GM Waterhammer |
This is an interest checking thread, but would turn into the recruitment thread if there is sufficient interest.
I played in a guild-building thread awhile back that was kind of fun. It was missing something though. Namely the adventure part, and the role-playing aspect.
What I'm proposing is for the players to use the Ultimate Campaign down-time rules to build an organization.
I would also provide a dungeon maze for the characters to explore and thus level up.
Third, the thing would be set in Kaer Maga, the City of Strangers, so there would be plenty of opportunity to role-play as the characters develop contacts (friendly and otherwise).
The over-arching idea is to build your personal power and the power of your organization into something that can affect the top level politics of the city. It would be a co-operative game, though. The dungeon adventuring part would be built for a group (4-5) of players, so at least for that, cooperation would be vital.
I'm not into running an evil campaign, so alignments would have to be good or neutral.
Anyhow that's the pitch. Anyone intrigued?
Korak The Boisterous |
I might suggest that you ease up on the alignment a little since I'm sure someone will want to build a thieves guild. That said, I'm very interested. I'd like like to start The Alchemica. An academy for the study of alchemy, as it grows I'd like to expand with an Arcane library and even magic item workshops.
TurtSnacko |
There has to be at least one fighters guild, am I right?
I'd send them out to do all the stereotypical things like protect the caravan, or guard the noble,
And then I send them to do non-stereotypical things like hiring them to shop owners to learn crafts and work for them for a bit, maybe assist with the contruction of buildings
GM Waterhammer |
I might suggest that you ease up on the alignment a little since I'm sure someone will want to build a thieves guild. That said, I'm very interested. I'd like like to start The Alchemica. An academy for the study of alchemy, as it grows I'd like to expand with an Arcane library and even magic item workshops.
You can make a neutral thieves guild, I think. Robin Hood's band comes to mind.
GM Giuseppe |
Very interesting, I always wanted to put Ultimate Campaign's downtime rules to some use. Kaer Maga as a setting, also, is something that appeals to me. My only doubt would be: this organization we are meant to build would be determined by the GM or should we decide indipendently what kind of organization we want to create? The latter could create some problems, especially if characters are not tied together by a strong bond of some sort including a common trait. Maybe you can consider to give us some campaign traits to help us to work towards a common goal despite the inevitable diversity oc our characters?
GM_Panic |
Interesting Guilds are way fun, sounds absolutely amazing.
If you let them in I would very much love to have a Psionics Guild/Collage. They test, train and 'Licence' legitimize Psionily gifted, and find unlicenced Psion power users operating In the city.
They would also run a craft center for Pisonic Items.
I always wanted to do something with the Elan Council, this could be my Chance.
GM_Panic |
Thinking on it some more I think the Mind guild would be lawful neutral,
They would train speshalist diplomats and law enorment officers, think FBI etc.
Who ever makes a spy guild, they would probublbly do cross training with for counter espinarge, they would also train head shrinks,
The law would be reading minds is band u lesser done for enforcement of laws or city security.
I always liked the idea of "Deatj of personality" as a punishment, where a criminal is mind whipped and a new personality is built in its place.
Doomed Hero |
1 person marked this as a favorite. |
GM, I have an interesting idea, but it would require some approval from you-
I'd like to do a guild of Undertakers and funerary services. They would pay people (or their families) for the use of dead bodies.
The gimmick would be that the bodies would be raised as unintelligent undead for use as a labor force to do the jobs that no one else wants to do (sewer work, garbage disposal, hard labor, etc).
I'm thinking a Lawful Neutral organization of necromancers who are genuinely trying to shake the stigma of necromancy by offering people useful services. The undead would be fully clothed and uniformed, the living staff professional and helpful, and the organization run by someone who genuinely wanted to make the city a better, happier place. They would be primarily a labor guild with a big emphasis on public relations.
What are your thoughts?
Korak The Boisterous |
GM, I have an interesting idea, but it would require some approval from you-
I'd like to do a guild of Undertakers and funerary services. They would pay people (or their families) for the use of dead bodies.
The gimmick would be that the bodies would be raised as unintelligent undead for use as a labor force to do the jobs that no one else wants to do (sewer work, garbage disposal, hard labor, etc).
I'm thinking a Lawful Neutral organization of necromancers who are genuinely trying to shake the stigma of necromancy by offering people useful services. The undead would be fully clothed and uniformed, the living staff professional and helpful, and the organization run by someone who genuinely wanted to make the city a better, happier place. They would be primarily a labor guild with a big emphasis on public relations.
What are your thoughts?
You know, that's something I hate about these games, that animating the dead is inherently evil. I understand people's horror, but that using such a spell is an evil action in and of itself sucks.
GM Waterhammer |
OK, a lot of Interest. This is now a recruitment thread.
So, I do about 1 post/ day. I would prefer players who can keep to that schedule. Within reason of course, we all know that things happen in life.
25 point buy. (Nice and high, so no need for stat dumping.)
Two(2) starting traits.
No benefits from drawbacks. You could take one if you like, but would receive no additional traits in compensation.
Max hit points for 1st level. For levels beyond first, roll at follows: If your HD is d6, roll 1d4+2; if your HD is d8, roll 1d4+4; if your HD is d10, roll 1d4 +6; if yor HD is d12, roll 1d4+8.
1st level, average starting gold. (Sorry, 'The Archlich' I just couldn't talk myself into a higher level start-up. Too complicated.)
Good or neutral alignments only. (Players will need to be able to cooperate in the dungeon setting if nowhere else.
Psionics: Yes. (That is the only 3rd party material I prepared to allow at this time.)
Core, featured, and Uncommon races will be allowed. As well as the Psionic races.
I don't have the new Inner Sea Races book, so no material from that, please.
As for other Paizo materials I have a good selection, however I plan on using Herolab, so if it's something I haven't licensed with them, I may ask players to chose a different option.
The downtime activity 'Earn XP' will not be allowed. Experience must be earned the hard way, through adventuring.
GM Waterhammer |
GM, I have an interesting idea, but it would require some approval from you-
I'd like to do a guild of Undertakers and funerary services. They would pay people (or their families) for the use of dead bodies.
The gimmick would be that the bodies would be raised as unintelligent undead for use as a labor force to do the jobs that no one else wants to do (sewer work, garbage disposal, hard labor, etc).
I'm thinking a Lawful Neutral organization of necromancers who are genuinely trying to shake the stigma of necromancy by offering people useful services. The undead would be fully clothed and uniformed, the living staff professional and helpful, and the organization run by someone who genuinely wanted to make the city a better, happier place. They would be primarily a labor guild with a big emphasis on public relations.
What are your thoughts?
It's an interesting idea alright. Kaer Maga already uses undead as labor, so it would not be real unusual for that city. I would tend to think that only the most desperate of people would want to sell their, or the bodies of their dead relatives. It would be better than having to sell oneself into servitude though.
It is built into the system that raising undead is evil. I don't feel any need or desire to change that. On the other hand, if your character is not doing heinous things and can operate well with the other PCs, it wouldn't matter all that much.
It seems like you could wind up embroiled in a power struggle between the forces of Urgathoa and Pharasma, which would keep things lively to be sure.
I will try to pick a group that doesn't have obvious points of contention, so it would depend on what other players bring to the table.
eddv |
Oh this sounds awesome.
I would be setting up an Occult Detective Agency - the idea would be to solve strange murders, investigate strange artifacts and to all around be experts on things that wizards and science can't explain - assuming you're going to allow Occult Adventures - I guess I'll wait to get an answer on that before I do too much.
Bloodred918 |
Male elf diviner 1
N Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +6)
. . 1st—identify, shield
. . 0 (at will)—detect magic, ray of frost
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 20, Wis 9, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Arcane Builder[UM], Scribe Scroll
Traits reactionary, spark of creation
Skills Appraise +9, Craft (armor) +8, Craft (weapons) +8, Knowledge (arcana) +9, Knowledge (engineering) +9, Linguistics +9, Perception +1, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan, Varisian
SQ arcane bond (ring), arcane focus, elven magic, forewarned
Other Gear haramaki[UC], - arcane bond ring -, 67 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Weapons) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Forewarned 1 (Su) Can always act in surprise rounds.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spark of Creation Cost to create magic items is reduced by 5%.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I can work up a background in a bit.
Lady Calista Lisia Da Romano |
GM as we will be fixed in the city, would it be a good idea to have players list say 3 contacts/Relationships and 3 Rivals/Enemy's and one other player PC your PC knows.
So that you have hooks for game play?
Castista's would be her
3: contacts/Relationships
1:Family, she has a drawback linked to them, Mother, Father and two sisters and servants.
2: city Watch Commander Willerd Green The head of the city watch, Commander Willerd Green. Who has called on her services from time to time.
3:Chef justice, Lord Riffingdale a human high ranking Nobel in the city council who works as an judge in the law courts.
3: Rivals/Enemy's
1: Piplin Coush, a petty crime boss who was fingered by Castista after an interview with Lord Riffingdale and her, he is now awaiting judgement. He was sword revenge on them both.
2: Hector Gingg a half orc yarhoo who was sent packing from an Inn buy Calista after he sort to start a fight with a halfling. He has said he will 'make her suffer' if ever he gets the chance.
3: Lady Mieena Sway
A Noble woman who was once a Rival for an officers hand in marriage.
She has always felt slated becouse he ask Castista 1st and she said no. She only found out after he marred her about what Castista had done.
1 other player she knows
1: as yet unknown
"The Lucky Halfling" |
Do you have a set number of players in mind? Or will this be something where we will have a wide range of players and encounters will be on a "first come, first serve" basis, leaving anyone else behind to deal with the daily dealings of their guild?
It also seems like many player's will have their own guild they work for/own. Is that what you imagined or would you prefer that everyone be working for the same guild?
cartmanbeck RPG Superstar 2014 Top 16 |
I'm considering making a cleric or warpriest of Calistria with some of the fun new options from the Heroes of the Streets and Dirty Tactics Handbook. She'd definitely have the Wasp Familiar feat. She would create a brothel (or prostitute's guild, if you want to think of it that way) and she'd be the madam, with one of her seconds-in-command running things when she's out adventuring.
I'll see what stats I come up with and post her tomorrow, most likely.
GM Waterhammer |
Alright.
Cutoff date will be Oct 31, 2015. Probably around 8:00 PM Pacific time.
Occult Adventures: Yes.
Background skills: Will not be used.
4 or 5 players is what I had in mind.
Guild cooperation: Player can have their guilds cooperate, but they don't have to. This will not be just a guild-building exercise, there will be social interactions (role-playing) and dungeon exploring to gain XP. In the dungeon exploring portions, cooperation will be mandatory. I know that sounds harsh, but I think it's the only way it could work. Simply because time down time is done on the daily basis, while adventuring happens in 6 second rounds.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
GM Panic: I appreciate the effort you put into the contacts and hooks. I'd like you to just keep it to #1 (Of course you can have familial contacts.) The other contacts are kind of 'high value' you would need to develop them in game. As for rivals, I'll take care of that, have no fear. If we cut contacts #2 and 3 then rival #1 goes with them. The other two rivals are more just background development. They might make an appearance in game, or not.
Positive connections between player characters: Yes, I like it.
- - - - - - - - -- - - - - - - -- - - - - - - - - - - - - - - - - - -
I do want to touch on character starting ages. Dwarves, elves and similar long-lived beings can(and should) start at ages similar to half-elves.
Heroes of the Streets & Dirty Tactics Handbook; Sorry, I don't have those.
I really wish I had stated: No point buy reduction below base 10. I'm not a big fan of ye olde stat dumping.
I'm not changing it now, but my selections might reflect the bias.
Lady Calista Lisia Da Romano |
Sound good to me GM, so cut down to,
1: contacts/Relationships
Her Family She has a drawback linked to them, Mother, Father and two sisters and servants.
1: Rivals/Enemy's
Piplin Coush A petty crime boss who was fingered by Castista after an interview with Lord Riffingdale and her, he is now awaiting judgement. He was sword revenge on them both.
1: One other player she knows and has links with.
1: As yet an unknown other player.
Ill add that to her PC sheet
----------
the other two ill keep of the PC sheet.
*: Hector Gingg a half orc yarhoo who was sent packing from an Inn buy Calista after he sort to start a fight with a halfling. He has said he will 'make her suffer' if ever he gets the chance.
*: Lady Mieena Sway
A Noble woman who was once a Rival for an officers hand in marriage.
She has always felt slated becouse he ask Castista 1st and she said no. She only found out after he marred her about what Castista had done.
=================
On stat's is there an Upper limit, say 18 or 20
Some GM's have rules like.
Max buy 18/20 after race traits / min 10 after race stat traits
I note mine and one other offered PC [Mage] have "int's" of 20,
would 20 be seen as too high I think now so. I have given myself the limit of Max buy 18 after race traits so no stat over 18 for my PC now.
Khalil Karsod |
Khalil Karsod of the Alternative Investigations Guild
Got a mystery you think too strange for the City Guard? A case no one seems to believe you about? You don't have to do it alone - Alternative Investigations is dedicated to solving any incident no matter how strange, unbelievable or supposedly unsolvable - lead investigator Khalil Karsod has a gift for finding things other investigators miss and making sense of the unexplainable somethings that lurk around every corner. Perhaps you just don't trust the authority in this town. Or perhaps you simply have a job to do and need a trustworthy agent - for any of this and all of the above come down to Alternative Investigations today
Background
Khalid is a couple generations removed from living on the wastes in osirion, born as the result of an affair between people living in true squalor. That is the life he and his mother left when they came to Kaer Maga in a desperate attempt to start over. This led to a rough life of prostitution for his poor mother who looked more the half-orc than he did much to her detriment. It was in this situation that Khalid's...gifts awakened. He was able to use his glib tongue and keen intuition to free his mother from her sex-slavery and soon found himself on the wrong side of some of the seedier gangs of the city. This drove him to work alongside some of the city Guard and Temple Guard of Abadar and thanks to perfectly walking the tightrope between the two was able to extricate himself from the situation.
As he began to realize there was a whole world out there that went unseen by the naked eye Khalid was eager to dive into the Occult when he remembered that there was another group that was everywhere that seemed to escape notice - the plight of the downtrodden and abused refugees of this city. It is there that he struck his compromise - as a private investigator he could serve as a person to turn to who would have no cause to turn against people who may be criminals by the letter of the law and help them and at the same time he would try to attract the weirdest cases he could get his hands on in hopes of finding out more about the world just out of sight. This suited him more than joning up with the Abadarians or anyone more law-oriented - after all Khalid's whole method was 100% bravado and intuition and he would wilt in such a strict environment.
Crunch
Khalil Karsod
Half-Orc Mesmerist (Vexing Daredevil) 1
NG Medium humanoid (orc)
17 Years old, 190 pounds, 6 foot tall
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +3;
Init: +3
--------------------
Offense
--------------------
Speed 30 ft.
Swordcane: +3 1d6 x2 (may be drawn as swift action)
Javelin: +3 1d6 x2
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Base Atk +0; CMB 0; CMD 14
Feats: Weapon Finesse, Martial Weapon Proficiency (Longbow)
Traits -
Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Resilient: +1 to Fortitude Saves
Skills -
Acrobatics: + 7 (+6 wearing armor)
Appraise: + 6
Bluff: + 10 (+12 vs other humanoids)
Diplomacy: + 9 (+11 vs other humanoids)
Disguise: + 7
Linguistics: + 6
Perception: + 5
Sense Motive: + 7 (+9 vs other humanoids)
Sleight of Hand: + 7
Stealth: +7 (+6 wearing armor)
Racial Traits -
Overlooked Mastermind: Some half-orcs use half-orcs' brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
Skilled: Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank/level
Languages - Common, Orc, Draconic, Undercommon,
--------------------
Spells
--------------------
(2) 0 (DC 13) - Detect Magic, Detect Poison, Detect Psychic Significance, Touch of Fatigue
(1) 1 2/day (DC 14) - Psychic Reading, Ray of Sickening
--------------------
Special Abilities
--------------------
Consummate liar - +1 to Bluff
hypnotic stare - A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level
Painful stare - attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses.
Knacks
--------------------
Gear (34 lbs) - By Slot
--------------------
Weapon - Swordcane - 2
javelin - 1
Armor - Studded Leather - 20
Other gear -
19 gp
Dungeoneering Kit - 9
two candles
chalk
hooded lantern
5 flasks of oil
two sacks
one torch (99 more at home but only one taken at a given time)
four tindertwigs
Scrivener's kit - 1
soft leather case contains
a vial for holding ink
an ink pen,
spare pen nibs
a small container of pigment for making ink
a tiny knife for cutting quills into pens
a blotter
a small ruler.
Zorin Blitz |
Here is a updated version of Zorin.
Here is the
Lady Calista Lisia Da Romano |
Calista was not born on the Prime living most of her life in the city of Kaer Maga, the City of Strangers. Her mother a respected elf cleric had had trouble conceiving children. So Divine magic was used how ever there was a side effect. The temple seer told her she would have triplets, all girls and it would be a hard birth. Help would be needed with the birth. The cost a great deal but aid from outsiders was got and after 2 days, three girls come into the world. All three sisters where Aasimar. Talain, Lillira and last one to be birthed Calista. The other two had a hard but fine birth how ever with Calista there was a complication, the her new born mind was unfixed, shifting from those around her it could was not be held in its own body. The wise of higher planes placed a gem stone on the child’s forehead to stabilize her mind, After this she found focus and peace, but the side affect was the implanting of her mind-mage powers. Powers that would come to life later in her life.
As a child to a respected noble family of Eleves, Calista and her two sisters spent most of their time with servants. The three where all but inseparable as children and where always known for getting in trouble. Talain the eldest by 5 mins, had a gift with plants, and to her was given then craft and skills of the Druidic arts. Lillira the middle sister was strong and arm and blade, to her was given the training of the bow and blade. Both elder sisters had a future of respectable roles in the Noble house Da Romano. But poor Calista showed no ability's as such, her mind powers just seem to limit other things, she had little gift for the bardic crafts, cleric arts where not for her, nor magaery, she understood magic she just could not do it. Alchemy then, no, all she did was make her hair green for a while, the fighting arts, again no, she was good with a dagger but not much more, she also hated wearing armor and use of the larger blades.
It seemed that she the younger was destined to be just wed off to some halfwit noble’s son. Meetings where held but each time the boy involved would blurt out so reason he could not marry Calista, a few times to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around her, it was more than hard to keep secrets from her in fact. Calista was needed to be talked to. This suspicion lead to a fateful meeting, with once again the Temple seer, the very one that advised she be born on the higher planes.
The meeting
She sat waiting and the old elf seer, blind came into the room. With her stick she found the table and sat across from Calista. She lifted a set of cards from her bag and placed them on the table.
”Well young elf it’s been a while, last time I was with you, you were no bigger than a fox cub. Now look at you, all ready to have a family of your own. But I can tell that is not what you wish. So let’s see you fate then.”
She took a deck of harrow cards and placed them in the form for prediction.
”The big sky, adventure awaits you child. The Crows, there will be evils and dangers to face, The Dance, grate forces will be in play, The Forge, you must train your skills and talents but what are they, I was told child you had none hum.”
She turned over the last two cards, and sat back an odd look on her face.
” The Unicorn, you will seek to undo something, and, arr this is unexpected”
::”The Mute Hag, so you’re a mind mage, well that I did not expect”::
Calista was shocked as the old elfs words came to her mind without being spoken.
::”But, how??, what? Err can you hear me my thoughts”::
The old elf seer nodded.
::”Its more you can hear mind, I am using magic, but you, your doing this all on your own, Yes?. It seems the powers that be have plans for you my girl. You have a destiny, so the cards you see in front of you say, one that is linked to your mind. So now we know what you need training in mind-mage.”::
Calista had no idea what that meant but when this old seer talked of talents she was all ears.
She was sent for training it was sparse and mostly from books. When she came back to the city she had a plan, she would find and train others like herself. Mind mages where seen with stigma, and that had to change. She would make a guild, a training school and collage. They would test children and find the gifted. They will work with the powers that be in the city and make themselves respected. Having a mind-mage in the family would become a thing of pride. Until then as an asset to the family she would be given tasks aliened for her skills. Being a noble family meant all of them worked to keep its name and interests safe.
Nurob was happy; he had just fenced some more gear and was heading down to see Maka to do a nice blackmail on some out of town trader. Make him some real cash from a noble City of Strangers's fat-cat. He slipped in to Old Beekys Bar and grill and make his way to the booths at the back. Maka used one as his office to keep the laws eyes away. Nurob popped the door open and backed in checking he was not seen. Once he had the door closed he turned around says.
"Maka have I got as sweet deal for you..."
He stopped, where Maka normally sat there was now a white haired Elf. She could be one of Maka's girls.
"Err where Maka girly?"
She took a moment to look him up and down, and then said in a clear voice.
"Mr Makadreen decided to give up his life of crime and has gone the local Temple to confess all."
It took a moment, then he burst out laughing after a while he stopped.
"A Joker, funny but no really where's he gone?"
She looked him hard in the eyes.
"As I said, so now Mr Nurob Alfeen Gib and please take a seat, I would like some words with you."
Now he looked shocked, The law? city watch? Who in the the hell's was this elf, All this ran through his mind, she even knew is real full name, She has got to be the law, ye they wanted him, must be, yer now he was going to be in the big time. Deal with her then off to bigger things. He sat and looked at her, she poured him a drink of lemon tea she had in front of her. He did not take it, but she had a sip of hers. As she did he felt his leg under the table, felt for his poison tipped dagger there.
"Now Mr Gib you have come to my attention in regards to some documents you stole a few days ago from the Boyle Grand Inn, from room 10, the ones that you’re now thinking about in your top breast pocket and ones that belong to others."
He looked at her shocked,
"Mind reader!"
A crime here about's, So she's not local law, then what? free agent, someone hire her? or... the trader, he hired her, that's who this girl was, right him, need them back a, so girly now they would talk money.
What he had in his pocket was a trade deals worth 1,000s.
"You come alone?"
He asked her.
"Yes, I did not see the need for others."
Shot back her reply.
"Right, here is the offer, 4,000 in uncut gems, that's the price, pay and the papers are all yours. Any funny stuff and ill gut ya."
She sipped her tea again studding him.
::"No Mr Gib, I think you like me, in fact I think your a good pal and as such why not just hand the papers to, I think you would feel that would be a good idea"::
His mind was weak, she had no great difficulty, as a criminal she was free to use her full powers now. She held her hand out and before he knew it he had done just that, taken them out and handed them to her. He had really wanted to, really. She slipped them into a small case she had with her.
"Err, what the hell's just happened"
He shook his head,
"WHAT THE...!!"
He went for his dagger pulling it out and then froze. He could not move his hand out with the blade in it just inches from her head. She had not moved but still sat sipping her tea looking at him as if thinking what to do.
"Thank you Mr Gib, I have strict rules what I can do to others, but now you have tried to hurt me with poison no less, I don't feel bad about what I have to do, you’re an evil man and evil things are going to happen to you."
He was frozen as she stood and walked round the table to his side. She was tall over 6' but slim, but there was something very worrying about this Elf. She was to still to focused she had no fear of him at all. He could only move his eyes, so looking to the side he could see her come close, she pulled the dagger form his hand. Spinning it around she cut his arm with it, Still he could not move.
::"That will be painful soon, contact poison can be so painful, you really should not use it"::
She put the dagger back in his leg sheath, then he was free of her, but so weak, he fell to the floor shivering. The poison starting to work.
::"Now you made a number of mistakes, you should have checked your mark, you should have fully read the papers I now have and you should never have thought about blackmailing us."::
She looked down at him.
::"So with your mistakes I am sorry to say I have been ordered to set example of you. Your do understand, this is not at all personal it’s just business. They use me when they need things done out of sight."::
His mind raced
O O^#&& *#^#&*! the Noble's, the f^#& nobles!! O my god!!, The @&@& Da Romano's!
::"Yes I can see it in your mind, you just worked it out, now please try not to..."::
Too late he had messed himself.
::"O well, it will wash out, now then, as I was saying, the Nobles of this city need to as an example. You know for others of your kind who may be thinking of doing something like you. So a short distance from here is cities main witch keep."::
Now he was whimpering as fear and his own poison had taken him.
::"Your time is short and if you run there fast, and ask for healing I think they will try and keep you live for the reward that has just been on your head. I also think you may want to tell them all about the bad things you have done, get it all off your chest you will feel a lot better. You will not tell them about me."::
He crawled, when they arrested him and he told all. He had no idea why, he just knew he had to, that he must. There was a lot of pain and crying and evil things done, dead families, dead children but in all he told them he never said a word about letter or a strange elf he had just meet. They hang him two days later.
The trade deal was signed the same day.
Lady Calista Lisia Da Romano |
Just in case any one needs it to work out where their PC is based.
Kaer_Maga Infom Kaer_Maga_Map
The info give the
Population: 8,000
Demographics:
5,500 humans, 500 halflings, 400 dwarves, 400 half-elves, 400 half-orcs, 200 gnomes, 100 elves, 100 orcs, 75 trolls, 50 centaurs, 50 nagas, 175 others
That means if your an Elf there is a good chance you know most of the other elves in the city.
I would say that is permanent Population and have a lot of carry throw temp Population. Thinking as trade is so big, add to the sight seers fame hunters etc. could be 2:1
Then the under city, say 1:1
You could looking at a real Population at any one time of 32,000 above and below the city.
That is a good size
GM Waterhammer |
So there will be no long lived races, or they just have earlier starting ages?
Just lowering the starting ages, not messing with any of the other age brackets.
I believe Dirty Tactics is up on the PFSRD, and Heroes of the Streets should be shortly, if it is also already not up there.
Would you allow the Unchained Rogue, along with Skill Unlocks?
I'm thinking of possibly making a PC to join in with one of the investigator/seeker/hunter type guilds.
Unchained rogue: Yes, all unchained class options are available. As well as skill unlocks.
I'll go ahead and repeat: I use hero-lab, so if I haven't licensed the material there, I rather not use it.
On stat's is there an Upper limit, say 18 or 20
Some GM's have rules like.Max buy 18/20 after race traits / min 10 after race stat traits
I note mine and one other offered PC [Mage] have "int's" of 20,
would 20 be seen as too high I think now so. I have given myself the limit of Max buy 18 after race traits so no stat over 18 for my PC now.
I checked the rules on point buy: 18 is the max 7 is the minimum, so that's what we'll go with. Which does allow a 20 after racial adjustments.
As I said, I do have a preference for balanced characters.
Also, Kaer Maga will not be exactly as written. Mostly subtle things, but one notable change. Oriat, Ankar-Te, the Tarheel Promenade, the Cavalcade, Bis, and Highside Stacks are the Primary covered (Shaded) districts. They are actually built into the city walls. The Bottoms run under all of these districts. Highside stacks makes up the highest and best areas, as well as the top of the area labeled on the map, which houses the largest towers of the city. The area known as the bottoms runs under even this area. (On the map, the area marked as the Bottoms is now considered to be part of the Cavalcade.)
Downmarket, Widdershins, and Hospice are under the open sky, so seem more like an ordinary town, that is overshadowed by massive walls all around. The bottoms do not extend into these area, but the Undercity does.
The Warren remains as described in the book, a maze of rubble.