Kev will push himself up from the floor to help inspect the items.
Taking 20 for a 27 to search the ivory box and spellbook for traps.
Disable Device for box (if needed): 1d20 + 10 ⇒ (14) + 10 = 24
Disable Device for spell book (at least to open the lock): 1d20 + 10 ⇒ (16) + 10 = 26
You find no signs of a trap on the ivory box, but you do find a trap on the spellbook that would trigger if the lock is picked. Would you like to use your 1st disable device for the trap on the book, then the 2nd for the lock? The trap on the book is magical in nature.
Kevorin nervously works away at the magical trap, just a split second before breaking the rune he sees a spark, but still manages to disable the glyph on the book.
A bit less nervously he deftly works away at the lock, picking it easily.
Assuming we have gone through all the chests thoroughly and searched this room completely...
"Well, we have the puzzle box, which was what we needed to possibly get into this Delvehaven. Are we done in this infernal Knot, or do we have any more unfinished business here? I never thought I'd be this happy to see Westcrown again as it was...."
"Yes, let's get out of here," Addie agrees with Valeron. "We can use those magic doorways to take us back to the Shrine of Aroden and avoid having to explain our presence in the Lord Mayor's mansion."
Once through the portal and back in Westcrown, Valeron gathers up any unwanted items they uncovered and hunts out an appropriate merchant to negotiate their sale.
He'll pray for Eagle's Splendor that morning and use it prior to entry into the shop, along with Guidance.
(I figure we can flag things that aren't wanted in the OOC thread. Depending on the other longsword, the +1 defending longsword could be part of this transaction)
Suggest we choose one that leads back to the Shrine of Aroden (unless you all want to go to what's left of Addie's hovel in Rego Cader), with whover is holding the corresponding item going through last.
Suggest we choose one that leads back to the Shrine of Aroden (unless you all want to go to what's left of Addie's hovel in Rego Cader), with whover is holding the corresponding item going through last.
The doors will not allow anyone pass until the object has gone through.
Valeron grips the unholy symbol of Asmodeus and imagines his quarters at the shrine of Aroden, waiting for the doorway to show the room he is envisioning.
He will then gesture, you first to Addie, Morghrim and Kevorin.
If noone is able to pass through, Valeron will shrug, press the unholy symbol against the doorway and suggest they try again.
Valeron's first attempt is unsuccessful. Upon pressing the unholy symbol against its matched door, the others are able to travel through. Finally, Valeron is the last through the doorway as you all find yourselves back at the Shrine of Aroden.
"Whew! I am so glad we're out of that hell-hole!" Addie exclaims with a sigh of relief.
"First, I'm going to get the last of that muck cleaned off of me. Then I want to eat a real meal - something other than rations. After that I'm going to sleep for a day and then check out that spellbook we found."
Once he has returned to "normal" life in Westcrown, and after having negotiated a "fair" price for the party's unwanted items, Valeron seeks to bolster the martial training of the stronger men of the Westcrown Defenders - notably Ermolos, Rizzardo, Scalvo and Vitti.
Rising early as he always does, he kneels at dawn in reverence to The Inheritor as the sunlight touches the old altar at Aroden's Shrine before moving outside to the dew-laced grass for sparring practice with any takers.
Hearing rumblings from the quarters that have sat empty since your departure, Arael and Janiven bust through the door, weapons drawn.
Seeing the four of you, they both lower their weapons. Arael blurts out, "You're..you're back! We did not see you return, how did you get back in here?" he asks genuinely surprised.
Janiven looks at the four of you and the look of pleased surprise leaves her face. "Where is Wart?" she asks, obviously concerned for the halfling.
------------------------------------------------------------------------
After your answers...
Arael asks, "Did you find the Crux? Did it have the key to Delvehaven? If you have the crux I must send word to Ailyn at once."
Janiven looks at the four of you and the look of pleased surprise leaves her face. "Where is Wart?" she asks, obviously concerned for the halfling.
The look of relief on Addie's face at being free of the Asmodean Knot falls away as she remembers poor Wart. "Wart was killed by undead shadows within the Asmodean Knot. We had to destroy his shade when it arose and attacked us. I'm afraid we weren't able to recover his body," she replies to Janiven's question, grief evident in her voice.
DM Talomyr wrote:
Arael asks, "Did you find the Crux? Did it have the key to Delvehaven? If you have the crux I must send word to Ailyn at once."
"We found the Chelish Crux," Addie says, retrieving the rune-covered wood and metal dodecahedron from her haversack. "Although we don't know whether it has the key to Delvehaven. We can't seem to get it open."
Sorry, all, hadn't realized we restarted. Lost my dot.
Kev is equally relieved to be home, even more so once he has cleaned himself of the muck of the Knot. He helps answer questions, and looks saddened as the subject of Wart comes up. "We will need a memorial of some sort. Maybe a service. His sacrifice deserves honoring."
"We can have a small service for Wart in the morning, that way we are likely to have more our little group here to honor his sacrifice." Arael says.
"I must go for now." the priest continues, "With any luck I can get word to Ailyn and we can see about getting the Crux open."
Val, you will be able to sell the goods in the morning (perhaps after Wart's memorial service?)
Morghrim checks in on his goblin captive, finding the creature to be behaiving well enough, for a goblin anyway as a couple of the other Defenders watch over him.
Morghrim, give me a Sense Motive.
After getting cleaned up, you have about an hour of daylight left, is there anything you would like to do with that time?
Areal, inform the Pathfinders I also have an item i'd like to arrange to be smuggled out of Westcrown for the Shelynite church he informed the man gruffly, filling him in on the glaive and its intelligence, showing it if requested.
After observing the goblin for a few moments, it is obvious that the he is waiting for the opportunity to escape. Judging by the malicious look on his face, you would assume that he is more than willing to kill in order to escape.
Valeron wears a look of somber remembrance as they discuss plans for Wart's service.
"We have much work to do beginning tomorrow. We will be certain that Wart's sacrifice was not in vain."
With an hour of sunlight left, Valeron will head to the east gardens outside the old shrine, so that he can feel the warmth of the sun on his face for the first time in what seems like months.
Gritting his teeth, the Iomedean makes a promise to himself, and Wart - that Westcrown will be freed from the yoke of the shadows and delivered a brighter future.
Addie thoroughly cleans herself of the last of the muck and grime from the Asmodean Knot and enjoys a hot meal with her companions and the rest of the Westcrown Municipal Defenders. Afterwards she takes her leave and returns to her quarters to teach His Lordship a couple of the spells from the scrolls discovered during the latest adventure.
Addie attempts to teach Chill Touch and Detect Secret Doors to His Lordship - 1 hour ritual per spell, Spellcraft DC 15 + spell level = 16, skill check augmented by Guidance.
Using a piece of chalk the young witch inscribes a circle on the stone floor, and places eight candles around the perimeter of the circle - one at each of the cardinal directions, and one at each of the mid-points between the cardinal directions. The large black cat steps within the circle and sits before the western candle, his tail twitching slightly. Addie steps within the circle and sits before the eastern candle. She carefully lights the candles, starting with the northernmost candle and ending with the southernmost candle. With the circle complete, the candle flames flare with a golden radiance - the same radiance emanating from His Lordship's eyes.
Sitting before His Lordship, Addie takes out the scroll bearing the spell that allows the caster to inflict an unearthly, strength-sapping chill on a touched victim, and tears the scroll into eight pieces. With each piece of the scroll, she picks up one of the candles and uses it to light the strip of parchment on fire, letting the ash fall into a small ritual bowl placed between herself and her familiar. Once all of the strips are burned, she takes out a small knife and - whispering a brief but heartfelt prayer to The Gentleman - cuts her palm, letting a few drops of blood mix with the ash in the bowl. His Lordship laps up the blood and ash mixture, his eyes glowing ever brighter.
(Addie prays to The Gentleman to cast Guidance on herself. DC 16 Spellcraft check to teach Chill Touch to His Lordship: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23)
Addie repeats the same ritual with the scroll bearing the spell that reveals hidden portals. (Addie prays to The Gentleman to cast Guidance on herself. DC 16 Spellcraft check to teach Detect Secret Doors to His Lordship: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18)
Once the rituals are complete, Addie extinguishes the candles - starting with the southernmost candle and ending with the northernmost candle - and wipes away the chalk circle. Exhausted by the two-hour ritual and the recent days' exertions, the young witch climbs into her bed and immediately falls into a deep slumber.
The next morning Addie awakens feeling mostly refreshed. She joins the others for the memorial service for Wart, and then accompanies Valeron to sell the treasures recovered from the Asmodean Knot.
Morghrim sighed and sat down with the goblin, speaking to it in Common.
I know ye want freedom and I can tell yer ready to kill for it. Let me promise you, the only way your leaving this building is with my express permission- I refuse to believe there is not some shred of good in you that could be coaxed out.
Morghrim made sure he had the goblin's attention before continuing.
I'm going to teach you several meaningful mantras of the Shelynite religion later this evening and in a day or two, i'll come back with food and potentially, looser bonds. Until then, your going to be tightly bound within my own chambers with no opportunity to freely roam or speak to anyone else. You are to think on these mantras and then we shall discuss them and what you think they mean. If I am satisfied with your answers, perhaps you can begin to secure some more freedoms for yourself. Know that I can sense the lies on your tongue even as you speak, so I would not dare to try and fool me, were I you.
As promised, Morghrim returned later that evening and filled the goblin's head with several Shelynite poems and mantras. The goblin himself was tightly bound and gagged by this point- the Dwarf would not have the Defender's blood on his hands.
All done unless Arael isn't satisfied with Morghrim's answers re: Glaive.
Prior to leaving, Arael tells Morghrim, "I will be sure to relay your request to Ailyn, but I suspect that you will have to make arrangements for the glaive with her."
--------------------------------------------------------------------
Later in Morghrim's quarters...
The goblin stares back at the inquistor with equal parts fear and hatered as he listens to Morghrim's liturgy.
The next morning arrives, finding the four of you better rested than you have been in days. Following breakfast Arael leads short service in honor of your fallen companion, Wart. Many of your fellow Westcrown Municipal Defenders are obviously saddened by the young halfling's loss, but none seem to be taking the loss of Wart harder than Fiosa.
Following the ceremony, Arael leaves the shrine to meet up with Ailyn.
Now is when your shopping/selling spree can happen. Please adjust your character profiles accordingly. I'm waiting to hear back from your new fifth member (Tanner) as he will be introduced in your meeting with Ailyn.
During her shopping spree with Valeron, Addie purchases a magical headband that boosts her intellect, a finely crafted silver sickle, and additional supplies for scribing scrolls. Upon returning to the shrine, Addie secludes herself in her quarters and spends the rest of the day teaching His Lordship three more spells from the scrolls discovered in Aberian's Folly and the Asmodean Knot.
Teaching His Lordship Dispel Magic, Ray of Exhaustion, and Vampiric Touch. Spellcraft DC 15 + spell level = 18 for each spell. Taking 10 on each of the checks yields results of 24 for each spell.
Though a number of your connections within the Pathfinder Society, you have discovered that the Pathfinder, Ailyn Ghontasavos has commissioned a small group within the city of Westcrown to find a way back into Delvehaven. After explaining your story to Ailyn, she decides that it would be in the best interests of the Pathfinder Society if an actual Pathfinder was part of the group to re-enter Delvehaven. You and Ailyn had nearly lost hope that the group she utilized would be successful when a half-elf priest of Iomedae by the name of Arael arrived at the inn you and Ailyn had been staying at.
"They have returned." the priest says quietly. "Well at least four of the five, anyway. They have recoved the Crux. Shall I tell them that you would like to meet with them tomorrow afternoon?" Ailyn quickly responds, "Of course!" pausing briefly, "Forgive my lack of manners, Arael, I would like you to meet Sejanus. Sejanus, this is my friend Arael."
Anything the rest of would like to do prior to meeting with Ailyn again? If not, I will proceed onto the meeting with my next post.
Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2
DM Talomyr:
What would I know about the Crux?
Sejanus nods in greeting. "Hello, Arael." His voice and manner is equally anxious and excited, with a healthy dash of awkward. He extends a hand toward the priest of Iomedae, hopefully getting a shake in return. "I'm Sejanus, a Pathfinder. Like Ailyn, I'm very interested in your friends and their recent find. Very interested. The Crux is essential to our plans." He motions to Ailyn. "I'm certain Ailyn has explained that the Society would like to commission an exploration of the lodge. We feel that some assistance, particularly from a member, would be mutually beneficial."
Sejanus looks to a nearby window, staring outside for a few moments before continuing. "I, we are not certain to what extent the lodge relates to the greater problems affecting Westcrown. But it certainly couldn't hurt. So... yes, we would like to meet with them." He looks to Ailyn, deferring to his superior.
Valeron paces back and forth within Aroden's shrine, his impatience clearly apparent as he waits for the meeting arranged with Ailyn.
An abandoned Pathfinder lodge? Surely that will be safer than the Knot, but then again - who knows what the Pathfinders left behind? I must remember to ask Ailyn what she knows about any defenses, magical or mundane.
Some borderline dodgy equipment there IMHO... Masterwork tool for perception? Is that permitted?
While I do not have a problem with a tool to help with Perception checks, it would certainly have to be a situational +2. (i.e. distance, magnicfication for small detail, etc.
Male Human Kineticist (Fire) 3 -- HP 42 : AC 16 CMD 14 TAC 13 FAC 14 : kinetic blast +6 (touch), 2d6+2 : F+9 R+6 W+5 : INIT+8 Perc+8 CMB+2
I could add a second masterwork tool and note that one is for distance and the other for magnification. And yes, Morghrim would look rather distinguished with a monocle. :)
Ooooh! How about some kind of funky goggles with special lenses that rotate in and out depending on what you need them for? They could have ear-cones attached to boost sound-based Perception checks as well.
Also, I could totally see Morghrim rocking a monocle.
In afternoon following Wart's memorial service, you are brought into the small library in the basement of the Shrine by Janiven. Waiting for you in the library are Arael, Ailyn, and a lanky, huddled figure shrouded in a ragged cloak and hood.
Ailyn is the first to speak up. "Do you have the Crux? Have you tried to open it yet?" she says obviously excited. "As I said before, the Crux is the key to safely entering Delvehaven, but I do not know exactly for sure what lies with the Crux."
"While waiting for you to come back with Crux, I did a bit more research. I think my findings will be of interest to you, especially if my hypothesis is correct."
"In late 4605 AR, a Pathfinder named Dontalus Bisby returned to Westcrown from a mission in the Mwangi Expanse - a mission previously believed to have been lost. Bisby's unexpected return brought much celebration, despite the fact that of the dozens who traveled with him to the southern jungles, only he and his chronicler returned. Word soon spread the Brisby's journals would revolutionize what was known about certain lost tribes of the Mwangi, and that he brought back with him a potent artifact. Yet before his journals could be published, Aroden died."
"Upon Aroden's death, panic seize Cheliax. Details of what happened to Delvehaven are sparse, but it seems that the majority of the Pathfinders stationed in Westcrown - Brisby included - perished in the riots and mayhem. Worse, his journal and all of Delvehaven's artifacts were cut off from the Society for over thirty years. In 4674 AR, many years after the House of Thrune seized control of Cheliax, they made a great show of reopening Delvehaven and inviting a select few Pathfinders back to run the lodge - but those choices were not the Grand Lodge's to make. The House of Thrune only agreed to Delvehaven's reopening if Chelish Pathfinders of their choosing were to manage the site, and the Society reluctantly agreed to the conditions. Securing an accurate list of what had and hadn't survived in Delvehaven's vaults was a political nightmare - the House of Thrune and their pet Pathfinders reported that nothing of value remained, but they were resistant to letting anyone from outside make their own inventory or explore the ruins. To the public, the lodge seemed to be run by the Society, but in truth we have very little idea exactly was going on in Delvehaven during those years. The whole situation seemed to be coming to a head, with a full-on clash between the House of Thrune and the Society imminent, but as things worked out, Delvehaven didn't remain active under Thrune's control for long."
"In 4676 AR, something happened in Delvehaven that caused the deaths of all of the Thrune Pathfinders and its subsequent sealing by the government itself. The House of Thrune has to this date refused to open Delvehaven or allow the Society access to the lodge, and various conflicts with the Aspis Consortium and the House of Thrune in other parts of Cheliax since then have successfully distracted us from Delvehaven's legacy. General concensus in the Society today is that Thrune looted Delvehaven to the root and that nothing of value remains within."
"But that is where the Society and I disagree. Over the past several months, I've grown more and more intrigued by the unexplained mysteries of what exactly happened in Delvehaven. Of perhaps more interest to you as Westcrown natives, I've learned a bit about the artifact Brisby returned with, an artifact that was in Delvehaven at the time of Aroden's death and that hasn't been seen since. Notes on this artifact are vague, alas, but from an initial report sent from Delvehaven just before Aroden's death, it would appear that artifact had ties to a dualistic religion of light and shadow. The fact that it was only a few weeks of after the House of Thrune closed up Delvehaven that the shadowbeasts first appeared in Westcrown can't be a coincidence. I suspect that they found this artifact in Delvehaven, but in doing so triggered the lodge's defenses and caused something. I'm not saying that the source of the shadowbeasts is hidden in Delvehaven, or even that the artifact is involved - but in my experience, there are no coincidences."
I could add a second masterwork tool and note that one is for distance and the other for magnification. And yes, Morghrim would look rather distinguished with a monocle. :)
That would work. It will cost you a standard action to switch between the two. A move action if you are willing to risk breaking the lenses.
Ooooh! How about some kind of funky goggles with special lenses that rotate in and out depending on what you need them for? They could have ear-cones attached to boost sound-based Perception checks as well.
A little too steam punk for me. Perhaps in Numeria, but not here.
"Either way, whatever Thrune opposes, we support, and if Thrune opposes Pathfinders re-entering Delvehaven..." Kev let's the thought trail off to its obvious conclusion.
"As Kev said, if the Pathfinders oppose the devil-worshippers then we would be more than happy to aid you - particularly if doing so will put an end to the shadowbeasts," Addie replies to Ailyn. "You said that the key lies within the Chelish Crux. Do you know how to open it?" the veiled witch asks, holding forth the oddly-shaped box.
"You said that the key lies within the Chelish Crux. Do you know how to open it?" the veiled witch asks, holding forth the oddly-shaped box.
"Key may be bit of a strong word. I am using key in more of a metaphysical sense rather than suggesting there is an actual, physical key within. Now that being said, Chelish Cruxes are a bit like puzzle boxes, each with their own unique combination. It requires activating each of the twelve carvings in a specific order. Unfortunately there are usually adverse side effects for getting the combination wrong."
Valeron's face brightens at the mention of the link between the crux and the shadowbeasts that plague Westcrown.
"Well if even there's a water mephit's chance in Hell that this artifact may actually be in Delvehaven, and might be spawning these shadows, we'd have our reason to get inside."
Valeron's eyes pass over Addie, Kev and Morghrim.
"I'm sure I speak for us all when I say the Westcrown Defenders are united in their purpose to rid Westcrown of shadow."
Clearing his throat a bit at the mention of puzzles, he arches an eyebrow and regards Addie.
"Perhaps something within your area of expertise?"
Once again he returns his attention to the three who are gathered. "So I know you're Ailyn," he begins - clearly turning to indicate the huddled figure in the motley cloak - "and this is your... assistant.. or an expert in puzzle boxes.. or?"
Once again he returns his attention to the three who are gathered. "So I know you're Ailyn," he begins - clearly turning to indicate the huddled figure in the motley cloak - "and this is your... assistant.. or an expert in puzzle boxes.. or?"
"He is an associate of mine, Sejanus Corvus. I intend for him to accompany you into Delvehaven, but I will let him speak to his own expertise."
As a few of you might have seen on DM Sully's threads, that I've unintentionally hijacked, I'm accepting applications for a Council of Thieves game. Four spots are already spoken for but depending on responses, there is potential for two more.
I will not likely start the game itself for another week or two, so that should give plenty of time to get character concepts in mind.
Character Creation Guidelines:
20 Point Build
Core and APG Playtest classes allowed
Roll Starting gold (minimum mid point)
Pick two traits, one from the Council of Thieves Player's Guide and one from another source. I'm pretty flexible on the source, as I have most of the Pathfinder books these days, just refresh my memory as to the source that you are using.
Use this thread for posting of your basic concepts (preferablly with a short background).
If the APG playtest classes are allowed, I would like to put forth my character concept for your consideration:
A halfling alchemist that is tired of the "status quo" and is seeking to stir things up. He was the lab assistant of an unpopular wizard who met the "heavy hand of the law" when he violated a rather obscure zoning law that required him to have prior approval before updating his landscaping to include the petrified statues of some "messengers" from the local theives guild...who knew the HOA's were litterally the provice of devils? As he was considered technically property, he was to become a ward of the state until an heir could be found, but he escaped during the Probate Court period. He has continued to develop his skills in Alchemy and has been using his race and status to gain access to various households and cause all sorts of troubles.
CG Halfing Alchemist Lvl 1
Hmm, well, that is all for now. I shall post more about his little rascal if I can whip up something extra delicious.
An arcanist wizard. Mithrael Sevireane is a member of the Sevireane family, a noble elven family that threw its lot in with the thrice-cursed house. He is sadly ashamed of the failure of his family and desires to see his family's honor restored, returning to the pantheon of the Elves.
Talomyr, i'll be cooking up a Dwarf Inquisitor, with the non-campaign trait being a Heirloom weapon; probably a family Waraxe passed from father to son. Sound ok? Will have to read the players guide so I can see how viable this is.
I'd be very interested in joining your game as well, been trying to get in a CoT, as it sounds a good campaign. So thank you for offering to run this one. I will look at the Players Guide and see what I should play. I would quite like to try a witch sometime and do you allow tieflings as player characters? Might be an interesting combination, within this setting or the usual sorcerer type.
To be fair, I don't really mind what I play, but I'd like a bit of arcane magic for a change. I'll have to work on it tomorrow, cos its time for bed now.
Man, the feat requirements to pull off a rogue who takes Shadow Dancer, and can two-weapon throw daggers effectively is mind-boggling. It could be done by 6th level with a human that takes 4 levels of fighter first and a combat trick rogue talent, but that's with serious meta-gaming optimization. Obviously, that's a no-go.
Thinking now about a rogue that makes heavy use of fainting, I mean fEinting. Possibly a two-hander like a half-orc with a greataxe.
Hmmm...would you be okay with the idea of a barbarian as an urban brawler/thug? I'm getting the image of a nimble, intimidating, lies-through-his-teeth half-orc with a REALLY short fuse. Starts out an encounter using deception to get enemies to lower their defenses, then as combat progresses, starts to get really ticked off and loses it, trading deception in for brute strength and anger...
I'm going to assume it's not feasible and continue making my Dwarf, but i'll put it out here; what about a Tengu Inquisitor; a rebel living in the slums of Westcrown, hiding his heritage and the implications of it within the city?
Max - Yes you have a spot already, and the Varisan Witch sounds fine.
Alexander - Heirloom weapon is fine, as is a Dwarven Inquisitor...you really don't like movement rate do you...first a gnome and a dwarf? :)
Quei, Mithrael, and Berwick - Thanks for your interest. Your character concepts have been noted. I won't be deciding on the final spots for a week or two.
Talomyr- as far as i'm aware theres no starting gold yet published for Inquisitors (certainly not in the final playtest pdf im making my Inquisitor from anyway) so I will use the cleric baseline starting wealth rolls.
Talomyr- as far as i'm aware theres no starting gold yet published for Inquisitors (certainly not in the final playtest pdf im making my Inquisitor from anyway) so I will use the cleric baseline starting wealth rolls.
4d6 x10 = 180 gold
Edit: Movement speed is overrated :P
That works for me.
Max - For your witch assume the same as Wizard for starting gold.
I have a concept of a elven rogue who has survived so far as an information dealer/spy. High intelligence with lots of skills. He dresses prim and proper and knows dirty secrets about all of the nobles, and is quick with a dagger (Quickdraw first level and rogue talent: weapon focus dagger second level maybe. I suppose Diabolist Raised would be a good trait to take.
Edit: Just realized that Weapon Finesse would be a better first level feat, so bump them all up a level.
I have a concept of a elven rogue who has survived so far as an information dealer/spy. High intelligence with lots of skills. He dresses prim and proper and knows dirty secrets about all of the nobles, and is quick with a dagger (Quickdraw first level and rogue talent: weapon focus dagger second level maybe. I suppose Diabolist Raised would be a good trait to take.
While that does sound awesome, bear in mind quick draw requires a BAB of +1 which you won't have (I just ran into this problem with my Dwarf lol)
Morghrim Maestros was always something of a black sheep among his clan; gruff even by Dwarven standards. Morghrim fought in the tunnels of his clan for a time, but was known to use any means necessary to ensure victory was his. Despite his natural aptitude for combat, Morghrim was detested by his fellows, and eventually growing bitter at their attitudes towards him, Morghrim left his stronghold and left to wander the lands of Cheliax.
As he wandered the lands, a mercenary for hire, a labourer here and there; always drifting and seeking new experiences, Morghrim began to develop a keen appreciation for fine music, beauty, art and philisophy; concepts that his clan would have looked down on for 'lacking purpose'. It was this appreciation that eventually led him to become an Inquisitor of Shelyn, inspired by the Goddess to seek out evil and confront it by any means necessary. He has been travelling around small villages of Cheliax for a year now, righting wrongs and slaying evil-doers without remorse. However, wherever he travelled he heard of the darkness seething within the city of Westcrown; a darkness he felt he was sworn to defeat.
Although Morghrim's methods, and manners are deeply questionable; his heart is always in the right place. He favours neither law or chaos, trusting Shelyn to forgive the methods he uses as long as his heart remains pure and evil is vanquished.
Appearance:
Morghrim looks every inch a tough Dwarven veteran; he is armed with a variety of weapons, and dressed in full scale mail armour. Morghrim is a little short by Dwarven standards at 4 feet, but even heavier-set than most and seemingly faster on his feet than his build would imply.
His grey eyes and steely gaze are confident and unashamed as he looks you up and down slowly, clearly making judgements and insights about you before he even speaks to you. When he finally speaks, he twists his words, snarling What business do you have with me, pup?.
Man, the feat requirements to pull off a rogue who takes Shadow Dancer, and can two-weapon throw daggers effectively is mind-boggling. It could be done by 6th level with a human that takes 4 levels of fighter first and a combat trick rogue talent, but that's with serious meta-gaming optimization. Obviously, that's a no-go.
Thinking now about a rogue that makes heavy use of fainting, I mean fEinting. Possibly a two-hander like a half-orc with a greataxe.
Hmmm...would you be okay with the idea of a barbarian as an urban brawler/thug? I'm getting the image of a nimble, intimidating, lies-through-his-teeth half-orc with a REALLY short fuse. Starts out an encounter using deception to get enemies to lower their defenses, then as combat progresses, starts to get really ticked off and loses it, trading deception in for brute strength and anger...
I would have no problems with that, hell in Sully's game in a short while I'm going to be the guy sneak attacking with a greatsword. ;)
On a more serious note, being able to handle situation in more than one way is essential to surviving the CoT AP...or least it was when I ran the beginning of if for my RL group.
Sully here. I've got to fix this guy up, but I'll probably run him. He needs a lot of work in both background and crunch, but I'll switch him up when I get a chance. If we don't get a cleric in here, I'll possible switch to the one I've got rolled up.
Just want to get in so you know for sure that I'm interested!
Sully here. I've got to fix this guy up, but I'll probably run him. He needs a lot of work in both background and crunch, but I'll switch him up when I get a chance. If we don't get a cleric in here, I'll possible switch to the one I've got rolled up.
Just want to get in so you know for sure that I'm interested!
Cool, just let me know if you have questions or you wanna bounce a few changes off of me.
I'll have a half orc rouge up sometime tonight, if I get in I'd be more than happy to work out a back ground connection with the Nazard's Half orc Thug barbarian.
aaremeth: Dice's gold roll 4d6 ⇒ (1, 1, 3, 4) = 9=90...minimum = half 120+300 for(child of infamy) trait 420gp
ok, I've finished up my half orc rogue. I spent 2gp on a gambling kit, Its a pair of dice, a cup(think yatzhee) a shallow box to roll into, a deck of nice playing cards and an iron coin with a smile on one side and a frown on the other.
The background is drafted out for the teifling witch, for you to peruse. You can set the name of the family if it helps in the game, as it is left loose at the moment. If you think this is a character you would like in the campaign, then I will fill out the character more fully.
Morghrim kind of got copied and pasted over by my other character in my tired and ill state, but the Appearance and Background are still good. Will re-write everything else today.
Sully here. I've got to fix this guy up, but I'll probably run him. He needs a lot of work in both background and crunch, but I'll switch him up when I get a chance. If we don't get a cleric in here, I'll possible switch to the one I've got rolled up.
Just want to get in so you know for sure that I'm interested!
Cool, just let me know if you have questions or you wanna bounce a few changes off of me.
How'd gambling/drinking extraveganza go tonight?
It was great! I won some money and I don't feel awful this morning, so I call it a success. I'll try to get some changes on Cadwyn today, but I'm running my real life Kingmaker this afternoon. When are you looking to start?
It was great! I won some money and I don't feel awful this morning, so I call it a success. I'll try to get some changes on Cadwyn today, but I'm running my real life Kingmaker this afternoon. When are you looking to start?
I was thinking in about a week. I hope to have characters picked by mid-week, and if possible start the game either next weekend or the following Monday.
Hi Talomyr. Kev here, half-orc rogue looking to either become completely anonymous or completely famous and powerful. Trouble is, he just can't decide which way to go.
If you don't like the idea of two half-orc rogues in your game, I understand. I have quite a few PbP games on the go, and I can personally vouch for Dice's player (he's in my own PbP game).
Ok folks, my four player's that have spots have got at least rough character concepts in (and is some cases full concepts). As the competition for the last two spots continues, here is the current party composition:
Sully - Cadwyn Tallis, Human Fighter
Nazard - Kevorin, Half-Orc Rogue
Alexander Kilcoyne - Morghrim Maestros, Dwarf Inquisitor of Sheyln
Max Hellspont - ?, Varisian Witch
EDIT: For my players that are already in: Feel free to make suggestions for the other spots.
My concept would work well as a bard or a N cleric of Norgorber using Trickery or Knowledge, and Charm Domains since you already appear to have a rogue. The cleric would be following this god more for the secrets aspects, and less so for the evil stuff. I think the bard would be more appropriate, however.
Hmmm...would you be okay with the idea of a barbarian as an urban brawler/thug? I'm getting the image of a nimble, intimidating, lies-through-his-teeth half-orc with a REALLY short fuse. Starts out an encounter using deception to get enemies to lower their defenses, then as combat progresses, starts to get really ticked off and loses it, trading deception in for brute strength and anger...
ewww. Sorry I was focusing on the barbarain aspect of what was here so, I thought it would be a barb h/O and a rogue h/O though really I think that the pair could still be of good use. I am flexible if you would prefer something else, maybe a paladin or cleric of Desna.
Hmmm...would you be okay with the idea of a barbarian as an urban brawler/thug? I'm getting the image of a nimble, intimidating, lies-through-his-teeth half-orc with a REALLY short fuse. Starts out an encounter using deception to get enemies to lower their defenses, then as combat progresses, starts to get really ticked off and loses it, trading deception in for brute strength and anger...
ewww. Sorry I was focusing on the barbarain aspect of what was here so, I thought it would be a barb h/O and a rogue h/O though really I think that the pair could still be of good use. I am flexible if you would prefer something else, maybe a paladin or cleric of Desna.
Yeah, Kev's more of a rogue than barbarian, though it's more than a level dip for him. The two half-orc rogues with greataxes could be interesting. Twin brothers, perhaps?
Got Cadwyn's abilites fixed. I need to update and fix the rest, but I don't think it's going to happen tonight. Just ran my Kingmaker campaign at the house, and the numbers are making my eyes bleed a little. :)
Got Cadwyn's abilites fixed. I need to update and fix the rest, but I don't think it's going to happen tonight. Just ran my Kingmaker campaign at the house, and the numbers are making my eyes bleed a little. :)
Quei's story, background and ability scores have changed to be a female sorcerer, Infernal bloodline. If you are going to use the character in your campaign, then you may want to change the name of her real family to one that fits in better with the campaign. I will go through and do a full character generation if you decide to go with her in your game. If you want to alter slightly anything in the background etc, I am sure it can be worked on.
My concept would work well as a bard or a N cleric of Norgorber using Trickery or Knowledge, and Charm Domains since you already appear to have a rogue. The cleric would be following this god more for the secrets aspects, and less so for the evil stuff. I think the bard would be more appropriate, however.
Looking at the party as currently constructed, changing your concept to a bard or cleric would certainly help your chances of landing one of the spots.
Description: the dark skinned man before you wears thin flowing blue robes from head to toe, partially hiding the glint of steel armor underneath. Your eyes are drawn a small golden symbol of the dawnflower that adorns his neck. In one hand he holds a battle worn scimitar, in the other a wooden shield with a symbol of Sarenrae carved into the front.
Backround:
(this is pretty basic should i get selected i will likely put alot more thought into this or if i get time ill edit and make it longer) Abbas left his temple in the city of Katapesh to bring the light of sarenrae to dark places and people. His travels have brought him to (where ever the start of the AP is sorry i havent read CoT)
was thinking standard healer cleric with a touch of melee potential. I know its a little status quo but seeing as this is my first PbP wanted to keep it simple.
Hijack time again (and don't worry, Talomyr, I hijacked Sully's to). I've been hemming and hawing about running a parallel Arcadia game with my current one here on the paizo site, and I guess I'll go for it, though it probably wouldn't start for a few weeks. I don't want to advertise it in the main forums, as I'm mainly offering this up for the Sully Kingmaker players first, and some of those who don't make it for Sully's Crimson Throne or Talomyr's CoT games. I was worried about the confusion it may cause to have the same game running twice on this site, but so long as players in game 2 know not to go looking for spoilers in game 1's thread, it shouldn't be a problem. Obviously, my current players are out of the running for game 2 (I'm looking at your Red Assassin, one Rorse is already one more than I can handle). I'll start a discussion thread for the game, rather than a recruitment thread, so the people looking here are also welcome to put a character in there. Thread is here
I read some background info on Cheliax that Iomedae is fairly tolerated unlike a lot of the other good gods. I wanted to create an Iomedan who could walk the streets of Westcrown, and be both recognizable as in favor with the Asmodeans but also be known as a beacon of hope to any resistance. He's a pure cleric, and I'm likely to use the stat array of S14 D10 C12 I11 W16 Ch15 so he should be able to handle social situations with ease. Personality-wise, he's held his tongue in the Imperial Courts at quite a few horrid sights, so he's not by any stretch impetuous like many Iomedans seem to be.
History:
Red. It's the color that the diabolists and thaumaturgists of Asmodeus are most often seem wearing in the streets of Westcrown. That's not why Valeron chooses to wear red, he wears it because it's the color of valor and courage. And he wears it because it's the color his brother wore, and his father before him.
Valeron was seven years younger than his older brother, who practically raised him when their father was killed in the service of a noble of the Imperial Court based out of Rego Corna. You see, his father was a special breed of warrior that the Asmodeans used to hunt heretical worshippers of gods or demons of chaos. Valeron isn't sure how his father died, he knows the men who came home with his father's cloak said something about a rampaging vrock kept as a guardian by a merchant from Rego Pena. His brother wore the cloak next, sworn to follow in their father's footsteps. That was until he was murdered when the boys were on their way hom on Valeron's sixteenth birthday. This time he saw what happened - he saw the shadow beast rend his brother in two and carry his corpse into a dark alleyway - the tattered remains of their's fathers cloak adrift in the dank water of a backlogged stormdrain.
Valeron didn't intend to follow in their footsteps. It took over a year to recover from his second loss as he buried himself in his work as an apprentice to a Westcrown lawyer working for House Julistarc. He could only work in that profession so long before his family's blood began to surge in his veins, spurring him to action. Call it the Legis Curse, but Valeron has trained and studied the miracles of The Acts of Iomedae. The Wiscrani may look at him and see nothing but an obedient dog trained to hunt demons or heretics on command. Valeron prefers to think of it that it's not that Westcrown has plans for him, but rather it's he who has big plans for Westcrown.
Appearance:
The red fires of Valeron's passion are immediately recognized by anyone who takes a moment to look in his eyes. His dark, shiny hair sweeps down across his forehead, where his chiseled features have evoked Westcrown's women to claim he has the dashing looks of a cambion. To this, Valeron bites his lip, knowing he has no blood of wretched devils to "thank" for his good looks. He is merely his father's son and his brother's brother. His armor is simple and functional, his steel shield bears no specific markings, and his longsword can always been viewed at his hip. When armored, he is always seen wearing a particular red cape.
I always start with the backstory and appearance, then work up a sheet as a second step, so if I see I'm highly likely to get accepted, I'll invest the hour or so to full decorate a character sheet.