A star has fallen and the rush is on! While the crimelords of Riddleport race to be the first to claim the mysterious skymetal, dark works are afoot at the crash site on the island of Devil's Elbow...
The suspects, all five, (two of which were critically injured before being patched up), are hustled downstairs to the wine cellar for a good questioning. Being loomed over and intimidated by Eros, Baral, Nakoda and Saul they all fold up like accordions.
They confess that they are all apprentices in the Cyphermages guild. It seems that they got the urge to rob the casino when they heard that the Golden Goblin was being refurbished and spent months crafting and stealing the spells they would use to do it. Walking through the casino, pacing it out, getting special clothing... etc. etc.
When finished, Saul has a suppressed angry look about him as he says briefly; "I'm going to go talk to the Guildmaster. Keep them on ice for the time being." He then grabs his greatcoat and cane and walks out the door.
Now that the doors are open, you can see that the magnetic pull wasnt' just in the Hall, it was all over the city! There is debris scattered all over the streets, several dead horses and cattle lying pierced by flying nails, the golden dome is scratched and peeled. The town will spend days cleaning up after this. As to what it was and why it happened? No one knows for sure, but oddsmakers are betting it has something to do with the blot in the sky.
On Saul's and Maelorn's leave, Baral pulls the hood of his cloak over his big and repulsive battle-scarred head and looks at Nakoda. "Should we go after them? It looks like even stranger things have happened out there..."
Nakoda looked over at Baral as he gathered himself up to leave and she rightfully could not disagree with the idea of leaving the casino. At worst she would get a chance to ask around about the goings-on in the city lately. The patrons at the casino were more concerned with trying to either get her to be their 'luck charm', or further distasteful things. thought about it for a second, and figured that the rest of the staff should be able to handle holding those that had already been detained.
There was jingling as she crossed the floor to the nearest cloak and pulled it on, over her shield still on her back, and nodded to Baral. "We go after them."
At least she would be able to ask around and maybe get something useful.
Saul steps outside the main doors, but stops and looks around amazed. He starts a little as you follow him, but then relaxes and gives a little half grin.
"Well, I'll be honest and say while I don't think it will be necessary, but I'm glad to have you with me." He points around at the town. "With all the patrons gone home, the rest of the staff can do the basic cleanup; I think even our enemies will be busy for a while."
The scene around you is that of minor devastation. The roads are littered with debris, mostly mettalic and mostly sharp. Moans are heard form man and horse away down the streets as the injured are tended to. Luckly there are no fires, but it is quite a mess. Looking up, you see that the dome over the Golden Goblin is partly peeled and some of the metal was attracted to the statue. Now it is piled around the statues feet. Looking up even further, the blot in the sky is still there.
Saul sets out down the road. Taking the ferry across the inlet, he walks up the steep road to the Cypher Lodge; a grand structure of stone and timber sitting perched on a lonely crag nestled against the very slope of the mountain, and providing a panoramic view of both the gulf and the city. Even more than that, its three wings look directly out over the Cyphergate. For a moment, Saul looks out on the awesome structure as the main doors creak open...
You know someone is following you. You can't pinpoint who, it's just a combination of knowing what things should be there but aren't, flows of traffic that are just off, and gut feeling. But you know it to be true.
As you stand before the doors to the Cypher Lodge, you are treated to a spectacular view of the Cypergate.
The enigmatic Cyphergate looms large over Riddleport’s harbor, a constant reminder of the transience of life and even civilization, since few can even imagine what society might have raised this architectural wonder.
The arch rises 350 feet above the water below at high tide, rising from the rocky crags on either side of the harbor mouth—its diameter is exactly 700 feet.
Rectangular in cross section and 35 feet wide, the sides bear massive
runes and glyphs. It is of an unidentifiable stone of almost supernatural hardness that resists most efforts at defacing or marking, and has weathered countless years amazingly well.
Knowledge Arcana DC18:
There is speculation that the arch is actually the upper portion of a great stone ring, the bottom of which lies buried beneath the harbor, and long-abandoned excavations have shown that it descends deeply into the bedrock, but how far down it goes and how it could have been implanted in the natural stone remains a mystery, as do the meanings of the runes on its sides.
Linguistics or Knowledge History DC18:
Some researchers note that the runes on the sides of the arch are similar to those that comprise the Thassilonian language, yet each
bears subtle differences that make translation difficult, if not impossible. Most scholars believe that the runes have no meaning, and are simply decorative. Magical attempts to decipher the runes have supported this theory, yet the Order of Cyphers believes that this simply points to the runes’ mystic nature, that even magic cannot decipher their meaning or the Cyphergate’s true purpose.
Once you pass through the gates you are led through the maze of passages (somewhat messy and still being cleaned up) to the densly cluttered office of Elias Tammerhawk, current Speaker of the Order of Cyphers (The Cyphermages).
A very sharp and attentive Chelaxian man of middling age, slender build and greying salt and pepper hair. He listens in growing astonishment at Saul's tale of the attempted robbery.
Linguistics:1d20 + 6 ⇒ (5) + 6 = 11...not my day Sense Motive:1d20 + 8 ⇒ (7) + 8 = 15...sigh
The passage through the streets having gone safely, Maelorn relaxes. While nobody has any real love for the Cyphermages, they don't strike his as crass enough to be violent over this.
The large brute steps in and roars:
"Mister Tomahawk speaks truth Arrows!"
He gets in between them facing Eros and looks calmly into Eros' eyes.
"Do not try to do the same to Mister Tomahawk as you did to the young ones he is teaching his magic ways to, Mister Arrows. Mister Tomahawk is not a lyar! I take Mister Tomahawk's side!"
He crosses his arms.
Sorry for siding against a team member, it is only temporary, to try to convince team that he is not lying.
There was a tilt of her head as they saw the arch, and Nakoda spent a fair span of seconds looking at the arch, and puzzling out the runes.
When they reached the office of Speaker Tammerhawk, Nakoda politely hung back, seeing as Saul arrived with four other people. As Saul goes about his story, she listens, idly looking about his office with some curiosity. She did not exactly believe his incredulity either, but still stepped forward to lay a hand on Baral's arm and look askance at Eros, having seen a bit of commotion near him, but not the results or the cause.
dealings with compnanies all over town.
[/spoiler]
Speaker Tammerhawk looks with astonishment at Eros and Baral, smiles pleasantly, turns to Saul and asks; "Who are these idiots again?"
Saul shifts uncomfortably and gives you all a significant glance.
Sense Motive DC11:
Saul is thinking at you: Will the lot of you please shut the [bleep] up! I'm trying to do a deal here!
Saul replies, a little uncomfortably; "Yes, well, I'd like you to meet my new partners in the Gold Goblin Gaming Hall."
Tammerhawk looks visibly unimpressed at you all. "Yes. Well, anyway, this is a little hard to believe. I know those boys, and while they have some promise, they've never had the kind of initiative it would take to do what you said they did. Come then, I want to see what they have to say for themselves."
Tammerhawk get up and leads you all down a flight of stairs and up a hallway on the second floor to a largish marble floored room lit by blue torchlight and a large engraved pentacle on the floor.
Linguistics or Old Azlanti:
The runes above the door read "Summoning Room".
Tammerhawk slowly paces the perimeter of the pentacle, reaching out at each vertice and pronouncing a significant word of power and causing one of the lines to run with blue fire. Then he goes to the stand and unrolls a small scroll.
He intones; "Loel Achei, Zhoos Turitmos, Del Serer, Wily Toneran, Emath Raybing; sworn apprentices of the Order of Cyphers, return to us now!" And with a blue flash, the five suspects you captured at the casino appear, still tied to chairs and two clearly beaten to a bloody pulp.
Tammerhawk takes one look and turns his wrathful glare on you all.
"Saul!" he appears to be searching for the words, then waves his hand at the apprentices. "Really?!"
Eros clearly does not favor any who would call him a idiot, or who would judge his friends harshly. He glares at Elias with contempt, but he will pursue the matter no further out of respect for Saul.
At Saul's arrogant glance Baral sends him a stern look, saying 'you should be more appreciative of your new partners who have saved your ass not once but twice already, pal!'
He then turns his head to Speaker Tammerhawk of the Cyphers and sends him a bitter look toppled with an angry gaze, and takes a step toward him, his extremely large left arm going slowly and steadily for the massive weapon on his back. A weapon so massive it has become known as the Earthbreaker.
"Who... Are... You... Calling... IDIOT!?!" the last word is a thunderous roar and he is now standing upright, tall as a giant, with the Earthbreaker in his hands. He looks to Nakoda. He says in shoanti.
Intimidate 1d20 + 3 ⇒ (8) + 3 = 11
Shoanti:
"This frail city-man is offending us, and with us our tribe. He must ammend."
Maelorn closes his eyes for a moment, composing himself before speaking.
"Obviously, we are doing more harm here than good. Saul, I will wait for you outside to escort you back to the Goblin. I suggest we all do the same while these two gentlemen discuss the issue"
As he opens the office door to leave, Maelorn will turn back for a moment, "Regardless of what you think of us, sir, know that your apprentices confessed to the crime, and provided enough details to convince me, at least, that they have been planning this for some time."
He then steps out and waits outside the building until Saul exits.
Saul abruptly cuts between the two and turns to face Baral. There is a cold and terrifying gleam in his eye.
"I have asked you to let me speak. Now I am telling you you WILL let me speak without interruption. If you don't like that you may wait outside where you don't have to see it." He turns to Tammerhawk.
"Now. I am very sorry your apprentices got hurt while ROBBING MY CASINO, but we had no way of knowing they weren't professional assassins; I'm sure you understand."
Saul and Tammerhawk lock gazes.
Sense Motive DC18:
Saul and Tammerhawk are engaged in a complex and subtle negotiation. Saul has the advantage and Tammerhawk is trying to limit the damages.
After what seems like an eternity, but was barely a handful of seconds, they both relax and take a step back. Tammerhawk runs his hands through his hair.
"Yes, yes, I know. We have the responsibility. If you send me the bill we'll make it right with you Saul." Saul nods satisfied.
"Master! Master!" An acolyte rushes up to Tammerhawk. While Saul and Tammerhawk had their dispute quietly, acolytes had tended to the apprentices in the background; administering healing potions, dressing their wounds and so forth. The acolyte presents Tammerhawk with a small vial with a small amount of yellow and purple glowing liquid.
"They have all confessed to robbing the casino, but while we healed them, we noticed that their wills have been damaged. We recovered traces of an amnesia potion."
Tammerhawk looks at the vial of liquid, frowning.
"They wouldn't do that themselves." He turns his gaze to Saul. "Someone else is involved."
Tammerhawk rushes off, shouting for a complete scrye of the apprentices quarters.
[Saul had earlier grabbed Maelorn by the arm and motioned for him to stay.]
Saul relaxes and lets out a big sigh.
"Yes." He muses. "Alright. That went alright for us."
He turns and gives Baral a flinty look. "I hope I don't need to mention how very close you came to being turned into something small and inoffensive? Like those apprentices?" Saul gestures back towards where the apprentices used to be, but where now a number of rabbits, frogs and snails were being put into boxes.
A lovely red-haired girl, sporting a number of Varisian tattoos on her face and neck and dressed like any other low ranking clerk was walking past with a load of books in the corridor when she spotted Zane and gave a double take.
"Hey Zane! Did your Inquisitor friend give you my message?"
Zane or Knowledge (Local) DC18:
You know the girl as Samaritha Beldush, a down on her luck mage looking to hire on as an apprentice Cyphermage. Bad luck they aren't hiring at the moment. She currently ekes out a living as a library clerk.
Eros pulls out his unopened bottle of Oldlaw whisky, and opens it. He takes a swig. He really doesn't care if he makes a mess or not.
He then remembers his old army days. They used to drink this stuff all of the time. Apparently old habits die hard.
Eros turns to Baral and says:"hey big fella....want a swig? I usually take a few drops whenever I feel the need to lash out. It settles my nerves a little. Anyone else want a swig while we wait?"
Samaritha just rolls her eyes.
"That preliminary Blot report silly! You asked for a copy right? Well, just wait right here for a minute and I'll get it for you." She hurries off, still balancing the column of books.
Tammerhawk comes back a little later, carrying a crystal ball.
"We're in luck. The guy cleaned up after himself, but one of the apprentices had a scrying project running at the time, and we recovered an image." He holds out the crystal ball. "You ever see this guy before?" The image is very familiar to you.
It is Angvar Thestlecrit, the leader of the crew that tried to rob you the night of the Tournament.
Zane smiles, appreciatively observing Samaritha's exit as he waits for the report. The blot was fascinating, and Zane was deeply determined to get to the bottom of it.
The report that Samaritha delivers is a folio sized tome about three inches thick and weighing fourteen pounds (lots of glossy colour plates). It will take a full day to read through.
Title: Declassified Preliminary Report on Blakeley's Shadow, Including Historical Overview by The Blakeley's Blot Committee
In the book you read...:
The Blot first appeared over Riddleport about
a month ago and has remained in the sky ever
since. It has changed size and shape and has
even disappeared intermittently, but has always
returned after several hours.
A local cyphermage and stargazer named
Argentus Blakely first noticed the Blot before
it was visible to the naked eye. He called it an
“atmospheric shadow” and it was subsequently
named for him as it became more visible.
The Blot changes shape and size somewhat, but
is generally ovoid in shape and hovers alternately
over the harbor and gulf just south of Riddleport.
It is dark like a shadow but does allow some
light through, albeit dimly, and flying objects
can faintly be seen through its obscuring haze.
It casts a faint shadow on the ground beneath it
depending on the angle of the sun.
The Blot hangs at a fairly constant altitude of
about 2,500 feet and appears to be roughly 250
feet long by 130 feet wide.
Riddleport has a long history of mysterious
phenomena connected to its infamous
Cyphergate Riddle—the long-sought hidden
purpose of the stone arch that rises over the
harbor. Old accounts tell of strange lights
moving in the sky and sounds issuing forth from
it without explanation. The manifestation of a
shadow in the sky is something new, though.
Blakely flew up to investigate the eerie shadowy
Blot a week after it appeared, and reported
that the interior was strangely cold but that the
blot itself seemed no different than a regular
cloud—apart from its unusual color.
No known magical traditions explain the
existence of the hovering shadow, and it does
not bear the trappings of any known spell.
The wizard Argentus Blakely (a noted Cyphergate
scholar) postulated that the Blot is some sort of
convergence for focusing arcane energies. He has
yet to prove his hypothesis but is running several
experiments to test its validity.
CUT TO: Interior of Sauls Study, he stands in front of the fire facing you, his face in deep shadow
Saul had been quiet on the way back from the Cypher Lodge.
Silently he motioned you all to enter with him, he went to the fire and turned around.
"This has to stop. And right now.
"I want you to devote every waking hour to finding that man and making him stop. You have Carte Blanche. Whatever it takes, I don't care how. Bribe him, kill him, run him out of town, erase his memory, turn him into a blue hedgehog. I. Don't. Care."
He is silent for a moment.
"I am offering a 2,500 crown reward for that man, dead or alive. It is an open secret that Elias Tammerhawk has designs on higher political leadership; designs that have just taken a serious hit with Cyphermage apprentices running a bank job. And fumbling the job. He is also offering a 2,500 crown reward. He has gone to ground somewhere in town, but as skilled and intelligent as he is, he still left traces. Someone knows something that will help you find him. Go find him."
Maelorn looks thoughtful, "Saul, do you have anyone on staff who is any good at drawing? I'd like to take them down to the Cyphermages and have them make a rendering of the image...several, actually, so that we have something we can show people while we're looking."
Saul replies; "I don't know anyone offhand who can do a sketch on the staff, but Elias sent this along. Perhaps this can help." He pulls a small glass globe out of his greatcoats pocket and hands it to Maelorn. When you look into it, an excellent image appears of Angvar, apparently turning and smiling at someone not in view.
Would the Party like me to abstract the investigation and skip right to the villains lair, or play it out by talking to street people, following clues and so on.
How about we give you general strategies, and you can utilize them as appropriate in the narrative?
Maelorn, for instance, will primarily be talking to those in the poorer sections of town, where he already has an established reputation. (Worth noting, btw, that even while working at the Goblin, he has continued his morning traditions or repair and providing water).
Because of the danger of street thuggery, you travel together for safety.
Maelorn knows a lot of people around town and his first stop is
The House of the Silken Veil
This octagonal pyramid is topped by a blood-red steeple.
The walls were once of white marble but are now grimed and stained by years of exposure to the salt air and the pollutants of the Gas Forges, giving it a dreary, unhealthy look.
But the silken curtains that cover its three wide, inviting entrances are always freshly laundered and do little to mask the scent
of exotic incenses that waft from within.
This structure is the headquarters for Riddleport’s “hospitality industry,” an industry that includes prostitutes, alehouses, escorts, dancers, and even (it is rumored) exotic assassins.
The House of the Silken Veil serves another purpose as well: it is a
temple of Calistria in addition to being a high-class brothel. Temple
prostitutes work the streets and squares of Leeward and send criers and
samples down to Wharf District to bring in the “pigeons.” The high priestess of this temple is Shorafa Pamodae, a leather-clad mistress seldom seen without her snakeskin whip coiled about a shoulder.
She breaks up the gaggle of women who swarm Maelorn in a friendly
manner, including Lavender Lil; who teases Maelorn by dressing
as a private schoolgirl and saying she'd like to take him upstairs and
"Confess" to him.
Meeting with Shorafa, she agrees to help you, and suggests going to the Publican House.
The Publican House
This building of clapboard and shingles appears to be a large, rough-and-tumble tavern.
Great bay windows of leaded glass look out over the river, often lit by the revel ongoing through most hours of the evening and night. A sign bearing the symbol of a dented ale mug hangs above the
door, and written discreetly beneath it in gold letters are the words
“Publican House.” This raucous place is actually a temple to Cayden Cailean, god of adventurers and drink, and is a favorite
among the ships’ crews and travelers that visit Riddleport
for its fair prices and wide selection.
The temple-tavern is open to all, with the one exception painted in bright red letters in several languages directly above the bar: “No
Cyphermages,” a policy enacted several years ago after numerous problems between Rolf and some of the more egotistical and stuffy members of the Order of the Cypher.
It is overseen by High Publican Arnando Rolf, a bear of a man who is rarely seen without a notched sword swinging at his hip. He nods to
Maelorn and looks the rest of you over curiously. Giving a brief glance to a dark corner, he bustles off to see to his customers. You sit down at the corner with a man whose face you cannot see. This
is the Masked Man; a vigilante who frees slaves in midnight attacks. He promises to help before swinging out through an open window
into the night.
Your path leads you to interview some of Angvar's old crew at the city prison at
The Devil’s Fork
Riddleport’s military district is nestled into the draws formed by the rocky ridgeline that guards the city’s east and north sides. The Fork guards the northern approach to the city. Within the draws have been constructed a stableyard and barracks for the city’s 250 gendarmes and a small force of light cavalry. In the southern draw is Shoreleave, the city’s fortress-prison compound backed up against the rocky
ridge and said to extend underneath in tunnels mined out by prisoners sentenced to hard labor. General Anton Mescher, Overlord Cromarcky’s right-hand man, oversees Shoreleave efficiently and fairly, and is one of the few people in power in Riddleport who isn’t seeking to gain more.
You discover that the girl you captured opening night has been replaced
by a drug addled street girl; clearly bribery at work.
You travel to
Zincher’s Arena
This massive stone structure dominates the Wharf District.
Brutal contests of strength and combat prowess between slaves, criminals, professional gladiators, and captured wild beasts and monsters are held here for the public’s entertainment, but so are formal duels by members of the city’s elite who wish to settle feuds in a public spectacle.
The latter are much rarer, as such duel challenges are seldom issued—assassinations and poisonings are so much more efficient—and even more rarely accepted for the same reasons. However, such events draw by far the largest crowds. The last such duel was between Speaker Tammerhawk of the cyphermages and a visiting evoker who was denied entry to the Cypher Lodge after one too many insults levied at the school of divination. Tammerhawk won in short order in a spectacularly bloody bout that involved a swarm of rats devouring the still-living rival
mage. Local crime boss Clegg Zincher runs the arena, and his booming voice and flair for melodrama make him uniquely suited to run such events as the establishment has become regionally famous for. He meets with you as he eats, visibly unimpressed by any of you but Baral. Him he offers a gladiators sponsorship and the promise of making each other rich.
The clues eventually add up and you find that Angvar has taken refuge in St. Caspierian's Salvation, a paltry mission dedicated to Saranrae filled with orphans, derelicts, and all the rest of the dregs of society.
Knowledge Local DC16:
Father Padrik, an ailing priest, runs the mission with the aid if his young caretaker Jhonas. Funded by an anonymous donor, the mission remains open 24 hours a day to better provide aid and services to the impoverished community.
Knowledge Local DC20:
The area around the mission is controlled by a gang run by the "Splithog Pauper", and uses the Mission as his base, and loaded it with his gang of swindlers and thugs.
When you go down there, you see the mission squatting halfway down the muck-smeared alley, sandwiched between a derelict wainwright's shop and a bakery, stands a dilapidated tenement.
A crooked belltower rises from the building's rear, and a half-dozen grease-smeared, cracked, and boarded-over windows gaze out from walls that might have once been white.
A small sign hangs over the building's battered oak front doors:
"St. Caspieran's Salvation--All Welcome." The whole area has a depressed and fear ridden feeling to it.
I notice the lookouts, but I guess that I don't know that they are lookouts
Then I hear Maelorn say something about lookouts, so I must assume that the people in the street are lookouts.
Then I say quietly, so that only my companions can hear: Perhaps I could share my bottle of whiskey with them to soften them up. Meanwhile Maelorn or some similarly skilled person can negotiate with them while they drink
The first watcher is an obvious thug directly across from the mission; he is clearly bored and halfheartedly bullying passersby.
The second watcher is a street kid playing in some dirt up the street a block.
The third watcher is a street bum sprawled drunk off the side of the road down the street.
Perception DC15:
The bottle he's drinking from is empty.
Sense Motive DC15:
He's not as drunk as he looks like, or would like to be.
While all the watcher have a good view of the Mission, they don't have a good view of each other. Basic Stealth check DC10 to approach any one of them unnoticed.
Eros whispers"Since they are so spread out, how about a three-pronged attack? I am best equipped to handle the drunk, so you guys handle the other two."
Eros ducks behind some cover and removes his armor.
Eros attempts a stealth check:1d20 + 8 ⇒ (3) + 8 = 11
Next Eros approaches the drunk from behind, and he taps him on the shoulder, and he says: Heya buddy?....
The street bum, at this range clearly not drunk, snarls at Eros without even looking at him; "Be off with ye cutter! This be MY spot! Or face the Pauper's Hand..."
He turns and actually looks at you.
"Hey! What the..."
Eros Pulls out his bottle of Oldlaw whiskey, and takes a swig. He swishes the liquid around his mouth and swallows it down with look of pure refreshment on his face. Eros then replies:"Far be it from me to claim your space. I couldn't help but notice that the Pauper's hand is mighty indeed. Perhaps we should drink to it's awesome effectiveness...."
Eros reaches his hand out and offers him the bottle.
Diplomacy:1d20 + 1 ⇒ (8) + 1 = 9
Eros examines the lookout carefully. He is sizing him up and trying to determine if he really is what he appears to be.
The bum looks at you with suspicion, but when he sees the proffered bottle, he greedily drops his empty to snatch yours.
"Now get lost cutter!" He shoves you; 1d20 + 4 ⇒ (14) + 4 = 18 Hit! you move back a step.
Eros:
You feel some muscle behind the shove, plus you can see him up close now; yep, he's a thug. But his disguise is really good; someone on the payroll has some skill.
I pretend to be intimidated, and I skulk off mumbling to myself. I take quick glances back towards him to see how serious he is about downing the bottle. After all, he is bored......
I mosey back towards my companions, and recover my armor.
On seeing Erose remove his armor, Maelorn sighs and begins to remove his own, sacrifice3s must be made, I suppose."
"I'll see if I can convince the lad to leave", he saying, moving towards the child and attempting not to be noticed by the other two.
Stealth: 1d20 + 1 ⇒ (7) + 1 = 8 (Why am I not surprised?)
Approaching the boy, Maelorn holds out a platinum coin, "Young man, you don't want to be here. Things are likely to get messy, and the people you are mixed up with are nothing but bad news. Get yourself a hot meal, and hold on to the rest for when you need it."
Nakoda was thinking about the places that they had visited, and had been considering ways that she might go about gathering information about the darkness in the sky.. The places that they had visited were... colorful, to say the least. Not many places were places that she would voluntarily go without Baral accompanying her. Still, what they had learned brought them here at the request of their employer, and as Eros and Maelorn went about their manner, she considered their approaches.
Perception(taking 10) 14; Sense Motive1d20 + 4 ⇒ (5) + 4 = 9
Idly, as the others did what they did, she wondered why they were not walking into the building, and why the others went about taking off their armor and going to talk to random people. Shaking her head, she looked up at Baral with an expression of exasperation, wondering if she had missed any changes in the culture that was causing this behavior. So while the others acted, she took some time out to talk to Baral, asking him about where he thought they should look in their off-time of working at the casino, and if he had heard anything.
As Eros redons his armor, you all can see the street bum greedily sucking down the bottle Eros gave him.
As Maelorn approached the boy, he scuttles back several steps, naturally wary in this neighborhood. While distrustful, the boy is naturally greedy and Maelorn is very persuasive. He takes the platinum coin and hurrys off.
[npc]Baral approaches the thug [stealth take ten] and it looks like he just stands there, arms folded and locks gazes with thug, who seems paralysed for a while. Then the thug just seems to slink away. When he comes back, he just says "These outlaws are weak."
As you look at the map, the main enterance is on the street side, on the right side of the map. That is where most of the traffic you've seen goes in and out. Just walking around you saw a couple of other enterances as well, one a secluded back door enterance served by a gated roadway where wagons can unload on the southwest; the other are arched double doors leading directly into the chapel.
There are lights on in the lower floors, but most of the ground floor windows are broken and boarded over. You can see the windows on the upper floors don't appear broken, there are few lights there though.
Eros whispers:I think we ought to quietly enter through the back entrance, and put some dirty clothes on over our armor, so that we can appear to be penniless beggars. We could blend in better and talk to people without attracting attention. I'll bet that drunk over there will part with his beggars disguise once he passes out. Surely everyone is carrying some type of extra clothing.
We lost a couple of players, so we need players to fill two slots.
The party currently consists of:
*Nakoda, Human Shoanti Bard (Savage Skald)
*Maelorn, Human Cleric (Torag)
*Zane, Human Wizard
So they could probably use some muscle. (Nakoda requests another Shoanti, but is not required).
The situation is currently thus;
Having been made junior partners in a casino, they have been sent to find out what happened to their floor manager. When last seen he was on the way to deliver some money owed to a loan shark. Our heroes travelled to a bad section of town to ask about the missing man, but the loanshark is being uncooperative…
I need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards
Character Creation::
-All characters will be created with the “high fantasy” (20 point) purchase method (page 16 of the Core Rulebook).
-All of the races and classes in the core rulebook and the advanced player's guide are allowed for play.
-There can be no more than two characters of the same class in the party.
-We will start at second level.
-Max hp at first level. Roll for it at higher levels; but if you roll less than the average die you can take average +1 instead.
-Characters will start with the average starting gold for their character class (according to the chart on page 140 of the Core Rulebook) plus 1000gp for being second level.
-Players may purchase equipment from any Pathfinder source, with the approval of the GM (for example, some items may be rare in the Varisia region, and thus restricted initially).
-No characters can start the campaign with an evil alignment.
-Characters start at the maximum starting age for the class and race.
-Characters can have up to 2 Traits.
-Characters are encouraged to take a campaign trait; but since those were geared towards the very first level, it's not a requirement.
"Table" Rules
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.
Before you make up your character, however, post in this thread, and give me a character concept.
I don't need pages, but I would like to have a character and not just a build to work with. Once the character sounds good, I'll give you the OK, and once the character is made up and has its own profile, you're good to go.
Here's a re-vamped version of a character from a Council of Thieves PbP that fell through. Both of the Traits are pre-existing Traits, I just reflavored them to suit his fishy heritage. (pun intended)
Posting regularly isn't a problem for me, but I'm in four-ish PBPs already, so I'll totally understand if you want to pick someone who isn't spread so thin.
80% of my characters are clerics or druids, with the remaining 20% arcane casters, so this will be something very, very new for me...
Here is a concept for your perusal. I like the idea of a Human, Drunken Brute Archetype Barbarian who worships Cayden Cailean.
Bron Hartigan:
Many believe that barbarians can only be found wandering the hills and plains inhabited by the Shoanti people. Few stop to think that the tough brawler or the desperate thug has the necessary anger to be considered barbaric. Bron Hartigan is such a person. Of Chelaxian/Varisian mixed roots, Bron was raised on the tough streets of Lubbertown. There he was taught to defend himself by the lawless nature of this section of Riddleport. The son of a simple shoemaker, Bron, after many beatings by those bigger and stronger than him, began to develop a base fighting instinct derived from the desperate nature of his life. As the years progressed, he started beating the people who use to beat on him, tapping into the desperation and anger that was instilled in him when he was a boy. Finally, growing tired of the almost savage nature of the inland district, Bron and his father moved to the River District. Though it was tamer than Lubbertown, the stench that flowed through the streets made Bron feel that his situation hadn't really improved. That all changed however when he came upon the Publican House.
Upon entering the House of the Drunken Hero, Bron was taken aback by the sights and smells within. Drawn to the almost reverent worship of ale, combined with the raucous nature of the hall, Bron began to devote his time to Cayden Cailean's worship. After many months of listening to tipsied priests that visited those halls, Bron walked away one day with a sense of purpose. Hearing talk to the recent opening of a gambling hall called the Gold Goblin, Bron made his way to the establishment to see if there were positions for hire.
I'm new to PBP but should have no troubles meeting your standards! I'm interested in playing Lukas Jeggare, a Neutral Good Chelaxian fighter whose tongues is the only thing quicker than his blade.
Movie plot spoiler:
Lukas Jeggare is a man of many talents. He's a bodyguard, but not a loyal one; a soldier, but not a brave one; and a mercenary, but not a subtle one. He's a somewhat simple former Dottari from Westcrown who only wanted a simple life guarding the streets from the unsavory types who call them home. He tried to stay out of Cheliax's esoteric politics, figuring diabolic worshiping overlords were just as bad as normal ones. Yet fate seemed to have greater plans for him. He ran afoul of a Hellknight order and rather than face a corrupted justice system, he chose to flee across the ocean to Varisia hoping to hide from his pursuers in wilds of the frontiers cities.
I have a concept that is a little different, she's an old concept from the beta playtest, but I can revamp her to the current RAW.
Thunder-Klar Human Shoanti Summoner
Concept:
Thunder-Klar was always one for doing the unexpected, running into battle even though she wasn't one of the Lyrune-Quah warriors. She acquired her companion, Cindersteel, when she started her training as one a Priestess, finding that it's voice seemed stronger than that of the Desna's call. Eventually summoning her companion, the rest of her Quah seemed to shun her, finding her companion and herself aberrant and strange, but never mistreated her, as she was still family.
Eventually, she and her companion chose to leave the cinderlands, and chose to forge a path of their own, as a hero of legend, not only among her people, but among the people of the world.
Mechanics High strength character, with quadrupedal eidolon for further melee damage, if I can, I would love to use the Thunder and Fang feats if possible, working it into my character.
i'm also new to PBP, but would like to give it a try. i have a concept for a human rogue swashbuckler/scout
Joseph:
Joe was born and raised in Riddleport. As he likes to tell it, the streets were his parents and he clawed his way up from the bottom.
What annoys him is that in fact his parents are alive and well, and have a thriving wholesale bakery business in a relatively benign neighborhood. He has no odd birthmarks, nor were there any dire portents at his birth, nor at any time during his life.
The banality and sheer normality of his existence caused him to seek out excitement in his early teens and he got involved with some of the less than savory elements of the city, where his greater than average strength served him well in dealing with various gangs and near underground organizations, despite his less than average looks and smarts.
A big fan of brawling, Joe loves to put on a show illustrating his strength and physical prowess, and he has learned and is willing to use whatever dirty tricks are necessary. While not enamored of bloodshed, he has done some freelance work both as bodyguard and enforcer and favors using a really big two handed weapon to try and intimidate people.
Looked over what I wrote last night and saw how I can make the concept a bit better. So here it is:
Name: Bron Hartigan
Race: Human
Class: Barbarian (Drunken Brute Archetype if that is allowed)
Align: Chaotic Good
Background:
Many believe that barbarians can only be found wandering the hills and plains inhabited by the Shoanti people. Few stop to think that the tough brawler or the desperate thug has the necessary savagry to be considered barbaric. Bron Hartigan possesses such a wild spirit. Of Chelaxian/Varisian mixed roots, Bron was raised on the tough streets of Lubbertown. There he was taught to defend himself by the lawless nature of this section of Riddleport. The son of a simple shoemaker, Bron, after many beatings by those bigger and stronger than him, began to develop a base fighting instinct derived from the desperate nature of his life. As the years progressed, he started beating the people who use to beat on him, tapping into the desperation and anger that was instilled in him when he was a boy. Taking from those who would have taken from him, he collected items which would have been too expensive to buy were he to become his father's apprentice. However, his honest father was able to intill in his wild son a strange sense of honor. Bron refused to be like those who had attacked him in his youth, preferring to only attack those who attack him first and teaching others how to fend for themselves. As such, Bron gained a soft spot for the downtrotten of Riddleport, seeing what he could have become if he hadn't decided to fight back. Finally, growing tired of the almost savage nature of the inland district, Bron and his father moved to the River District. Though it was tamer than Lubbertown, the stench that flowed through the streets made Bron feel that his situation hadn't really improved. That all changed however when he came upon the Publican House.
Upon entering the House of the Drunken Hero, Bron was taken aback by the sights and smells within. Drawn to the almost reverent worship of ale, combined with the raucous nature of the hall, Bron began to devote his time to Cayden Cailean's worship. After many months of listening to tipsied the priests who lived in those halls, Bron walked away one day with a sense of purpose. Hearing talk to the recent opening of a gambling hall called the Gold Goblin, Bron made his way to the establishment to see if there were positions for hire.
Description & Personality:
Garbed in tough, but flexible studded leather armor, Bron's wide frame shows the strength the man has at his command. Gripped in his meaty hand is a heavy flail, and a dagger hilt peeks out of the top of one of his hard-soled boots. His brown hair is kept short and his face, while not unattractive, has a square jaw and low cheekbones, giving him a tough look that can be rather intimidating. Hanging from a cord at his hip is a simple wooden stein, for ease-of-access when he pays a visit to the Publican House.
Though tough looking, Bron is amiable and has a loud, boisterous laugh. He has many friends among the Publican House and has, on occasion, even helped to break up fights that have broken out. He is loyal to his friends and believes that one should always make their own path in life. However, his humor can be a little simple at times and easily gets annoyed when others flaunt their wealth.
EDIT: I'm changing small details here and there while I can. Refining, as you will.
Meet Imloth 'Thrasher' Carnavas:
He's been infused with strange powers since his birth, as an omen of something greater. It is rumored somewhere down in his birthline, a mother in his line mated with a dragon, but this is unconfirmed. Since then, the rumors have died down, but only the elders know the truth behind it.
They aren't rumors.
It was preordained that the next firstborn son would have powers unlike any others, so the tale goes, and he was indeed the next one - for three generations had no men, only women. He grew up in a harsh environment, initially from a region known as Land of the Linnorm Kings, a place where only the strong survive.
He had prowess in arms, like many brave warriors did, but it is spoken of that he can spark up a monstrous frenzy, and undo his enemies in quick fashion - and even fling arcane energy from his hands! It was something the others took jealousy of, but could do nothing about - for they feared his berzerk tendencies may end up causing too much damage to the rest of the village. In time, he grew as all men did, and one day he woke up with a strange sensation in his heart - that there was something different in how he was regarded. It didn't take him long after to realize he had become one of the strongest in his clan. In this discovery, he found a new goal: to reach the pinnacle of strength in the entire region, or perhaps the whole continent!
With this in mind, he gathered what he could to his cause, packed up all of his belongings and set out towards the south, seeking only to better himself - and where else than to start with protecting a caravan destined for a trade port? Where else could he start working towards his goals?
However, these goals were prevented from being completed when the caravan was waylaid by a band of natives, where they massacred everyone but the merchant himself, who stood behind Imloth. The man was a force to be reckoned with, and one native walked forth, speaking of his strength, of his courage to defy the odds. It is here he was offered a place amongst the Shoanti, and accepted.
His stay, though, was not as long as he would have liked. Circumstances involving the death of a partner on a routine hunt forced the shaman elder to usher him away - but it was cleverly disguised as a move to 'pursue greater accomplishments'. He was shown the path to the town of Riddleport, and with reluctance to leave his second home, he approached it on another caravan who needed assistance on the road.
Maybe here, he'll find some place to belong to - or perish trying.
( As a note, I can always expand on this if you feel you wish more from it - that said, I am not averse to changing any detail! )
Hope to be invited in, and looking forward to the results!
I'd like to throw in a chance to revive a deceased character from before PFRPG!
Riven
Spoiler:
Hyrun, Rivens' father, moved from Magnimar to Riddleport a long time ago. He came under the request for a new 'police' force. Well one that would be more loyal to the current ruler and not so likely bought out. The Golarsson family moved here and prospered as much as one can in 'police' work.
Hyruns' son grew in age and took to the blade and law just as his father. Riven did everything he could to prove himself to his father though he lacked a certain understanding for the so many corrupt organizations in the city. He always failed to understand why his father couldn't just arrest them all and bring them before the rule and trial them!
One fateful, or not so fateful night, Riven awoke to a noise in the home; a burglary in progress! He rushed to gather his blades and wake his father...but he was too late.
It wasn't until later he understood it was an attack, perhaps his father got too close to something, perhaps his father was just that much of nuisance. Whatever the case, Riven was without a father.
Being 16 years of age and a man of his own accord he quickly took to the bottle as many of riddleports citizens do when times are rough. His mother left; going back to Magnimar taking his other siblings as well.
Finding himself quickly in debt, drunk, and without employ he found his way on service to varing ship captains. He sobered, somewhat, over the years and cleared his debt.
Riven remains in Riddleport in hopes of one day righting the wrongs that befell his family and proving to himself that all his father taught him was right.
Riven Golarsson
LG Human Fighter (Two Weapon Warrior Variant)
I will complete the character in detail if he is accepted. :D
I'd like to throw a tiefling fighter into the mix, if you'd like something a little different. I can rework this character with the background as a native of Riddleport and change his class to fighter, but that's only if you'd be happy with a tiefling as a character. Might also throw in a couple of rogue classes, as he'll not be the nicest person you'll meet, but as deadly a fighter as I can make him, (which normally isn't that deadly to be fair.)
The Gasworks are known for the filth they spew into the air. But you may not know about the filth they spew into the streets. Washed-up miners, black lungers, degenerates, picketers, brawlers and other unwanted wastrels who couldn't hack it down there. Many end up homeless in the streets or seek work as bodyguards. The worst are the Calphiakers. Mountain dwarves who are prized for their toughness and resistance to the fumes. Unfortunately some dwarves live for the high high alpine air and don't take well psychologically to the heat and stench of the conditions deep in the mine, which are bad even for hardy dwarves. Sometimes you get one that just snaps....goes wild. Young Kordic is fresh from the mine. He wasn't cut out for the job obviously. A few punch ups are expected down in the barracks. They even have a thriving boxing racket...and Kordic was a rising star in the ring. But Kordic got angry one night - and real nasty too...just crazy even...he nearly pummeled an opponent to death and then practically tore the head off of the foreman who was breaking up the donnybrook. Kordic is just too dangerous. So he was thrashed into submission, dragged to the surface and dumped in a Riddleport gutter with his bag of gear and a sack of coins as severance. He's a real sorry sight.
Class Barbarian: brutal pugilist
St. 17 Dx 13 Cn 17 It 10 wS 10 cH 07
Traits: Bullied, Brute
Feats: Improved Unarmed Strike
Skill Ranks: Climb, Dungeoneering
If you won't accept a tiefling into the AP as its not a core race, see Quei Drathan above. May I introduce Garak Ionia the half-orc Paladin (Warrior of the Holy Light). Who at least is one of the core races, who is a paladin with no spell casting ability.
background:
Garak's mother was one of one a few survivors from an Orc raid on her village. She and the few survivors were brutally raped and left for dead following the raid which wiped out the homes and people of Knartic Frome. Knowing she would never be allowed back into Shoanti life again, having been so disgraced, she made her way to Riddleport. She was so weak when she arrived, she was taken down with fever. A cleric of Cayden Calien took pity on the woman and brought her to the temple. They she gave birth to Garak, but in her weakened state the gift of life was all that she gave her son.
Garak was bought up in the temple, under the tutor-age of Serlam, that self same cleric that that took pity on his mother. Despite Serlam's efforts Garak was never able to fully understand the subtleties of pray and faith, yet he was a simple and forthright protector of the faith, never waivering in his commitment to his god and church. His strength and propensity to fight, to stick up for the church was a feature of his growth into a young half-orc.
Serlam, Garak's 'father' has communed with the gods to seek direction on the threats that now exist in Riddleport, namely the mysterious fog that clouds the town. He has sent his champion, Garak, out to seek and clear the town of whatever evil threatens their life.
I still have much work to do here, but I wanted to get my submission in before the deadline. I've been in three other Second Darkness games that have all died about the point you have us starting.
I play Bryson in your savage tide in your game.
Draniliss is a monster hunter and protector of elvenkind. He has been lead to the casino by a vision.
Here is the character profile for Bron Hartigan, drunken brute. I still need to spend gold for the character, as well as touch up some of the crunch. The fluff should be just about right though.
Dranilis is a monster hunter and protector of elvenkind.
Dranliss' parents were traveling merchants. He grew up traveling the coast of Varisia from Korvosa to Magnimar. When his mother was killed in a pirate attack, his father decided to retire. Dranliss took over his father's business, but was not as successful at it. Though he was good with numbers, he was not as good with people. What's more, he did not like it. During what was to be his last trip, Dranliss befriended a cleric of Desna who tutored him in her dogma. The two of them traveled and adventured together for three years before Dranliss received a vision that lead him to the casino.
Just letting you know that my Brutal Pugilist Dwarf, Kordic is still looking for employent. He makes a great bodyguard. The concept is to remain more or less the same...a digruntled ex-employee of the gasworks. A real blue collar type. Barbarian,Fighter or Monk....a kick-ass grappler.
I played in a Second Darkness PbP that made it about as far as where you are starting this one before it died off. I'd like to offer Dantes for consideration.
Dantes, Lawful Good 2nd level human monk.
Background
Spoiler:
Dantes squandered his youth and his potential. As a younger son of a noble, he had too much money, too much time and not enough responsibility. As he travelled around the Inner Sea nations, one scandalous tale after another made their way home to his father until it became too much to be ignored. When Dantes went to the moneylenders’ guild in Riddleport for another withdrawal, he found his accounts empty; his father had ceased to replenish them. The money lender handed him a note that was sent for him, informing him that he’d been disowned, and that the family name was no longer his to use, nor was the family fortune. In denial about the circumstances, Dantes sank deeper into drinking and debauchery, trying to forget his fortunes.
As the months passed, Dantes sold everything he had of value to support his lifestyle, but eventually that too ran out. Once he was out of money, his hangers on evaporated, gone instantly to seek another amusing meal ticket. Dantes was broke, alone and despondent. In the dead of the night, Dantes wandered down an alley in a seedy part of the city. He knew it was dangerous and that he was drunk and defenseless, but he didn’t care. It didn’t take long for the rogues to find him out and confront him.
Angered at finding the foppish noble had nothing of value, not even a name to be ransomed, they started to beat him. Dantes didn’t put up a fight. In a drunken haze, he was barely aware of the champion that came to his aid, pummeling away his attackers and carrying him to safety.
He didn’t know how long he faded in and out of consciousness. When he awoke, he was in a stone cell, with the stout oak door propped open. His wounds had been tended to, and by the coloration of the bruises he’d clearly been unconscious or asleep for days.
When Dantes left the cell, he quickly found he’d been taken to a monastery. From a nearby balcony, he could see Riddleport in the distance. The monastery itself was tiny, perched on a hill side with only a couple of dozen monks in study there.
Not knowing what else to do, and having nowhere else to go, Dantes stayed on. He began to work around the compound, for no other reason than fear that he would be turned out if he didn’t contribute. As the weeks passed, he gradually befriended the brotherhood there, and slowly began to adopt their studies. When he asked which of them had saved him and brought him there, they refused to answer; they only told him that they were responsible for each others actions, for they were a family of sorts and they took the burden willingly and seriously.
After several years, Dantes was ready. His confidence was restored, and his body was so much more capable than it had ever been. The time with the monks had changed his outlook on life, and he had a sense of duty to return the generosity that had been shown him.
Dantes descended back to Riddleport, looking for opportunities, both to work and to help those in need. The vast numbers in need was overwhelming, so he began to consider ways to help the larger community rather than just one person at a time. For lodging, he sought out his old friend Saul Vancaskerkin, one of the few who treated him well, even when he was at his worst. Saul tried on several occasions to bring Dantes to his senses when he was spiraling downward, but it wasn’t until after Dantes left the monastery did he understand the value of what Saul had been trying to do. Returning to the Gold Goblin, Dantes sought out Saul to offer his assistance while Dantes figured out his next move.
For his Second Darkness trait, he would take Looking for Work.
Seeing as there are like five barbarians, I'd pay to see that show!
Anyway, I want to thank you all for your interest; it's very flattering to be given such a selection to choose from and I hope those not selected find new games soon. Thank you all!
I would like to invite in:
Bron Hartigan (played by dathom); Human Barbarian-Drunken Brute.
Thunder-Klar (played by Ekeebe); Human (Shoanti) Summoner.
Joseph (played by angryscrub); human Rogue/Swashbuckler/Scout.
I took a look at your game thread, and it looks like your group is very close to where my Second Darkness AP ended at. I'm currently in two campaigns with Zane right now and I would be able to consistently post. It looks like the group could use a divine class of some sort, and you also lack trapfinding, so I am going to apply with an Oracle with the Seeker archetype. This would give the group access to divine spells and trapfinding as well as some support. I'll flesh out some ideas, and follow up. It also looks like the group is now at 4th level. Did I miss anything?
-Celeador
Edit: I'll roll for HP now. 1d8 ⇒ 3 1d8 ⇒ 3 1d8 ⇒ 6 Ok, so with the Avg + 1 in effect the rolls are 5, 5, 6
Same stipulations for character creation as before? You seem to be lacking a touch of the divine, but the Shoanti situation might offer an interesting opportunity to use the Thunder and Fang combat style with a fighter or Ranger. What would you rather see?
I would have to do some reading to get a better grasp of the situation, but I have a knife master rogue already built and ready to use. The archetype gives up trapfinding, so I wouldn't be stepping on Vhalas' toes if we were both picked (not to be overly optimistic, of course). For now, here are the hit point rolls:
3d8 ⇒ (8, 8, 5) = 21
Is there any other information that you could provide?
At the Gold Goblin, a tall dark and handsome elf enters the main public room. He's apparently come some distance or is going somewhere soon, from the looks of his pack. He is armed, but not threateningly so.
He pauses a heartbeat or two to 'appreciate' the ambience and give whoever's watching a good view of himself. Thallan Mourne has arrived.
Coming through the crowds he makes a simple sign of protection in the air. With a confident stride, he heads for the main stairs.
More:
HP:3d8 ⇒ (6, 3, 3) = 12 8,6,5,5 = 24
Age 135 yrs Height 6'2" Weight 170 lbs. Hair Black Eyes Green
Thallan has been an enigma from the day he was left abandoned as a babe at the temple steps, with nothing more than swaddling, a lantern which either served as light or warmth.
He displayed more curiosity than an alley full of cats. The priests could not turn away an infant. And, when he smiled with his eyes, they were touched.
He grew in mind and body in the temple's care, devouring equal parts of food and knowledge.
To learn more, he'd do chores and run errands and menial labor. They'd reward him with knowledge both arcane and divine. They waited for the boy to get bored... He didn't.
Personality: NG Respecting and defending Life, Freedom and Beauty in that order. Quiet, pensive, accepting... until observation and inaction is unbearable.
Appearance: Dark complexion, and chiseled angular jaw. Emerald eyes and black shoulder length hair that is usually kept in a ponytail. Typically wears charcoal and all manner of grey from near black (and black) to light heathers. The tall cool one.
This looks really interesting. I'd like to apply - likely with an elf or half-elf inquisitor - but I won't be able to have a character together until tomorrow evening.
Vhalas here, with the Oracle (Seeker) I had mentioned earlier. The crunch is all done and included in the profile. I am going to work on Kharn's backstory tomorrow but basically, Kharn was a Shoanti orphan that was living within the Irespan district of Magnimar. He was taken in by a retired Cleric of Cayden Cailean who in his younger years had adventured as a Pathfinder. What Kharn doesn't know is that his adopted father is trying to make amends when his group inadvertently caused the death of Kharn's family when he was just a boy.
Mechanically Kharn is built to be a "battle" oracle. He is heavily armed and armored and is best in the front line. I think he would be a good compliment Bron, and his Shoanti heritage could play off of Nakoda, while still standing apart, due to his "lost heritage" having been an orphan. He can find and disable traps and provide divine assistance. Also since he is a Oracle of Cayden Cailean, he can conjure up all of the free ale that Bron could ever want.
I hope you like my submission, and I appreciate feedback. Thanks for your consideration.
Submitting Ro'kun Adagama for this. He's currently statted up for 2nd level for a Shattered Star campaign that never got off the ground. I can tailor his background to lead him into Second Darkness easier vis-a-vis the Pathfinder Society.
Let me know the specifics for level/gear/hp etc and I'll gladly make the adjustments. I'm ready to roll whenever, if you're interested! Design for Ro'kun is to go Fighter(Two-Handed Fighter)/Rogue (Skulking Slayer) focusing on reach weapon combat, front line melee and charging sneak attacks. Very much damage-dealing/tanking.
Scorch Stoneblood an oracle of Stone with the blackened curse. My idea is that he's is an oracle of earth who dared explore the primal force of fire, believeing that the two elements are linked on many levels. Disaster struck in his foolishness of trying to manipulate fire the same way he does earth, brute inner strenght! But fire requires more finess to weild safely and his early attempts left his arms blackened, shriveld, and sensitive. Since then he has become an adept with fire, feeling closer to the element of earht having been bunrt by fire the same way earth is often bruned by fire and magma.
"Scorch" would be a nickname, I need to work on his first name. I will start with a character sheet. I can tell you that I would look to add cure spells when possible, and would mix heals, buffs, and offensive spells (fire and earth).
Thank you all for applying to my attempt to run the Second Darkness adventure path!
For character creation, see the first post; with the addition that you can use the "Ultimate" and "Blood of" books as well. Everyone just made Level 4. You all have 6000 crowns to outfit your character, on top of the starting (avg.) cash. You can find most anything in Riddleport, legal or otherwise.
And yes, the party could certainly use some kind of Divine support.
Our current cast consists:
*Nakoda, Human (Shoanti), Bard (Savage Skald)
*Bron Hartigan, Human, Drunken Barbarian
*Zane, Human, Wizard
So far applied:
Thallan Mourne (played by Hassan Ahmed), Elf, Cleric
Laen Skyfallen (played by Doomed Hero), Elf (Drow Noble), Barbarian (Invulnerable Rager)
Kharn Iron-Blessed (played by Celeador), Human (Shoanti), Oracle (Seeker)
Ro'kun Adagama (played by Lucent), Half-Orc, Fighter (Two-Handed Fighter)
Scorch Stonesblood (played by Kor Bloodrage), something something, Oracle (Stone or earth)
I'm aiming to make a decision by Sunday (may be subject to change without notice).
I will need to read over the Player's Guide for Second Darkness before I can come up with some backstory for Wodin, but he's a very calm and rational dwarf, raised almost from birth to be a servant of Torag. His family were very influential nobles in the dwarven fortress which he was born, so he grew up with a very high opinion of himself.
Mahorfeus here. Hope I'm not too late for your consideration!
Mechanically speaking, Rolan is a TWF Dex rogue. He has foregone a Str bonus entirely, so he relies mostly on flanking and other means of gaining sneak attacks for damage output. Of course, he is really good at Dex skills in general, though he has given up his trapfinding ability for his specialty in knives. He is also pretty durable for a rogue, so he'll be able to work with the front-line combatants.
Admittedly, I'm having a little trouble backstory wise, since we're kind of jumping in. He is definitely a scoundrel and cutthroat, and has seen his fair share of knife fights in Riddleport.
After doing a little reading, the only thing I can determine is that Wodin would be a dwarf on a mission in Riddleport: His duty would be to instill a sense of justice and righteousness in the people of the city. Especially the dwarven populace, who he would spend most of his time preaching to about Torag.
He would spend a lot of time making sure the dwarven artisans would be doing the Father of Dwarvenkind his due by making only the best wares, even though he himself is not adept in such crafts.
He has actually wasn't supposed to stop in Riddleport, but upon finding the city the way it is, Wodin couldn't help but want to bring stability and honor to this city of thieves and scoundrels. His vaguely important chruch-appointed task has been overtaken by his need to "fix" the port city.
He'd probably be a good patron of the Church of Cayden Cailean (every good dwarf loves his ale) and would be respectful in regards to their customs (though he obviously he's a staunch follower of Torag) and would get along with Cayden's faithful- when they're not being hooligans, at least.
As far as the faithful of Calistria and Besmera, that'd likely be a different story. They tend to act too chaotic for his liking, so he'd stay away from them as much as possible. His dealings with them would likely be short and terse, as opposed to outright combative.
Gm, since my character concept involves falling out of the sky and waking up in a crater, I'm not sure what I should do about equipment. Should I just wing it, start with nothing and assume I'll be outfitted along the way, or come in fully equipped with stuff scavenged from "the other side"?
Just came across this recruiting thread so I'm sorry for the late application. An established Second Darkness campaign is a rare opportunity so I'd really like to take a shot at it. You can see from my PbP history that like several of your other applicants, I have a very reliable posting history.
Genyielt is designed to provide a blend of divine magic, ranged combat and skills to the group. He's a elven-appearing garuda-blooded aasimar infiltrator inquisitor of Sinashakti who hunts evil outsiders for an organization called the Dawn Walkers (really high level overview in his profile). I did reskin scion of humanity to scion of elvenkind to fit his background, but otherwise, I think everything is consistent with the sources you've requested.