Seers of the Drowned City by Wicked (Inactive)

Game Master Something Wicked

Blow ye winds westerly, blow ye winds, blow, Jolly sou'wester, boys, steady she goes!

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Bursts as a wave that from the clouds impends, And swell'd with tempests on the ship descends; White are the decks with foam; the winds aloud Howl o'er the masts, and sing through every shroud: Pale, trembling, tir'd, the sailors freeze with fears; And instant death on every wave appears. -The Iliad

With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city's ruins?

Welcome players! Discuss your characters here. The game will begin in due time.


#sortoffirst :D

I'll noodle over a character idea today. Like I said before, I'm thinking something water-magic-y, possibly a hydrokineticist, a druid, or an aquatic sorcerer. (And also like I said before, I'm very flexible. If someone else wants to go that route, go right ahead - I'm pretty good at building to whatever the party needs.)


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Those all sound very appropriate! The module includes a lot of water-based combat, including underwater locations. That doesn't mean everyone must be able to breathe underwater, as there are some resources built into the story for you, but you may want to reconsider that suit of full plate if it's going to get in the way of your swim checks!

Severe weather will also be a frequent environmental factor.


Duly noted! With a high proportion of underwater locations, would an underwater animal companion prove useful enough to consider if I go the druid route, or would it be safer to just go with a domain?

Also, what are the build considerations (point-buy, allowed races, etc.)? I know the technical stuff isn't really the first concern, but stats/build options can inform how I roleplay/write up a character, so I like to have at least a rudimentary build available to work off of.


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  • No Third Party Materials.
  • Races: I prefer only core races, though I will consider other races with a strong justification.
  • Classes: Summoners must select the Unchained version.
  • Build Rules: 20 point buy. Your lowest stat, after racial modifiers, cannot be below 8.
  • HP: Max at first level, ½ + 1 thereafter.
  • Starting Wealth: 16,000gp. We start at level 6.
  • Alignments: Any non-evil.
  • Feats: No Leadership
  • Traits: Two
  • Hero Points: In use. Here's a link to Hero Point rules and uses.
  • Unchained Rules: Background Skills, Variant Multi-classing allowed
  • Healing: All out-of-combat healing heals for its maximum value.

This is also in my profile.

I think you would definitely get your money's worth with an aquatic companion, if the idea appeals to you! But not every combat occurs in water, so be aware that you may not have your companion beside you all the time.


I will have you know I make an adorable goblin but I can stick to the core races. I was kind of hoping to get to try out a sorcerer or alchemist. I am really torn between the two.

Also I have not used Hero Points since my first pathfinder game. I died so many times in RotRL, so much death.


Male Aasimar (Agathion-Blooded) Cleric of Ylimancha 6 | AC 17 | HP 39/39 | Fort +6, Ref +5, Will +9 | CMB +3, CMD 16 | Init +3 | Perception +12

Hello, Jetta here! This is Shearwater. He was originally created for another sea-themed adventure, but I've overhauled him to fit into the Sodden Lands. Tell me what you think...

I think that the only thing that currently doesn't fit your parameters are his traits. Are drawbacks allowed for an extra trait?

Edit: Oh, and his race isn't core either. Oops...


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To date, the only PC I have killed GMing has been in RotR.

RotRL minor spoilers:
In Thistletop, Orin crit our druid with his bastard sword. Not pretty!

Shearwater's story is very nice, his build quite suited for the campaign. It's good that you've set him up as an adventurer with a reason for wanting to help Hyrantum. I'll provide some more guidance on how we'll come together in another post. But are his stats correct? With a 20-point buy, I'm not getting those numbers to add up, even with your +2 in Con and Wisdom from Agathion. Maybe i'm missing something. Once that's cleared up I'll look closer.

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Hello everyone! Mairen's player here.

I'm thinking about playing a human ranger, a smuggler who's gone to ground at Hyrantam and is lying low while trying to figure out his next move. Perhaps he was forced to flee into the Eye to escape the authorities, where he lost his ship and only escaped by rowing his jolly boat into Hyrantam. He's been drinking grog and trying to figure out how to recover from this complete loss when the game starts... or something along those lines.


First time my character died - RotRL:
Our Rise game ended when we poked Mokmurian in his study, then got caught with our pants down in the teleportation-blocked library with about fifteen giants. And I liked that paladin. :(

First time I killed a character as GM - Hell's Rebels:
Spoiler alert - when Nox crits, she hits hard. After she one-shot by far the sturdiest character in the group, I didn't begrudge the wizard pulling out a charm person and invalidating the fight. It was fair.

I've got Kwesi forming in my mind, a Mwangi priestess in Hyrantam's very loose religious structure. Born and raised in the floating city, she's gained some notoriety due to her uncanny ability in and around water. Most days, she can be found diving for shellfish along the coastline, arriving back to town in a small flat-bottomed rowboat heaped with oysters and mussels, not an oar in sight. Word around town is that she earned the prominent scars on her back and left arm in an underwater fight when she was hardly a teenager; the general consensus is that she's never been the same since she came back from it. But though whatever she experienced has left her sullen and tempestuous, it hasn't slowed her down in the water one bit - indeed, she is lauded as one of the more valuable assets in aiding the town's Gozren elders with their fight to keep Hyrantam alive, though they're circumspect on the details.

Which brings me to a question: would you be all right with a were-shark skinwalker? It fits right along with the tendency of Hyrantam to draw attacks from sea-going monsters - and I like the idea of a newly-infected lycanthrope turning to the local "church" of Gozreh for help with controlling the change, and committing to its service out of gratitude. But if you'd rather a core race, human should work just fine, too, and the effects of the attack can be reflavored class abilities. She'll be built one of two ways, depending on what we need more of - a hydrokineticist for ranged attacks (with some Dex-based melee switch hitting in a pinch) or a druid for melee striking (oddly enough, probably a shark shaman, aquatic domain). Either way, she's a damage-y type, not focusing much on casting.

Also, someone please come knock me over the head with a two-by-four so I can go to sleep. I have to get up for work in four and a half hours. :)


Wicked would you prefer we be from there, recent arrivals, new arrivals, or does it not matter? Is this a weird place to retire in?

electricjokecascade are you going ranged or melee?

And I have never killed a player. But I still have time. In RotRL I died three times. A magus, not the idea class to learn the syetem on, a fighter, and I think the last one was a ranger. I ended on a witch since melee was bad for me.


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First, underwater combat. If you haven't already, please take a few minutes to look over the aquatic terrain rules from the CRB. A few important takeaways from this:

1. The DC to swim in ocean water is normally 10, but rough or stormy weather increase this to 15 or 20.

2. Without a means to breathe underwater, drowning is a real possibility. Casting spells without water breathing requires a concentration check. As mentioned, there are some resources built into the module for this purpose, so non-magical classes can do well.

3. Vision underwater can be limited if the water is murky or moving. Waterproof sight aids like sunrods may be needed. You might consider purchasing a diver's kit or similar items.

4. It's hard to find cover or concealment except along the sea floor. Invisible creatures still leave an outline in the water and cannot gain total concealment (50%), only standard concealment (20%).

5. freedom of movement effects remove almost all impediments to underwater movement and combat (but not vision)!

6. Ranged attacks are severely limited underwater! Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. But, a hydrokineticist does NOT suffer this penalty from their water blasts! Water blasts should work as written underwater.

7. Melee attacks are also limited, but to a lesser degree. Typically, you're looking at -2 attack and half damage. Piercing weapons tend to perform better than slashing or bludgeoning.

8. Nonmagical fire won't work underwater. Spells with the fire descriptor require a CL check. Even supernatural fire doesn't work unless the effect specifically states.

Second, severe weather.

Seers of the Drowned City wrote:


At the edge of the Eye of Abendego, storms are a fact of life. On a typical day in Hyrantam, breaks in the storm are rare, but lately the rains and wind have become unrelenting. The area is constantly assailed by a thunderstorm with rain and severe winds. Outdoors, the rain and wind penalize all Perception checks and ranged weapon attacks by -4, extinguish unprotected flames automatically, and have a 50% chance per round of extinguishing protected flames. Bolts of lightning frequently strike exposed objects, and sometimes even living creatures.

@Rennai: Kwesi sounds like a valuable addition. With the RAI adjustment for underwater kinesis, she may prove indepensible! Of course, a swimming shark pet would be just as valuable in that regard. I'll leave that choice to you. Being a native to Hyrantam will mean you are privy to additional information about what is happening. I may even rely on your PC to bring the others into the mix. As to skinwalker, I'm okay with this. Like Shearwater, you give us a good story behind it.

@DeathsAdorableApprentice: Hyrantam is not the type of place anyone sane would like to retire to. Life is hard here, and no regular trade routes exist. It does make a difference to the story if you're from Hyrantam, but I don't have a preference! It will simply mean you have more information at the beginning than other players, and it will impact how the group comes together. Being a small enclave, any PCs native to the city should know each other very well.

@electricjokecascade: a ranger could be great, and I like the story very much! You'd blend in well with the locals. But be wary of a traditional ranged build, as you'll be penalized both underwater and in the storm!


Male Aasimar (Agathion-Blooded) Cleric of Ylimancha 6 | AC 17 | HP 39/39 | Fort +6, Ref +5, Will +9 | CMB +3, CMD 16 | Init +3 | Perception +12
GM Wicked wrote:
But are his stats correct? With a 20-point buy, I'm not getting those numbers to add up, even with your +2 in Con and Wisdom from Agathion. Maybe i'm missing something. Once that's cleared up I'll look closer.

An agathion-blooded aasimar gets +2 to Constitution and Charisma, not Constitution and Wisdom. That might be messing with your calculations. As far as I can tell, the numbers should be correct.

Rennaivx wrote:
a were-shark skinwalker

Yes! I play one of these guys in my IRL Skulls & Shackles game (a multiclass aquatic druid/sea reaver barbarian). They're a blast. :)


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@Shearwater hmm okay, I guess that was my problem! An additional trait for a drawback is fine. My only concern is your focus on archery. Note the penalties for ranged attacks above. Do you have a way to avoid them?


Male Aasimar (Agathion-Blooded) Cleric of Ylimancha 6 | AC 17 | HP 39/39 | Fort +6, Ref +5, Will +9 | CMB +3, CMD 16 | Init +3 | Perception +12
GM Wicked wrote:
@Skinshear

I see you've been either playing or running CotCT recently... ;)

GM Wicked wrote:
My only concern is your focus on archery. Note the penalties for ranged attacks above. Do you have a way to avoid them?

Not really, until I get access to freedom of movement. Shearwater is not supposed to be a primary attacker, though. He can always go back to his spells when he can't reliably shoot his bow. I assume we'll still have some above water combat, right? I'm happy as long as the bow isn't completely useless.

I suppose I could switch to a Vindictive Harpoon instead, or try to argue for adding the +2,000 gp special quality it has to my bow. That would mean I'd have to sell some other stuff, though. Switching to an underwater crossbow would be an option as well, but that means I wouldn't get any use out of Ylimancha's favoured weapon. I guess I could have one as a back-up, at the very least. I don't really like resorting to overtly game-y solutions like that, though.

What do ya'll think? Any ideas are welcome.


Female Seascarred skinwalker Hydrokineticist 6 | AC 23/14/19 | HP 50/62 (12 NL) | F: +8 R: +9 W: +3 (+5 v. charm/comp) | Init +4 | Per +15 | Burn 2/7 | Active: Waterdancer, Shroud of Water (+4 shield), Change Shape (amphibious)

Finally got an alias made! This is Rennai's character, who will be dotting into Gameplay shortly. I'm still up in the air on class, but I'm leaning toward hydrokineticist, since it'll be the best way to provide ranged support underwater and we can't actually all be melee. ;)

Shearwater wrote:

Yes! I play one of these guys in my IRL Skulls & Shackles game (a multiclass aquatic druid/sea reaver barbarian). They're a blast. :)

Love me some skinwalkers. Them, aasimar, and tieflings are what half my characters turn out as in my head. :)

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New idea which is warming the cockles of my heart: a dwarven sorcerer with an aquatic blood lineage. With a doughty name like Schist Thunderhammer or the like, he was set for a glorious and ultra-dwarven career until his bloodline heritage began to manifest. His beard began to fall out, his skin adopting a shimmery hue, his eyes growing bulbous and his lips broad and blubbery. At first he turned to cosmetics to hide his change, but soon his transformation was betrayed, and he was driven - mostly by his own horror and shame - from the halls of his forebears to spend his life wandering across the world.

For years he fought his heritage, spending his time obstinately in deserts and the mountains, but time and the cruelty of his peers eventually drove him to the water's edge, where he skulked amongst the piers and docks, a sullen and resentful shadow, till at last he was driven altogether from land by a lynch mob and signed aboard a ship.

Maybe a pirate's ship? Probably a smuggler. He then plied the waters, reluctantly embracing his powers, and in time was able to command respect from his shipmates even as he remained apart, refusing to allow others to become his friend while he loathed himself so.

Just before our tale begins, the captain of his ship - a boisterous, raucous man by the name of Salamander Drake - finally confessed that he couldn't stand the dwarf's long, squamous visage, nor his depressing effect on the crew - and that he was going to drop him off at their next port of call.

Hryantam.

I'm thinking Schist has spent the past week or so in a drunken fugue, from which he awakens after experiencing an epiphany of sorts that makes him fit - mostly - company for whatever band of heroes he ends up signing with as he decides to prove the world wrong and himself a dwarf worthy of hugs.


Bah! You assume I want to be sane :)

When I asked that I was thinking of an older dwarf who was tired of adventuring but did not want a boring life. That would be the alchemist, which are odd people. "I made this thing, no clue what it does... I'm gonna drink it." Alchemist would be ranged damage and have some buff options because the spell list is awesome. I also get disable device which is nice. This one would have been in Hyrantam for a few years. Personality wise the alchemist will be a little 'off' but very friendly.

My other option is a barbarian. Born and raised in Hyrantam. Probably a fisherman with a bit of a temper. This one also has disable device, with an axe. Sadly not high enough levels for the 'I get really made and suddenly I can fly.' Because the rage powers are weird. Personality wise the barbarian will a little gruff at first and one they warm up to a person that person have a reliable friend. Alcohol helps that process along a little faster :)

I am not sure which one I want.


Glad I wondered away from the sorcerer. Schist needs a hug, so many hugs! I like him.


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@Shearwater: Skinshear, haha! I do run a CotCT game, as a matter of fact. I'd carry a cheaper longbow, you might get some use out of it, but I'd change my feats. This isn't the campaign for archers, sadly. I know I'm stomping on your visions, but I want you to be aware of the environmental hazards that make this module interesting. If you are determined to be an archer, though, I won't stop you.

@DAA: that reminds me, watch out for any ranged build, including alchemist! Even above-ground, the severe winds from the Eye result in a -4 on ranged attacks! I'd suggest a melee build instead. Or barbarian should be fine. It looks like we need a front-liner.

@Kwesi honestly I think either a hydrokineticist or an aquatic druid are stellar choices for this module.

@EJC same for an aquatic sorcerer--optimized choice! I like that he drinks a lot. Whiskey and grog are staples of life in Hyrantam! Hugs a close second.

I should say that some encounters will be indoors and above-water, so underwater and weather rules won't always matter. But they come up often enough!

So far it looks that we have a cleric of Ylimancha (Oceans, Wind), a hydrokineticist or aquatic druid, an aquatic sorcerer, and an alchemist or barbarian. Awesome!!!


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

Here's Schist's alias. The line for hugs starts over there and wraps around the flotsam.


So many hugs!

The only reason I am considering the alchemist is that they hit touch with their bombs and the penalties are not so bad then. Also the grenadier archetype has a fun ability that lets me put alchemical items into a weapon. The alchemist in the RotRL was a deadly ranged combatant and more than respectable in melee but the GM ruled that the bombs counted for the the alchemical item so he hit with a scythe and bombs in melee.

I am fine being the front liner though. I can get behind that, or I suppose in front of that. To keep my physical stats up my int and wis will suffer. But I will get started on a barbarian. I think I want a half elf. Gotta look though the archetypes and see if I want one or not.


The knowledge nobility skill will cover pirate lords correct? And it is wisdom that took the hit since I like the other stats better.


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@DAA you make a good point about alchemist. I say pick the class you want to play and are excited about.

Nobility should apply to pirate lords, sure.


The thing is I want both but I am going with the barbarian because the last time I played on I had a blast with my little musical goblin rager. Plus I already started. No clue what rage powers I want. I am happy to listen to suggestions!


Male Aasimar (Agathion-Blooded) Cleric of Ylimancha 6 | AC 17 | HP 39/39 | Fort +6, Ref +5, Will +9 | CMB +3, CMD 16 | Init +3 | Perception +12
GM Wicked wrote:
I'd carry a cheaper longbow, you might get some use out of it, but I'd change my feats. This isn't the campaign for archers, sadly. I know I'm stomping on your visions, but I want you to be aware of the environmental hazards that make this module interesting. If you are determined to be an archer, though, I won't stop you.

Hmm, I'll have to think on this. Archery is kind of central to the concept, so I don't want to give it up entirely. However, dropping the enchantment and the feats will mean that I won't be a viable ranged combatant when it does come up. 'Tis a tough choice...

Deaths Adorable Apprentice wrote:
No clue what rage powers I want. I am happy to listen to suggestions!

I'm pretty sure there are several rage powers that give you a swim speed. Those might be worth looking at.


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Shearwater wrote:
Hmm, I'll have to think on this. Archery is kind of central to the concept, so I don't want to give it up entirely. However, dropping the enchantment and the feats will mean that I won't be a viable ranged combatant when it does come up. 'Tis a tough choice...

Yea I understand. It's a cool character concept. For some combats archery should work fine, so you'll get to use those feats/weapons at least a few times. Plus, the good thing about being a cleric is, even if your weapon attacks aren't amazing, you're still a tier 1 caster. There's still plenty of power and versatility.

'Shearwater" wrote:
I'm pretty sure there are several rage powers that give you a swim speed. Those might be worth looking at.

Raging swimmer and bestial swimmer look quite useful. I've never played a barbarian, so I can't offer too many recommendations other than what you'd find in the class guides. Anything that would improve your performance under water or in severe weather are worth checking out.


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

Hey guys,

Schists's coming together. He's going to be a mix of firepower (aqueous scorching ray/intensified aqueous burning hands), battlefield control (glitterdust/color spray/hydraulic push) and buffing (haste/protection from evil).

I'm finalizing a couple of details, but should have the fluff done within the next couple of days and be ready to go soon after!


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Schist looks great!

So no word from Perry's player...Either way, we could squeeze in another. Would you guys mind if I asked someone else to join? I'd like to get the game started by mid-week.


I am fine with that. Do you have someone in mind or are you opening up recruitment?


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I have a few people in mind to PM.


Have at it.


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

Agreed.


Also, Schist! Curse you for making me look at a creepy image and wanna hug it!


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

It'd be like hugging a cinnabun!


That made me laugh. I felt that you should know that. Thank you. Sick me needs laughs and cinnabun hugs. Even if the cinnabun is creepy :)


Ok so I can take

Reckless Abandon (Ex): Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

This will pair rather nicely with power attack and rage. I will be easier to hit but I should dish out the pain unless the dice roller wants to be mean.

Or

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.

Special: This power can be used only once per day and only while raging.

Self healing can be useful! My other two rage powers are going to get me a bonus to swim and a swim speed of 40ft while raging.


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

Man, I know very little about barbarians... Wish I could be of more help!


I know very little about them. I played a goblin barbarian to level 3 in my first play by post. But there was no planning in it. It was all singing. As a GM I have not used them as baddies. Which is why I picked the barbarian over the alchemist. I know the alchemist much better.


Male Aasimar (Agathion-Blooded) Cleric of Ylimancha 6 | AC 17 | HP 39/39 | Fort +6, Ref +5, Will +9 | CMB +3, CMD 16 | Init +3 | Perception +12

Okay, I switched out Deadly Aim for Selective Channeling. Still kept Point-Blank Shot and Precise Shot, in way of compromise. I also went from having an enchanted bow to a couple of ability-boosting items instead. It hurt, but I did it. For the team. We already have a more capable ranged attacker, anyway.

Deaths Adorable Apprentice wrote:
Self healing can be useful! My other two rage powers are going to get me a bonus to swim and a swim speed of 40ft while raging.

I have more than enough healing to keep you up and running. You should probably focus on damage instead.

By the way, is your character going to be local? Just asking out of curiosity.


Yes I am going to be a local. My little half elf has born and raised in Hyrantam. And yes I will be picking the option that lets me hit better. My roommate said I should focus on hitting like a Mack truck so I am going to try that :)

GM Wicked is there anything I should know about my home town? Would have had any issues with the other locals growing up as a half elf. I think I am putting him around 50 years old. Which is still not old for half elves. Nor should he have had to many friends die of old age yet though they are ageing faster than he is.

What are some of the physical jobs in this lovely town? I do not want to be a guard, I know at least that much. And I assume there is not much in the way of farming, right?

Shearwater that avatar image is nice an creepy to. Now I feel like I should pick a creepier image.


Female Seascarred skinwalker Hydrokineticist 6 | AC 23/14/19 | HP 50/62 (12 NL) | F: +8 R: +9 W: +3 (+5 v. charm/comp) | Init +4 | Per +15 | Burn 2/7 | Active: Waterdancer, Shroud of Water (+4 shield), Change Shape (amphibious)

I'm still here! Gotta love getting knocked onto rear by the sickness everyone at work's sharing. :) I've got a statblock for Kwesi put together, and I'll be working on proper story over the next day or so (the rudiments of it are in the introduction post I put up earlier). She's wound up becoming a bit of a switch-hitter, with Point-Blank/Precise and Weapon Finesse both, along with both Kinetic Blade and Extended Range.

I'm right along with DAA, wanting to find out what I'll know about Hyrantam being a local. I'm also good with pulling in another person or two - I know you've got a good arsenal of people to choose from. :)

@DAA: I imagine food-gathering and general infrastructure repairs would be the major physical tasks around town, but I'm sure Wicked will have other ideas to contribute as well.

EDIT: I remembered my questions I had while I was working on Kwesi during the server outage last night!

One: Wicked, how do you feel about Kwesi having trained an animal or two before the game starts? I'd definitely count it against her character wealth according to the usual cost, and I know it'd take a fair bit of investment into Handle Animal, but it seems appropriate for a pseudo-druid.

Two: Everyone else, how would we feel about going in together on a folding boat, if anyone's got any money left over? It's a good way to make sure we've got transportation that's not going to get blown away, since it can just get thrown into a handy haversack.

EDIT THE SECOND: Wicked, another question if question one is a "yes" - could I possibly take the Wild Domesticator trait, even though it's a half-elf race trait? If the answer's no, it's fine, but it'd be nice if I could.


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

Just a quick note that I purchased a swan boat feather token. They're super cheap at only 450gp or so, and last all day and can carry 8 horses and 32 medium characters. Maybe we could purchase a couple more, and not have to splurge on the 7200gp or so of the folding boat? Just a thought.


Female Seascarred skinwalker Hydrokineticist 6 | AC 23/14/19 | HP 50/62 (12 NL) | F: +8 R: +9 W: +3 (+5 v. charm/comp) | Init +4 | Per +15 | Burn 2/7 | Active: Waterdancer, Shroud of Water (+4 shield), Change Shape (amphibious)

I'd been planning on picking up a swan boat feather token if we didn't go the folding boat route - I just figured I'd see if we wanted to go in together on the longer term option. :)


Spells: 1/7,1/6,1/3 | AC 19*/12/18 | HP 44/44 | F +6* R +7* W +9* / Init. +7 | Perc. +1 | Active: Ice Armor

It's a toss up for sure - I'd be more inclined to splurge on the folding boat if I hadn't already spent every cent of my wealth on items :P

However! If the group decides to go the folding boat route (which may be wise), I'm happy to rearrange my spending. I may even be dropping my sorcerer's robes depending on a ruling by Wicked on how water blast works under water, which could liberate some serious gold to throw that way.


The website maintenance prevented me from asking the same question last night. Both seem very useful.

I assumed that those were the common types of jobs but there might be something else that sparks my fancy.

I am torn on my close range weapon. I can get a greatsword for good potential damage consistently, also a common barbarian weapon. Or I can get a scimitar/cutlass for that beautiful crit range. I have a ransuer as reach weapon but sometimes that is not an option.


[Loot] | [Roll20] | [Inspired Rage] | [Hero Points] | [Discord Chat]

Hi guys, my wifi is down tonight so I can't write a very detailed response :(.

I believe I've secured an additional player! That person should be joining us shortly. We'll start the game when everyone's ready, so there's no rush.

I'll pm the local knowledge to those who need it tomorrow. Need to sit down and write it up!

There's no real economy in Hyrantam, as survival is everyone's focus. Even reading is a luxury. Still, educating young ones in the ways of life are important. The locals engage in fishing, hunting, boat building, salvaging wreckage, building repair, tailoring, storytelling,singing, and entertaining, and drinking. There's a strong sense of community where exchange of services, rather than coin, controls.

Kwesi, the animals and trait are fine. Just put ranks in Handle Animal, like you say.

Schist, your proposal about water blast works for me.

DAA, half elves should be tolerated well enough, especially if they can make themselves useful.

Shearwater, I really want you to be excited about your character, so if you want the fancy bow please take it.

Other questions? Hopefully I'll have wifi by tomorrow morning and can give some details for the locals..


A place to live? Is there owned homes or renting? One of the nice things about being local is you usually do not have to use the inn. Should I not bother getting that detailed?

I opted to have my dump stat be intelligence instead of wisdom, which is weird for me. So teaching, at least classically, is not an option. Thank you for the response. I will probably go with a mix of fishing and savaging wreckage with a dash of drinking on the side.

As for more questions... Will there be dragons? Ohh! or a Kraken? Aboleth? I have always wanted to fight and Aboleth. And yes I know that is weird.

What are some of the common sea beasts that visit our vacation hot spot? I assume some of them would be creatures people might be able to identify and would talk about it later. I am not wanting it for the looking up their stats but for the flavor reason, I swear. I like surprises in my games way to much.

Are we starting with a Hero Point?

Are there any races that get hit with discrimination even if they are helpful?

What are some of the scary critter commonly mentioned on land around the city?


[Loot] | [Roll20] | [Inspired Rage] | [Hero Points] | [Discord Chat]

For living arrangements you basically have two options: take up residence inside one of the leaning tower-tops that extend beyond the water's surface (interconnected by a series of rope bridges), or live in a houseboat.

Speaking of boats...

Seers of the Drowned City wrote:

Those who seek to explore Hyrantam are well advised to

travel via rowboat. Sailing ships and larger vessels often
get hung up on the numerous submerged snags—perils
a shallow craft can avoid. Water levels throughout the
city average 6 feet, just deep enough to make wading
impossible. Strong swimmers enjoy a definite advantage
in exploring Hyrantam, as do those who have more
exotic movement options such as flight or water walking.

But note that severe winds can impact flight.

Profession (sailor) isn't a bad idea.

Dangerous wildlife include grindylows, lizardfolk, skum, eels, draugr, all manner of predatory sea life, and a few surprises in the custom bestiary :). "Land" threats are rare, because land itself is also rare.

Fun fact: one of Schist's creations appears in the bestiary!

Hero points: We'll start off with 3 hero points. This means it'll be hard to permanently kill you! This means I won't feel bad about killing you!

About racism: Honestly my sense of this town is, if you can pull your weight they don't care what breed of humanoid you are.


Yay custom stuff!

Do I need to worry about paying for my home? Also I like the house boat idea. Nothing could go wrong ;)

Thank you for all the answers! This place sound like so much fun!

Any idea what the other player is bringing in?

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