Gunslinger

Arien Keyne's page

340 posts. Alias of Lekku.




Race: Half-Elf
Faction: Grand Lodge
XP: 10 | Fame: 8 | PP: 16

Init +8; Senses Low-light vision; Perception +19

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Defense
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AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +5 Wis)
HP 24 (4d8+1)
Fort +4, Ref +6, Will +7; +2 vs. enchantments
Immune: Sleep

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Offense
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Speed 40 ft. (60' w/ ki)
BAB: +3
Melee

Unarmed:
Unarmed (x2)
Unarmed, Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Unarmed Nonlethal
Unarmed, Nonlethal: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

 
 
Silver Temple Sword:
Silver Temple Sword (19-20/x2)
Silver Temple Sword, Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
 

Cold Iron Knuckles:
Cold Iron Knuckles (x2)
Cold Iron Knuckles, Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Ranged
Mwk Composite Longbow +2:
Mwk Composite Longbow +2 (x3)
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Standard Flurry
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Mwk Composite Longbow +2, Precise Shot, Standard Arrows, Flurry: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
 
°

Nonlethal
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Attack: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Nonlethal, Flurry
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Mwk Composite Longbow +2, Precise Shot, Blunt Arrows, Nonlethal, Flurry: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Ranged Touch Attack:
Alchemical Items:
Alchemist’s Fire
Alchemist’s Fire: 1d20 + 4 ⇒ (3) + 4 = 7
Fire Damage: 1d6 ⇒ 6
Splash Damage | 5ft: 1 = 1
Followup Damage Next Round: 1d6 ⇒ 1
 
°

Acid/Holy Water/Liquid Ice
Alchemical_Weapon: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 1
Splash Damage | 5ft: 1 = 1
 
°

Alkalai Flask (vs. Oozes & acid-based creatures)
Alkalai Flask: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 ⇒ (4, 6) = 10
Splash Damage | 5ft: 2 = 2

Ammunition Arrows x38
Cold Iron Arrows x50
Blunt Arrows x35
+1 Bane(Evil Outsider) Arrows x0  (+1 atk or +3 attack/+2d6 vs. Evil Outsider)

Ki Powers
   Barkskin: SLA - (CL 0th; concentration +0) (Self only, 1 Ki) | +2 enhancement bonus to AC | Atandard Action | 10 min./level
   Ki Archery: 1 Ki | +50' range increment for bows
   Ki Defense: 1 Ki | +4 dodge bonus to AC for 1 round
   Ki Flurry: 1 Ki | During flurry, gain extra attack at highest attack bonus
   Ki Strike: Min. 1 Ki | Inarmed attacks are treated as magic weapons for the purpose of DR
   Ki Speed: 1 Ki | Increase speed by 20'/round

--------------------
Statistics
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Str 14, Dex 14, Con 12, Int 13, Wis 18/20, Cha 8
Base Atk +3; CMB +5; CMD 24
Feats Alertness, Dodge, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike[APG], Point Blank Master (Longbow)[APG], Precise Shot, Skill Focus (Perception), Weapon Focus (Longbow)

Traits Elven Reflexes, Vagabond Child (Urban)
Skills
  +6  Acrobatics (+10 to Jump)
  +1   Appraise
   -1   Bluff
  +6  Climb
   -1   Diplomacy
 +11  Disable Device
   -1   Disguise
  +6  Escape Artist
  +5   Heal
  +3   Intimidate
  +5  Kn(History)
  +5  Kn(Religion)
  +3   Linguistics (to decipher writing/code)
+19  Perception
 +12  Profession (brewer)      Day Job(Brewer): 1d20 + 12 ⇒ (14) + 12 = 26
  +2   Ride
 +11  Sense Motive
  +9  Stealth
  +5   Survival
  +6   Swim

Racial Modifiers +2 Perception

Languages Abyssal, Common, Elven

SQ Elf Blood, Unarmed Strike

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Gear
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Bandoliers:
 Potion of CLW (x3)
   Potion of Mage Armor (x2)
    Scroll of Mage Armor (x2)
     Wand of CLW x44 charges

 Alchemist’s Fire (x3)
  Alkali Flask
   Acid (x2)
    Air Crystal

Mwk Backpack:
 Backpack
  Cold Iron Knuckles
   Leeching Kit
    Grappling Arrow (x2)
     Scroll of Lesser Restoration

Backpack:
 Parchment x5
  Silk rope 50 ft.
   Longbow

Pouch:
 Mwk Thieves’ Tools
  Scroll of CLW (x1)
   Flint & Steel
    Chalk

Worn:
 Cloak of Resistance +1
  Headband of Wisdom +2
   Mwk Composite Longbow (+2)
    Silver Temple Sword
     Standard Arrows
      Blunt Arrows
       Cold Iron Arrows

Other Gear – not carried:
 Hot Weather Outfit

Currency: 1351gp 4sp 9cp

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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leeching kit +2 Heal to treat poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Replaced Ability Chooser (Slow Fall) Use this ability to choose which base monk abilities to trade out for Ki powers. Once the monk has become a level where he would have gained that ability, this configurable will gain a slot for a Ki power.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Leeching kit +2 Heal to treat poison.
Scroll of CLW Add this item to create a scroll with spells on it.
Scroll of Mage Armor Add this item to create a scroll with spells on it.

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Boons
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Codebreaker: +2 bonus to Linguistics checks to decipher a writing or understand code, and you may use Linguistics in this way if untrained.

Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. You may purchase +1 Bane (Evil Outsider) arrows in seets of 10 instead of 50 (Price = 1660gp 4sp). Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the irst time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathinders’ expedition pays of, certainly the society w ill remember your contribution.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Background:
Taken off the streets as a boy, Tophor was raised by the Order of Cayden Cailean's Cellar (Known to some as the Brothers Cailean.) Devoted to the betterment of body and soul, the Monks strive to defend the innocent, oppose evil, and bolster the morale of the light-loving people with beer and song. Generally averse to excesses of any kind, the monks devote the proceeds of their brew sales to providing food and shelter for the poor and arming themselves for the fight against the forces of evil.

With more and more adventurers taking up the mantle of the Pathfinder, Tophor and others join their ranks as a missionary and comrade.

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Mission List
--------------------

Faction Journal:
     GRAND LODGE
    Faction Journal  

~~  REWARDS  ~~
* EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

  •      3 consecutive secondary objectives
  •      Defeat Aspis Agent

 
CHRONICLER (4+ goals): You gain one additional use of the Explorer ability per adventure. In addition, you can use the Explorer ability to modify a Linguistics, Knowledge, or Use Magic Device check and attempt the check as if trained.
 
EXPEDITION COORDINATOR (7+ goals): You can forego your Day Job check to organize an expedition to a site you recently visited and discover things you missed before. You can check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have otherwise failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

2/8 Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

  •      Sky Key 1: Fort Bandu, Sargava (Mwangi Expanse)
  •      Sky Key 2: Kaava Lands, Garund (Mwangi Expanse)

0/3 Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

3/3 Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

  •      Sky Key 1
  •      Sky Key 2
  •      Hydra’s Fang

3/6 Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

  •      Sky Key 1
  •      Sky Key 2
  •      Hydra’s Fang

0/1 Recover a piece of the Numerian device known as the Sky Key.

1/1 Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

  •      Sky Key 2

0/1 Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Knowledge (any), Linguistics, or Perception.

0/4 Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.


Faction Journal Card

~~ Special:

      Codebreaker (Grand Lodge Faction):
Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.

Expense Report

~~ PP Spent: 2 – Wand of CLW

Mission 3:
Chronicle - Glass River Rescue

Expense Report

[spoiler=Mission 4]Chronicle - The Confirmation

Expense Report

[spoiler=~~ Boon - Custom Order | +1 Bane (Evil Outsider)]You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points. (Price = 1660gp 4sp/10)

+1 Mwk Bane(Evil Outsider) arrows - price for 10x: 1,660g 5s

~~ Special:

      Confirmed Field Agent:
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

      Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

      Friend of Janira Gavix:
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.


~~ Special:
      Gripplis’ Favor:
You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

~~ Special:
      The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
 
      The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.


~~ Special:

~~  Progression Plan  ~~

Level 5:
Feat: Deadly Aim [UC]
Skills: Disable Device, Perception, Profession(Brewer), Sense Motive, Stealth

Level 6:
Bonus Feat: Imp. Precise Shot [CORE]
Monk Feat: Weapon Specialization (Longbow)
Skills: Acrobatics, Escape Artist, Perception, Profession(Brewer), Stealth

~~  Longbow Progression  ~~
+1 - 2,000 GP
Adaptive - 1,000 GP
Merciful - 2,000 GP
Flaming, Frost, Shock (1d6) - 2,000 GP
Flaming Burst, Icy Burst, Shocking Burst (1d10) - 8,000 GP
Speed - 18,000 GP
Second Chance - 32,000 GP


I just ran a group through We Be Goblins! and one of the players wants to know if he can save the credit to apply to a future character (yet to be created). I can't find anything on this, but I wanted to dig a bit deeper before giving a final answer.

If it is possible to bank module credit, how do I report it?


"Where's Chuffy?!?!?"

Our team needs a new Chuffy to replace an absent player. Jumping in at the last of the village dares. Looking for an active player who posts at least a few times every weekday.


Licktoad GM
Song of the Licktoad Tribe wrote:

We be Lick toads! We make raid!

Put the longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!

Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Lick toads - you be food!

   You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result.

   Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut.

   That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks—fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history!


I'm about to run We Be Goblins!, and there is a boon listed on the chronicle sheet - I have a few questions.

1) Do all the players get this boon, or do I use the 'rolling for 1 or 20' system I've seen in other games? Is this usually specified in the module, or is there a 'way it's always done?'

2) Is this boon available to a player on replay of the module? (Replay based on Guide To PFS Organized Play v6.0 p20)
 
 

The aforementioned boon:
[  ] You Be Goblin!


Licktoad GM

Okay, we've got 4 spots to fill, here. I'll start with our core Sky Key players first, and do outside recruiting only if needed.

So far, we have 2 confirmed players, Shungur & Selena.

Still waiting to hear back from Juniper, and Jal has expressed an interest, if we need a fourth.

For those unfamiliar with WBG!, it is a Pathfinder adventure for 4 players, using pre-generated goblin characters. Please download and review the free WBG character handout.

You can apply this xp to a level 1 or 2* PFS character.

Post your top 3 character preferences (if any) between:

Reta Bigbad, Fighter femme-fatale
Chuffy Lickwound, boil-scarred Rogue
Poog, of Zarongel, cocky Cleric
Mogmurch, deranged Alchemist

*Getting Credit:
WBG! Rules wrote:

All players who play the entire module receive (a) Chronicle sheet which may be applied to any 1st- or 2nd level PC as if that character had played the module. A GM who runs a module may likewise apply credit to any one of her Pathfinder Society PCs of 1st or 2nd level. The decision of which character to apply credit to must be made when the Chronicle sheet is received and signed by the GM.

Because We Be Goblins! is shorter than most Pathfinder Modules, playing the adventure from beginning to end earns a player 1 XP and 1 PA. The GM likewise earns 1 XP and 1 PA for running the entire module. Players do not make day job rolls when playing a Pathfinder-Society sanctioned module. As always, each player may receive credit for each module once as a player and once as a GM in either order.

Also, this looks like a really fun module, and I encourage everyone to RP your character. There are general descriptions of each, but feel free to expand on their personality, and have fun with it!


3 people marked this as FAQ candidate.

Is Bane a weapon enchantment, or grouping of individual weapon enchantments that share a name and similar functions?
 
 

PRD wrote:

Bane: A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe. To randomly determine a weapon's designated foe, roll on the following table.

   d%        Designated Foe
01–05        Aberrations
06–09        Animals
10–16        Constructs
17–22        Dragons
23–27        Fey
28–60        Humanoids (pick one subtype)
61–65        Magical beasts
66–70        Monstrous humanoids
71–72        Oozes
73–88        Outsiders (pick one subtype)
89–90        Plants
91–98        Undead
99–100      Vermin

Does the above snippet describe a single enchantment with many options, 13 enchantments with subtypes, or 24 (or so) individual enchantments under a common grouping?


2 people marked this as a favorite.

The boon was described to me as follows:

Somebody wrote:
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

2 part question: If I chose Bane, must I specify type (If so, assume Humanoid), and if so, am I then required to choose a subtype (Human, Elf, Orc) as well?

I'm looking for some RAW clarification, not general opinion - thanks in advance.


Given the faction changes in season 6, I'm considering the options for my Zen Archer Monk. I'm curious about people's opinions on the different factions, and how well a LG character would thrive in said faction.

Do LG characters have any real option besides Silver Crusade, and why?


I'm currently in a pbp PFS game that has had a few players drift off into the ether. We're now down to 3 active players. What's the etiquette on substituting players midway through a PFS adventure?

Can players come in midway, and if so, do they get full rewards? What happens to AWOL characters? Is there an official stance on these situations?

If you have any light to shed on this issue, it would be appreciated.


Licktoad GM

Once a secret pirate haven, Riddleport has grown over the last three centuries into a port city in its own right. Although the site was partially chosen for ease of defense, the original settlers picked the site as much for its singular Thassilonian monument: the mysterious and intriguing arch known as the Cyphergate. While roads from the east and north exist, they are not well-maintained the most notable access to the city is its harbor. No one who sails into Riddleport by sea can avoid passing beneath the Cyphergate. Many sailors have favorite private signs or rituals for good luck they perform as their ships pass under the storied arch, for one can never be too careful around Varisia’s storied monuments.

Yet while Riddleport has grown into a proper city, it remains true to its roots—you can get rich quick in Riddleport if you’ve got skill and a bit of luck, though for every Riddleport success story there are a dozen nameless bodies buried in potters’ fields or tossed to the hungry denizens of the sea.

Riddleport today bears an air of legitimacy that eluded it in earlier times when it was little more than a haven for those seeking shelter but not necessarily law. This legitimacy arises from a growing influx of scholars and experts, for of all Varisia’s monuments, the Cyphergate may be the best preserved. It’s certainly one of the most enigmatic. An entire tradition of arcane study has risen in the Cyphergate’s shadow—the growing Order of Cyphers has become one of Riddleport’s most powerful factions— quite the feat in a settlement known for traditional values of piracy and bullying. This newest faction of Riddleport’s already complicated administration may just be what it takes to force the growing city into a stable government—or it may be the final load that causes it all to come crumbling down.

Strange days are afoot in Riddleport as an inexplicable shadow hovers in the sky over the city, attracting scholars and mystics to divine its meaning. Yet for most of Riddleport’s citizens, the shadow’s significance, known locally as “The Blot,” is fleeting.

Life continues on the streets of Riddleport, and at a local game tournament held at the Gold Goblin Gambling Hall, a grand tournament is being held. Citizens from every class and corner of the city are flocking to the Gold Goblin this evening, in hopes that the hall's resurrection might provide grand entertainment – and perhaps wealth.


Licktoad GM

Welcome, everyone! This is the Discussion thread for Second Darkness: Shadow in the Sky.

Here is the team list:

While everyone is tweaking their characters, keep this in mind.

Take max hit points at level 1 for your class, and choose 2 traits.

Second Darkness Traits:

    Fools for Friends:
    You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

    Into Enemy Territory:
    The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

    Looking for Work:
    Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Perception, or Profession (gambler). You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

    Optimistic Gambler:
    You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

    Researching the Blot:
    You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a special affinity for spells and/or magical devices. You receive a +1 bonus to Spellcraft and Use Magic Device checks

    Scouting for Fiends:
    You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.
    Standard Traits

If you want, you can pick up the Second Darkness Companion, but it's not required at all. Let me know if you have any questions.


I'm about to start a new AP, and was thinking about Second Darkness - but some of the players want to play paladins. I have heard that this can be a bit difficult, and was wondering if anyone had any success with pallies in this AP?


Greetings, all - I'm putting this out there to see what the interest level is.

    The Rundown

I'm wanting to run a campaign using PF (which campaign is open to suggestion.)
I figure I would let players vote on what they'd like to run.

It would probably be a 20-25 pt. buy, depending on the campaign

Group of 4-6; Core and APG classes

All players willing to check in at least 2-3 times a day, M-F; I'd like this game to keep up momentum.

    If Interested:

List class and subtype (if applicable) and campaign preference.

Let me know your experience level with PbP - a team mix of new players with vets would be my pref.

If you want to toss in a character link with any additional info, feel free.

Thanks, everyone!


Hey, everyone. I started a PbP for anyone and everyone who would like to stretch their legs. There is no specified adventure, or DM for that matter, but it is an open sandbox for role-playing. Maybe you are new to PbP, or just in between adventures, and would still like to give your characters some room to run.

Well, that's where Limbo comes in. It's a pub like an other, at first glance. It's definitely well-known for it's wide stock of liquid refreshments thanks to Mors‘ renowned skills at mixing drinks, and a certain enchanted cabinet, housing almost every liquor and beverage known to humanoid kind. But the greatest thing about Limbo is the clientele. (that would be you.) Something interesting always happens when the pub gets crowded.

”So how ‘bout it? Let‘s put a drink in those idle hands.”

Go to this link! <-------


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RP Only

Welcome! Please read this first:
Welcome, everyone. A quick run-down.

This is not an adventure PbP, per se - it's a RP environment for characters who are currently between adventures, but still want to stretch your legs. Come in, kick back, see what happens. Welcome to Limbo.

I. Good for Business

The bar was quiet. It was early yet, and Mors was just opening for the day - the place was still empty, save for himself and Athena, cooing softly on her perch. The silvery owl had her run of the place, when it was empty like this, but when the patrons came in, she would seek a quiet corner in the attic.

“Not a mouse on the whole block, I'd wager. Good girl.”

Setting the last of the stools on the floor, Mors begins wiping down the tables, wondering how much business today will bring. His enchanted cabinet was all stocked up most of the liquors and other beverages from ever corner of the world. It still amazed him, how the seemingly inconspicuous piece of furniture could be so vast inside. He could stock the shelves as much as he liked, but it never ran out of room. Add to that the pub‘s entrance. To Mors‘ eyes, the double swing doors opened up to the main street of Thraka, a middling town of no particular fame. To anyone else, however, the view might be distinctly different. The door had been… changed - somehow, doorways to empty establishments the world over led to his pub. A man would step enter a tavern in Sandpoint, dink for a while in Limbo, and then go back again without ever realizing he'd been transported hundreds of leagues in a blink. Mors did‘t know how it worked - but free drinks for life was a small bartering price with the wizard that created it. Of course, that was before realizing that the wizard‘s favorite repast was Abyssal fire-wine; neither cheap, nor easily aquired. Still, with patrons visiting from so many places, he managed a profit. The cabinet and the portal were by far the best (and most expensive) investment he had made, and it made Limbo one of the greatest pubs in the world.

“Well, I'm entitled to be a little biased…” Mors mumbled to himself. “Not like anyone is around to complain.”

Mors goes about his morning rituals, preparing the pub for business.