DM Bloodgargler |
Campaign concurrent with Lost Memories of Sorrow
The curtain has fallen on the dark doings around Doyle's Run. Several evil factions vie for possession and understanding of ancient artifacts which lie within and below the village. The ringleader - the man who held the selfish and vile groups together in a cooperative hidden conspiracy has fallen as well.
With the veil of secrecy gone, discretion, and restraint are soon to follow. The duergar mercenaries and derro, the hags, shapeshifters and shepherds of dead are all poised to strike while they bully or bargain with each other for alliances of convenience.
I will start Aemon right away, and we will write in Camris and Mrdarknlight's character's as soon as we figure out the inroad.
DM Bloodgargler |
You spent a few years in Doyle's run, and you were often scolded by the watch or the mayor himself for exploring the crawlspaces and odd little areas under the village which were placed here by gnomes from Sipplerose a few decades ago. (paid for - as everything else, by the Doyle family who are generations-old owners of a massive tree farm to the west of the city)
The mayor said he had enough, and took it out on your young pup wolf. He declared on the spot that it was in violation of ordinances. At that time you left and....?
- joined the Order of the Black Arrow (orc settlement peacekeepers, and marshals of the wilds)
- lived in the small community around Fort Rannick (where the Black Arrow is posted)
- lived somewhere else nearby where you might have heard of evil creatures and killings in Doyle's Run... as well as the rumors of Mayor Doyle's disappearance or death.
Another option would be to have a tie-in with the Cyphermages... Riddleport would not be a useful community in this campaign.
If you don't want your favored community to limit your background feel free to trade out favored community for normal favored terrain with first choice urban, or trade for orisons of druid level -3
DM Bloodgargler |
After your Lord's ancient book of Word Magic was stolen, he gave you the order to kill everyone who had come into contact with the book. With the dying words of a failed assassination attempt on you, it became clear your Lord had been impersonated by a member of a secret organization. They were retrieving artifacts and knowledges from a particular source... killing the possessors when convenient, and allegedly stealing memories from any related.
The next assassins who had tracked you down came close, but failed in their task. The only name given to you from a bounty hunter as he bled out, was of a man in a similar situation... Holfstedt Moranni. This Moranni had been a member of the organization before being a target, so he would likely be able to tell you more about who is after you.
You have just about tracked this Holfstedt Moranni down by following his crew in Varisia.
Anumil Rythen |
Anumil is a former Captain of the Guard for a Duke of the Taldan Empire. After the Duke's ancient book of Word Magic was stolen, he gave Captain Rythen the order to kill everyone who had come into contact with the book. This went against every tenet of honor and justice he had be inculcated with since his birth to exiled elven nobility so long ago. In the conflict between Loyalty and Justice, he fled into exile rather than do the evil deeds.
Now working as a lowly bodyguard for hire in Varisia under an assumed name, he tries to rebuild his life.
Then came the first assassination attempt on his life. The dying words of the failed assassin opened his eyes; it became clear the Duke had been impersonated by a member of a secret organization. They were retrieving artifacts and knowledge from a particular source... killing the possessors when convenient, and allegedly stealing memories from any related.
The next assassins came close, but they also failed. The only name given to Anumil from a bounty hunter as he bled out, was of a man in a similar situation... Holfstedt Moranni. This Moranni had been a member of the organization before being a target, so he would likely know more about the people who were pursuing him.
Taking action, Anumil started the laborious job of tracking down the man known as Moranni. Having nothing else to go on, he decided to follow his crew in Varisia. He knew he was getting close when...
DM Bloodgargler |
Works for me if it works for you.
Let me know if you have any questions, or are pretty much ready. I'm done for the night, but will be ready to post sometime in the morning to write you in.
Without saying too much yet, my thought is that Evrail and Anumil are in temporary holding cells near Aemon when the riot starts.
Ǽmon |
How about an increase to my flight ability, as per this trait:
Flight (4 RP)
Prerequisites: None.
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
Special: This trait can be taken more than once. For each additional 2 RP spent, the race's fly speed increases by +10 feet, and the maneuverability improves by one step.
I have a fly speed 20 ft with Clumbsy maneuverability, by spending 4 RP points with the Special factor of this ability, I would be increased to a Fly speed 40ft with Good maneuverability.
DM Bloodgargler |
Need anything more from me before starting in gameplay, Anumil?
In following the trail of the Moranni Group members, you came to a bridge crossing a fast-moving river. There was some sort of mill on the other side, and few nearby workers told you the bridge was not for public use.
They told you to go upriver to the ferry past the short falls.
You remember seeing a shack with a pier... the river was wider and slower moving. You vaguely remember someone offering to row you over, but their face and voice are unnaturally muddled in your memory. That is the last thing you remember before regaining your senses in a cell. The name "the Sleeping Ferry" runs through your head. You don't recall where or when you heard it, but in your head you associate it with the shack and pier upriver from the lumbermill.
Anumil Rythen |
When I wake up in the cell, do I have anything left of my equipment?
Sunny. |
What I'd like for Sunny to have is basically an animal (int 3) animated scorpion whip.
A rough guess for things like that is CR squared times five hunter.
Am quite happy to spend half of Sunny's starting 10K on such an item.
Thoughts?
Sunny. |
Here are the stats for the basic 'Iron Cobra'
So...the thing Sunny would end up with would be something along these lines.
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
DR —; Immune construct traits;
OFFENSE
Speed 30 ft.
Melee: None
STATISTICS
Str 12, Dex 15, Con —, Int 3, Wis 11, Cha 8
Base Atk: None; CMB +0; CMD 13 (can't be tripped)
Skills Stealth +6;
Things which would be nice to have added, after all the Iron Cobra's 'special stuff' has been removed.
Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.
(Basically using this to justify the thing now being a whip.)
Improved Attack (Ex, 1 CP): All the animated object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.
(Using this as a bonus so that the whip does 1D6 damage and hence Sunny will be a tad more useful when eventually placed into combat)
In all, a thematically linked item to a Priestess of Calistra. An animated whip with a cute 'animal' intelligence such that it can 'sit up and wag its tail' kind of thing.
Am quite happy to be spending 500 Gp on such an item.
Will work through the rest of Sunny's money quickly/soon. There aren't many other items I feel she needs. Her role is not be a front line combatant, but more the battle field support type.
Very much cheers to all.
DM Bloodgargler |
Just to clarify the situation
The Duergar monk is clearly about to attack again.
You have some choices...
1) Run now, and have the duergar monk nip at your heels
2) Fight the duergar monk now, and hope you finish him before whoever you hear approaching - and the guy with burning skellies come.
3) Sit tight and wait to see who is coming, and hope the duergar monk takes up more actions trying to establish his level of threat to you.
4) Whatever Sunny has in mind.
Anumil Rythen |
Let's not fight this guy in an enclosed space. Chances are he can outpower any single one of us.
Let's slam the gate in his face and run. At least until we get more room to maneuver.
Anumil Rythen |
I'm having a bad feeling about this game....On account of the dice roller wanting to kill us!. :P
I noticed. The image in my mind is like the Keystone Kops trying to apprehend Dillinger.
DM Bloodgargler |
Fort birch and Fort Rankin are the two Black Arrow forts. Fort Rankin is larger but pretty far to the northeast. Fort Birch is an equal distance from both the rowdy orc settlement, the half orc settlement, and the village of Doyle's Run.
You could be from either fort, travel between the two
live at or near one or the other... up to you.
DM Bloodgargler |
Sunny... the only skellies in reach are behind you. I assume you are attacking one of those? If that is the case, it would help to know to which square you are moving.
If you can't see the map for some reason, just let me know if you are moving forward, or turning back to help the half-orcs fight the skellies behind you.
Sunny. |
Oh, sorry. Of course trying to help the Half-Orcs being attacked.
I thought I would get a 'ranged' attack with the whip? Or am I getting things really mixed up?
Wishing every one all the very best. (^_^)
Also, and I really don't mean to be a pain, but where are the map links any way?