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BinkyBo's page
Goblin Squad Member. 54 posts (3,096 including aliases). No reviews. No lists. No wishlists. 52 aliases.
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You start to come out of a hard sleep... you feel drugged. Sore from lying on your back on the hard surface you wake upon, and from the damp chill.
There is arguing... you can't make out words yet? No. It is another language. A pounding on a table and the resulting rattle of metal bits.
It is dark, but there is the pulsing glow of multiple torches on the ceiling.
The memory of your capture starts to come back to you. As well as being placed in a cell... maybe the same cell. It seems like there was something else. Dark dwarves... Duergar haggling, badgering, and pulling rank claiming your possessions as the derro and dead-eyed humans stripped you of them. You remember feeling drugged in much the same way as what you feel leaving your system now.
You try to move... at least your eyes.
I am running a homebrew adventure, which is roughly the equivalent of 2 modules. We are currently about 1/6th through it, and could use a couple more. Now that the set-up is pretty much wrapped up, I'd like to recruit a couple of players who are able post every day or two.
The current party...
Elven Wizard (Shadowcaster/Conjurer)
Human Bard (Archaeologist)
Human Alchemist (Beastmorph) 3/ Barbarian (Drunken brute) 2
Looking for one. Level 2
20 point buy
2 traits
250 gold
Core, APG, UM, UC, ISWG, ISM... material from other paizo books will most likely get a yes.
Core races only .. probably
where the party is weak .. someone who knows how to survive in the jungle, someone to deal with traps and other hazards, ranged attacks.
current active players -- pistolero, magus, oracle, cavalier.

It has been 2 years since you awoke, surrounded by the others, all with no memory of how they had come to be there. The memory of that day is like a dream - and reoccurs in your dreams ..
The first thing you sense…is the warm, moist, fecund air. The pungent musk of new growth mixed with the sick stench of rot. A swamp. Your head buzzes and you can’t move a muscle. You are still unable to focus your eyes but you feel someone over you, and start to make out the sound of chanting - almost noiseless. The soft rhythmic clicking of the tongue punctuates unintelligible words.
A ruby-tinted glow fills the area and you can briefly see your companion lying on a low stone slab with a dark hunched figure above him. “I can sense my old enemies stirring… you will be tested soon.” The light winks out just as the figure above you - from the periphery of your vision - comes into focus. The world goes dark, and the whispered chanting stops, as you try to will yourself from the cold hard stone beneath you.
A new raspy voice of an old woman... two in unison, “More will come through the portal, and the walking dead - as well as the boggard - can smell your blood. We leave you to your own fate. Our bargain is complete. You owe us nothing… our debt is paid… But we suggest you wake.” And then they disappear in the twilight of your waking.
After coming to .. you found you could start to recall a few things about your past life .. your names, the faces of the people you knew .. and water.. Nightmares of flood, drowning, murky depths have haunted you all.
Since that day, you have made a village named Doyle's Run your home. It is part of an area called Varisia. Primarily a logging camp it also serves as a layover for travelers and has a ferry to take you to the the slightly larger village of Turtleback Ferry. For the two years you have been here you feel you remember as much as you are going to - pretty much everything up until Globeto - but not the lost time in between and how you got here.. Perhaps it is time to move on and accept this as your home.
Post here if you are in. Read gameplay for set-up. You were 5th level (and still are) when you awoke.

The Jenivere is a large merchant ship, a Wyvern-class vessel commonly used by the Inner Sea nations for trade, exploration, and even war. She is valued for her combination of seaworthiness and capacity for carrying numerous passengers.
Wyvern-class ships have made the dangerous journey to Azlant, Arcadia, and even around the southern tip of Garund, but the Jenivere and her crew run less perilous voyages.
For the past several years, Captain Alizandru Kovack has made the western run between Magnimar to the north and Eleder to the south and then back with few complications; despite the fact that his route carries him through waters controlled by the piratical Free Captains of the Shackles, brushes with the eternal winds of the Eye of Abendego, ravages of disease and natural hazards, and into periodic conflicts with the Nidalese navy.
Although Captain Kovack’s crew appreciate this record, the baseless fear that the Jenivere has robbed luck’s coffers one too many times lies heavy on the hearts of many..
While the Jenivere is a merchant ship, primarily concerned with delivering goods to and from Sargava, she’s traditionally kept several compartments open to take on paying passengers.
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It has been a rough couple of days at sea… The Jenivere has been out of port three days now from Senghor. The storms rolled in just as the harbor disappeared on the horizon. This morning the sea is drained of its rage… now tranquil, allowing much of the crew a bit of rest.
Tension has relaxed... and some of the passengers take the time to mill about the deck.
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@ Jaestra - yes Elk at 4th is fine.

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Two bandits leading horses enter the grounds of the trading post. Four more, who must have lashed their horses to the hitching fence outside, follow on foot close behind. Kaylee shifts slightly under the wagon to remain unseen. Peregrine peering over the low wall of the stable, his mind instinctively judging the "spread" of the enemy for spellcasting.
"Oooooleg! Open for business? Ha! Where is the little lady? .. She didn't.. leeeave you did she?" The other bandits snicker at the schoolyard taunts made by the mouthy leader. He casually gestures with his hand and the two leading the horses get to work loading their saddlebags with items from the storage shed.
The three on foot follow their leader over to the tables, picking at the food and inspecting the amount of alcohol as they straddle the benches. The leader waits to speak again once his mouth is only half full. "So.. Oleg.. you got a little gold for me?" he smacks his lips, inspects his hands and wipes them on his thighs.
The double door to the main house opens... and Gaddak appears.
surprise round map

Brevoy is a nation divided. The land to the north was once an independent nation known as Issia. Small isolationist villages huddle like the sparse vegetation that dots the cold rocky landscape. By contrast, the rolling hills and grassy plains the Rostlanders call home is fertile and the people generally consider themselves a little more cultured.
While most of the lands and cities of Brevoy belong to the noble houses of Brevoy, Restov does not. The Lord Mayor Ioseph Sellemius is under the rule of the king … but not under the rule of the many Lords of Brevoy.
This city of Restov is where you have come, intrigued by word of an expedition into the Stolen Lands. And you now arrive at the advertised recruitment area in the government district. A bit of a crowd has gathered, and several wagons border a good portion of the perimeter, loaded with equipment and consumables. Surrounding the Lord Mayor’s door, the city guards each seem to be engaged in quelling some juvenile masculine posturing that has turned violent. It appears as though those unhappy with, what was a common rumor but up until now had been kept to whispers, Sir Ogden somehow being indebted to some nefarious faction or another. The rumors were all different, few were believable. However, it did not help Sir Ogden’s case that he was a crass blowhard undeserving of such an honor as taming the wilds of the legendary Stolen Lands.
Sir Ogden’s long-time loyal hangers-on knew this, and were baiting the crowd, as well as trying to bully away anyone they did not approve of who had intentions to enlist. Just when bloodshed looked unavoidable, Betrand, squire to Sir Ogden arrives without his Lord. His face is beet-red and puffy. Sir Ogdens men settle one by one as they notice Bertrand, his lack of lord, and his sullen demeanor. He moves to the center of his men, infront of the Lord Mayor’s door, mumbles, clears his throat and starts again… “ He uh…Sir Ogden will not be leading the expedition…” After a cacophony of protests from some, gasps and jeers from others, he continues – steeling himself… “ The expedition is cancelled… Sir Ogden has lost a duel to a witch-bladed demon-woman ”, he spits ” The result of which, she claims he is honor bound, as by her request to … go back to school.” Much of the crowd cheers as Sir Ogden’s henchmen sulk off… throwing more than a few slurs against various people’s mothers on their way out. Six people remain at the door.
During this the Lord Mayor’s door opens, and a man who one would presume to be the Lord Mayor’s assistant “ Called off? Pfft. Here for the Expedition I presume? He pushes the door open wider and leads you to a room of rich dark wood and finely crafted furniture. Your escort introduces you to Lord Mayor Ioseph Sellemius. He stands from his desk and greets you - quill still in hand " Aha. Who do we have here? ... I've been told Lord Ogden will not be joining us? " Although friendly, nothing in his voice gives a clear indication how he feels about this... he now approaches looking each of you in the eye. " I'm sorry, that was not meant to be rhetorical... Who might you be, you do not look like his usual crowd... do you see the loss of Sir Ogden worthy of postponing the expedition?" A subtle change in his expression hints at the gravity of his query.
Hello all...
Since Tulkash decided to go about this backwards I thought I should too. Make the character you want, not what you think will buy you a spot.
20 point buy, core book, APG,UM,UC,Inner sea world guide and magic all usable, third party possible but vulnerable to tweaking, standard starting wealth....
I have just a couple house rules that I can think of off hand ..
I do stealth a little differently, I'll go into more detail if and when necessary but basically facing matters pre-combat when "stealthing."
Also BABs and multiclass. Fractions of BAB will count
Make your self at home and feel free to fire off questions.
I'll post more as I think of things.
I'm trying to build a character suited for infiltration/ambush playstyle group. Party needs some beef and foes neutralized quickly. Party is level 9 ...not necessarily relevant but we have a scout/trapmonkey rogue, gravewalker/vivisectionist arcane trickster, illusionist, and life oracle ninja...
The crux of my idea is to have my piercing attack from rhino charge (ready a charge...from sargava book) initiate a free grapple from hamatula strike.. any thoughts on the "best" way to approach this? I'd have to have at least +7 BAB and would like to avoid as many "one trick pony" feats as possible. I'm guessing unarmed fighter with boar style tree but dunno.
So the feats needed so far:
improved unarmed
imp grapple
imp bull rush
power attack
rhino charge
hamatulatsu strike
Character level 9 barbarian(6) unarmed fighter(3)
I've got rage powers- lesser fiend totem, lesser hurling, and hurling charge.
Feats include- rhino charge and hamatulatsu strike.
I've got a throwing axe... and I'm raging and readying a charge(rhino charge) conditions for charge are met...
I throw(hurling charge), I charge with a piercing attack(gore from fiend totem) which enables free grapple attempt(ham strike)...
Am I OK so far?
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