, Weapon Focus (heavy flail)
Traits exposed to awfulness, indomitable faith
Skills Climb +3, Heal +7, Perception +4, Sense Motive +7
Languages Common
SQ aura, blessings, enshrouding darkness, madness supremacy, Sacred Weapon, blessings (darkness blessing, madness blessing)
Combat Gear potion of cure light wounds, potion of mage armor; Other Gear scale mail, heavy flail, fighter's kit, wooden holy symbol (Groetus)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessings (3/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Enshrouding Darkness (Su) Touched ally gains concealment for 1 min, unless foe can see in Su darkness.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Madness Supremacy (Su) As a swift action, foe in 30 ft replaces some conditions with confuse for 1 rd ("attack self" or "attack nearest creature" only).
Potion of cure light wounds Add this item to create a potion of a chosen spell.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.

History:

If there were ever a man down on his luck throughout every stage of his life, Maxwell is most certainly that man.

At the age of 12, he lost his father and mother to the fourth crusades, as both were deeply seated in the faith of Iomedae. That aside, they ended their lives unjustly at the tip of a goat-demon's blade, according to the wounded paladin that had come to deliver said news. At the time, Maxwell couldn't hear anything else the man had said. Looking back, the muffled, silent words and the flapping of gums muted by the sound of static despair were likely something to do with fighting through it, or that they died for a just cause. The world wound wasn't just, he thought to himself. It was a slaughter for the good and foolish.

Losing his parents forced him to grow up fast, and he ended up shunning the worshipers of the more good-aligned deities. All-the-same, he didn't hate them for what they stood for, he merely hated that for their cause, his parents had lost their lives. Senseless death was stupid death, and when the abyss can repopulate itself on the very souls that it reaps, the idea of fighting seems all the more senseless.

Truly, at such a young age Maxwell as gripped with a deep, dreadful sense of despair. He saw the world in gray and white, and found that he had lost hope. That same day, and not 4 months after his parents deaths, a powerful demon nearly broke the barrier to Kenabres, piercing his shoulder in the process with it's foul weapon. The sickness that it carried nearly claimed him. As he leaned against the hay cart he had been filling so recently, with his eyes closing slowly, he was happy for only a moment believing that death would allow him to meet his family.

But death did not come. Nor would it ever.

In his coma he saw the boneyard, the hundreds upon thousands of souls spiraling into it with a frenzy unlike anything he'd ever seen. Tormented souls, souls that wanted to do more, souls that were angry that they'd been put to rest. Vengeful spirits, every last one of them. People that died didn't want to enjoy their deaths, they wanted out. Death was a prison, not a release, he thought to himself. The world went black, and in the calamitous stars of the void that he found himself in, he saw, laying on a gray bit of sand along a strange island in the darkness and madness, a symbol.

The symbol was that of the religion that belonged to Iomedae. Beneath the sand next to it, Gorum. He sifted through the sand as it turned to dirt, and the dirt as it turned to mud, and the mud as it turned to stone, unearthing these symbols, and casting the dirt away. It felt as if it had taken weeks, but finally, at the bottom of it, he found a material he couldn't remove. His fingers were filthy with mud, and fingernails had abandoned him to let loose the flow of blood from his hands, aching in pain, yet still he persevered.

With a surge, the strange orb in the dark sky of loneliness, madness and silent solitude cast him off of it, along with the stone, mud, dirt, and sand. As he fell away, not the floor but to the dark tendrils of the abyss, he saw it turn to face him. A moon, bedecked in a skull's grimmace that cried black tears that filled this place. This damned place, did it fill to the brim, and this damned place he had been for so long. The desire to die had left him, but so had the desire to live, and in that symbol, he heard, in the darkness, the name, "Groetus"

He awoke from a coma, his left eye had been removed and replaced with bandages of strange make. Again, he looked about as the alchemists, the clerics, all of whom had kept watch on him scuttled about. One noticed him and left him be, only to return with a queer look in his eye. He saw his mouth move, but no words came, yet again. He had been deafened to good intention, and he had come to the conclusion that this whole thing, this town, these walls, the crusades.

All of it was meangingless.

Skip forward 24 more years, at the ripe age of 31. He had found love not long ago, in his den of hopelessness. A woman named Calistria, who saw the good in everything, even him, who was always eager to point out flaws in anything, especially himself. He had taken up the vestments of Groetus, the God of Misery and Madness, praying that the power that was take interest in him every day since he recovered from his Coma.

Little did he know that Groetus, whom never takes interest in his worshipers, should never gaze upon the lives of those he has influenced more than once...

Somehow a demon had made it through the walls, whether beneath the city, with immunity to it, whatever, it had made it. His house burned to the ground, his dead childs reduced to ashes that he could only watch burn as his son screamed in agony, claimed by the unholy fire. The man watched his son's soul erode at the edge of the abyss, claimed, to create another soldier for the world wound. His wife faired no better, impaled by the same ilk of fiend that claimed his father and mother, a schir. The woman lay impaled, and he, beneath the ruins of his own home, his hand impaled by a beam of wood and his hip, too.

Upon the glaive did that demon take away his wife, back to the wound to defile her corpse or worse, but in that moment, even as the guards arrived, he heard silence. The fires didn't burn, and the wound didn't hurt. All he felt was anguish as he removed the woodbeam from his stomach and hand, standing up and walking toward it, badly burned all over his left side. The guards, they motioned for him. He could feel them yelling as he walked slowly in the direction the fiend had went, and had one of them not tackled him to the ground and knocked him unconscious he would have followed them to the very pits of the abyss.

He awoke again, this time silent. With tears in his eyes he prayed to the god of misery, not for power, but to not look at him ever again and only grant him the power he'd need to die, as his wife and child, mother, and father had.

And so he did, but not before planting the seeds of madness... And so, Maxwell peered into the abyss of his life, and future.

And it peered back.

Personality:

Maxwell is a depressed individual who sees no point whatsoever, short of dying with dignity and killing demons, in the crusades. To him, they are a waste of time and effort, and if he didn't have a vendetta against the fiends that pushed him to near-insanity, he would have washed his hands of the place.

He is quick to point out flaws in others, himself, plans. If it has even a slight chance of failure, he makes sure that everyone knows it. Despite this, he is still reliable, but rarely takes into consideration his own well-being. Not bound by the religious doctrine of a paladin, Maxwell takes no joy in killing demons, fiends, or undead, rather they do nothing more than stir dark thoughts in him.

To say that Maxwell has righteous fury is an understatement. It is not righteous in the least, and is nothing more than pure hatred for the fact that the demons took everything from him. His eye, his child, his wife, and his parents, and even a few of his friends, and now, even his money.

Maxwell joins the fifth crusade with just the mere hope that he dies killing what he hates the most, and doesn't fear death as it is no worse than actually being alive.

Intention:

While it isn't his in-character intention, Maxwell can still become good. His hatred could turn into righteous fury, but he will never turn his face away from Groteus, his deity, despite the things the god had done to him. He could be redeemed, becoming Chaotic good in a way to where he believes that no one should experience the misery that he has, and avidly preventing anyone from doing so.

At the beginning, however, he typically finds relief in the fact that others can feel pain as deep as he has, but at the same time doesn't believe anyone in the entire city is as deep in the darkness as he is, though he does welcome them to join him.

Description:

Maxwell is officially out of gold, and happens to be flat broke as he prepares to join the fifth crusade. He spent all of his savings from his lifetime, a measily 100 gold on 2 potions. 1 of cure light wounds, and 1 of mage armor, and he's honestly even sure they actually work.

He stands at a modest 5'6 with someone thin, yet wholesome brown hair that's matted from lack of washing. He wears a somewhat dirty blue and yellow vestment over his scale armor, but he makes it a point to wear his metal greaves and rusted gauntlets as he holds his Heavy flail off to his hip which has 3 smaller metal balls on it, rather than 1 large one.

Seeming to always have a look of disdain, the man rarely smiles, and when he does, it's usually after someone's been mocked, or if he himself just wants to display his level of apathy towards a situation.


I'm going to be moving us forward in roughly 3 hours.


In passing, I will roll all of your saves, perception checks, and initiatives. I don't expect anyone to outright cheat, but at the same time it's comforting. Pretty much every other roll is yours, however, but I must say that Concentration checks, Attack rolls, Checks for spell penetration are to be made in that order, if they're made. Everything else takes a backseat.

Deylarr got vomited on by the same guy that just gave him a potion... how quaint.

Also Rova, f&*$, your con score is ridiculous.


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

I like the DM taking a fair bit of rolls, it helps to speed up the game.

Whenever I make rolls I keep them as chronological as possible. If I'm in a spellcasting fight I'll roll spellcraft to identify their spell first, then a concentration check, then an attack roll, then spell penetration, etc.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

"RAWR!" Rova the strong is never nauseous!


Chul'Galbrann is split into 4 sectors. North, East, West and South. Every sector has a Commander, Angels, Knights, and Militia. The only rank higher than commander is Seraph, and that belongs to the Archgeneral. They're the Authority, and they're very good at their jobs. Anyone who plans on making trouble should take the time to understand that their equipment is rather effective for pursuing targets.

I like to think Aviz will enjoy them, but at the same time, not. Only Angels and higher fly. I won't reveal too much, however. Not before some of you make checks and spend atleast a few days here to get your Knowledge: Local out of the negatives~

Welcome to Chul'Galbrann!

Also, it may be a bit prude of me, but I wouldn't mind if some of you posted just a wee bit more often if you could spare the time. I wanna get us to Ostenso Asap, minus the roleplaying within the Guildhouse :D


Male Strix Fighter 1 | HP 13/13 | AC 17 | T 13 | FF 14 | CMD 17 (+2 vs trip/disarm/dirty trick/reposition/steal) | Fort +4 | Ref +4 | Will +1 | Init +4 | Perc +7

Little busy today. I should get a post up in 2-3 hours.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

HOLY CRAP THERE'S A DISCUSSION THREAD. I have A LOT of catching up to do. My apologizes. I was sitting here going 'Do we not have a discussion thread? I should PM Duboris and' *click* 'suggest that he OHMYGODTHERESALREADYONEWHATHAVEIMISSED.'

OKAY

Before Combat:
Draw scythe, get pissed.

During Combat:
Power attack is always active. If I'm in danger of fighting something challenging for me (whether it be multiple weaker things or one stronger thing), I fight defensively which tacks on 4/- DR onto my 1/- for a -2 to attack. Assume this most of the time. If I'm just going to slaughter something small and weak, I probably won't bother.

So, as a general rule, -4 to attack, 5/- DR total, +6 damage.


You know, I was actually wondering about that the entire time. You were the only one that never checked in XD but you posted frequently so I figured it might be the case and didn't really require it since you posted daily. That would've worked for anyone.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

Yeah, I laughed pretty hard about it.

Also, I might punch and kick things for the lulz sometimes. It results in more damage overall, but I'll generally not view the attack penalties as worth it often. (+8 vs +7/+7 when I'm just trying to put out enough to draw attention to myself so that my DR can work its magic).

This is all analytic speak though. Man, I can't believe I went, what, almost a week without realizing this was here? Wooow.


It took a Witch in my LoF 3 weeks to realize I was an LE Antipaladin. I'm almost certain that's why she quit, too... That said, Jahl'ra is the only one that hasn't posted so I'll put another foot forward in the campaign and widen out Claudia's HIDEOUS AMOUNT OF DISAPPROVAL for a few things that've just been said.

Do not base your opinion of all knights in Chul'Galbrann off of Claudia, by the way. You'll hate the whole city.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

Heh, people like her may not care for people like Rose. She's kinda really chaotic. It's the whole 'parents were too strict so I went crazy when I finally left' kinda deal.

Aaaaaas I'm sure you can tell.


Oh god, Rova.


M Catfolk Bard / 5 AC 17 / 13 /14 HP 37 F +2 / R +7 / W +3 Init. +3, Perc +5, Diplo./Sense Mot. +22
Rose Fury wrote:

HOLY CRAP THERE'S A DISCUSSION THREAD. I have A LOT of catching up to do. My apologizes. I was sitting here going 'Do we not have a discussion thread? I should PM Duboris and' *click* 'suggest that he OHMYGODTHERESALREADYONEWHATHAVEIMISSED.'

+1. I was wondering why there were no new posts in the discussion thread. I guess posting in recruitment/gameplay doesn't give you updates for this.

Apologies.

At any rate, as requested:

Before Combat:
If with a party, likely inspiring confidence. If not, likely seeing combat not happen (retreating / invisibility.

During Combat:
If with a party, keeping the performance going #1. After that, using a shortbow if there are non-melee fighters. Otherwise, using his whip to nil effect (if enchantment immune) or enchantment magic (if not).

If alone and unable to retreat, likely performance + rapier.

Important Skills

Knowledge (all) at +11, Perform(Oratory) (which is Sense Motive and Diploamcy) at +22.

The knowledge comes from the catfolk favored bonus to bardic knowledge, making it +1/level, 1 rank in each, and them being class skills with my INT bonus.

The perform comes from maximum ranks, CHA bonus, class skill, skill focus feat, prodigy feat, and his bracers.


Non-Raging:
AC 15/14/14 | HP 56/56 DR 1/- | F +10, R +5, W +6 |
Raging:
AC 13/12/12 | HP 71/71 DR 1/- | F +13/+16 R +5/+8 W +8/+11
Init +2 | Perception +12 | CMD 23

+22 is brutal. That's going to be super handy.

I forgot to mention my important skills. I am not a skilled person.

+12 Perception. I'm good at avoiding ambushes I guess. +8 to intimidate. While we're at it, +9 to craft (weapons), and +7 to acrobatics. That's all my ranks.

It always saddens me that you can't use stats other than charisma to intimidate without a trait or a feat or something. If I'm looking at an orc with 6 charisma and 20 strength, I'm still afraid of the orc. If anything the low charisma helps convince me the orc doesn't care about me. XD

Sorry, that's my rant.


That is a truly ridiculous sense motive score, let alone Diplomacy... I mean I think Diplomacy is my favorite skill, but dam.

That said, I can do 1 more post before tomorrow evening...


M Catfolk Bard / 5 AC 17 / 13 /14 HP 37 F +2 / R +7 / W +3 Init. +3, Perc +5, Diplo./Sense Mot. +22

I have parent-teacher conferences tonight, so I may not be able to post until late. Assume I don't jump off the ship to my doom.


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)
Duboris wrote:
Oh god, Rova.

What?!?


I'll be moving us ahead to the lodge in 2 hours. Roleplay amongst yourselves if you get the chance prior. I would do it now, but I'm in desperate need of a nap.


That was a dam good nap X_X


Vitals:
AC 18, touch 13, flat-footed 15 hp 48/48 CMB +7; CMD 22 DR 1 Intimidate +6, Perception +6, Survival +9
Offense:
Melee +1 falcata +4 (1d8+9/19-20/×3) and +1 falcata +4 (1d8+5/19-20/×3)

Everyone doing well today I hope.

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