Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

Current map
Group Loot
Big maps
XP
NPCs
Intrigue notes


2,651 to 2,700 of 4,666 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, putting them in the AMF was great thinking. Alas, while scrying itself SEEMS to imply being targetted on creatures, the spell Obscure Object very clearly states that objects or locations are targetable.

As such, I expect the Divination specialist to go after his buddies equipment next. Those Headbands are probably quite standard issue for the Magisters.
And if something happens to them, likely to be taken by who was responsible. That's not even meta, despite having happened exactly that way. But as said, not willing to leave that stuff behind :P

@GetCratespastOrcs: Make them invisible, cast Ant Haul on Nelly and have her rush out like Santa Claus Sleigh?

And yeah, I got spells left, I didn't spend that many in the last fight - 3 more hastes and 5 more invisibilities possible. :P


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Turion, do you have Ant haul in one of your books? I'd have to rest and prepare it.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Knowing this, an unscrupulous person could gift it to a foreign king. Then when the elves scry it, they would believe the foreign power to be responsible for the magister’s death.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

In theory.
Lots of roadblocks there.

One thing that particularily worries me is the lack of means of communication - not even sanctified rings - but presence of Permanency.

It's not completely unlikely they may have been keeping track via Telepathic Bond - 12500k is expensive but allows real-time updates on the mission, research back home in the libraries, remote support etc...

In that case, they would be quite aware of what happened up to the moment of his death.

Also, no Ant Haul, but Nelly should be fine without it, being a large quadruped and pulling them along the ground.
But for that, I'll have to petition her - and for that, verify it's really an important shipment. So, take a look inside.
*looks at Kazador*


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Also, we're trying to de-escalate tensions, not stoke them.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I wonder...can we adds wheels to the crate? Or make it a sled for Nelly? I think we’ll need to for transformation.

And yes, I’m aware that we aren’t here to start a war. Just saying that we could ;)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well to be honest I could definitely see an in character reason for Kazador to want Luscia to attack the Concortant.

Once we're out of Kazad Gravr I think we can probably fashion a sled or something without too much difficulty.


Brookside Campaign Journal

The cloudkill isn't too wide for Mel's ropes plans. Sounds good.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Rope plans? Did I miss something? Also so what is our status now? The timeline got a little confused. It happens, not big deal, I just want to make sure I know where we are in the action.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I proposed using ropes to haul the crates through the cloudkill zone so we don't spend ages breathing poisonous vapors while hauling heavy boxes through the area.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

So we are hauling them? Good then.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Oh, crap. Algric's dead.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

:( well that sucks. I guess on the bright side we won't have to argue with him about taking on orcs to crew our ship? It's very sad that he's died like this though. I was looking forward to him going to the dwarf colony or something.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

RIP Algric.

I wasn’t sure where he would go from this. He certainly wouldn’t want the artifacts to go into non-dwarven hands. And taking crew from the ranks of the orc tribes, whom he blamed equally for his family’s murder, wouldn’t have gone over well. In a way, him dying here simplifies things. Even though it is sad that he is gone. Poor bugger.

I’ll get a post up tomorrow during my commute.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Kazador, I sent you a PM.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

:(


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, natural 1 on a saving throw is failure. Alas, Nelly does hold a hero point for Mel/Brolin.
If they want to, she could gift it to Algric so he can re-roll - if you get another 1 then it's certainly divine providence.
(Can easily be flavored by her dragging him out of the vapors as he loses consciousness).

Assuming we find no way to shut down the Cloudkill. I was not here when we passed through the first time, so had no chance to speak up back then to take a closer look - but definitely want to do that before rushing in - things moved so fast, I thought we brought the crates to the edge, then decide how to proceed(because someone still has to fetch the goodies from the Vault. Preferably 2 people at least. Possibly attached to Nelly with a rope. And with leather protective gear for when she starts running. She is opposed to being used for riding. She has no issues dragging you along on the floor.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Kazador's the one grabbing the stuff from the Vault -- basically because he insisted that this be done by dwarven hands. A haste on him would be well advised given that he's the slowest of us.

Also, if you took CON damage from the second passage through the cloudkill, don't forget to clear that because it didn't actually happen.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Algric lives! Thanks Mel for the PM, glad it wasn’t needed. :)

Even though this NPC is still very grumpy and will he leaving us soon.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I'm glad he didn't die. Algric is grumpy, but he is relatable. It'll be interesting to see where he goes.

So, how do we want to go about mustering a crew? Do we know if the orcs do indeed have slaves we could barter for?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Whether we need a crew or not depends on whether the ship is still there.

EDIT: also, I'm glad nobody has a familiar. Cloudkill would auto-kill them, no save -- they only ever have 1 HD.

EDIT 2: never mind, familiars count as having their master's HD for purposes related to that.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well, I think we need to decide on whether we want a crew before we leave where we can get one. It'll be an interesting mess if we get there and there is no ship there. But we're in a pretty remote area right? That was one of the things the dwarfs had going for them. It's only been a few days so hopefully this ship will still be there.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, glad to see Algric is still with us.
That would have been no proper way for him to take his leave.

My money was on him staying with the other Dwarven Colony after the delivery, not interested in any of those politics...

@Crew: Well, in two levels time, there would be this available. I doubt we'll get there in time, just saying hopefully we won't need to fill all of Brolins slots with Sailors :D


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Loved the story, Brolin. And congrats, you managed to get Algric to actually open up to someone. That wasn’t something I expected to happen.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Algric_Graniteson wrote:
Loved the story, Brolin. And congrats, you managed to get Algric to actually open up to someone. That wasn’t something I expected to happen.

:D


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Kaz: Totally fine if you want to go alone. But you will definitely get a haste effect at least so yeah, I'll be there with you. Both Nelly and Túrion are significantly faster and should have no problem escaping, hopefully.

@GM: How likely is it Kazador makes it out if he does things by himself, based on our earlier analysis of the heart and the expected impact?
If his chances are slim, I would like to discuss an in-game course with Kazador that I would not take out of respect for a fellow player(but would accept the consequences of in-character).

Kazador, GM:
Specifically, a "suggestion" to let Túrion help. I never use mind-affecting magic on other PC's without prior coordination with the players, or when they are already under enemy control. But if it looks like Kaz would not be able to make it and just die in an ill-guided attempt to be honorable...it would at least be something he'd consider IC.


Brookside Campaign Journal

It looks unlikely that Kazador would make it out alive without the haste. With haste, he will probably make it. 70% odds or better.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Man...30% chance of death. Hope this works out. IC Kazador, simply put, can’t let anyone else do it. So let’s see what happens.

If he does die, I suppose I’ll need a new character? And at lvl8-9...

...I suppose that if it comes down to it, I’d probably play an elf? Seems like it would be best for the story. A dex based trappings of the warrior occultist VMC Magus would likely be in order. Bit of a mix of Turion and Brolin, mixing arcane and psychic magic, while still being the front line warrior that the party needs.

Not that I want Kazador to die. I love the character too much for that! Just mentally getting ready Incase the worst happens, as 30% is scarily high. I just ask that if he does die to leave the manner of death to me, so that I can make it a bit less painful than just “rocks fall and you were too slow”

Edit:

10 minutes before a stressful meeting at work. So, to get my mind off it...

Alternative Character Idea: Half-Orc bought from slavery

Race: Half Orc
Traits: Fate’s Favored...and something else...
Class: Destined Primalist Bloodrager
Stats: Str-20 (18+lvls4/8) Dex (14) Con (14) Int (10) Wis (12) Cha (8)

Would perhaps fit the story better


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Did you read the spoiler, Kaz?


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Well, he has haste cast on him. And I’m trying to be as IC as possible with this campaign. Kazador is a sentinel of Torag. He is very religious. He truly believes that he has to act in accordance with his god. Live or die, he has to do this right.

So he’ll accept haste, but he feels that he has to be the one to do this. So...GM. Please roll the dice.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I know he feels he needs to do this. I am not convincing him.

I am asking you, as player, if you would like to explore the potential breach of trust implied by casting a Suggestion-Spell on Kazador to make him accept help.
The intent is clearly benevolent, but it would still be a huge deal, a betrayal of sorts.
Alas, in character, Túrion does not want to see anybody die, and does not know there is more to come for the party(expecting you to deliver the crates, and Brolin to find out more about the Concordat Plans, everybody going their way again) - so he's willing to deal with Kazador hating him afterwards as long as everybody makes it out alive.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Do what is IC for you! And we go from there. Trying not to make ooc decisions


Brookside Campaign Journal

What I need to know is if people talk to Halak before Kazador leaves or not.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

No, we wait for Kazador. At least that was my plan...


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I don't think it would make sense to leave the stuff, talk to Halak, and come back. We should get the stuff first, then go talk to Halak.


Brookside Campaign Journal

Stuff:

Stuff: 1d20 ⇒ 4

Ok sounds good. Will provide full update after work in a few hours.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

That's ominous...


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I was thinking the same thing.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:
Fyrtor Smithson wrote:

[dice=Spellcraft to Identify Haste]1d20+5

[dice=Spellcraft to Identify Suggestion]1d20+5

Guess I don't have to decide how Fyrtor would react to noticing the suggestion.

Doubly so because AFAIK you guys are waiting near the Vault entrance with the crates, and only Kazador and Túrion returned into the Heart Area.

Also, it is done. Lets see how it plays out.
@Kazador: Aye, it is IC, Túrion understands your stubbornness in not wanting help, but also the peril you place yourself in - Considering you would not only die yourself, but also fail the last will of the guardians of the Rune Forge by losing their final custom artifacts in a cave-in, it seems reasonable to him to force you to accept help. If you hate him then, good, he'll go back to Avinoax and you go your way. But alive.

Alas, since this affects the freedom of another PC, it very much needed to be an OOC decision. That's a matter of ethics, not forcing other people's characters to do things the players did not give clearance for. :)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Yes, my understanding is that the only ones in the vault right now are Túrion and Kazador. Everyone else is waiting on the far side of the cloudkill zone.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

A good post. One that convinced Kazador. Love it when character growth is spurred by pc interactions


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1
Túrion Alagostor wrote:
Fyrtor Smithson wrote:

[dice=Spellcraft to Identify Haste]1d20+5

[dice=Spellcraft to Identify Suggestion]1d20+5

Guess I don't have to decide how Fyrtor would react to noticing the suggestion.

Doubly so because AFAIK you guys are waiting near the Vault entrance with the crates, and only Kazador and Túrion returned into the Heart Area.

Ah, timing is tricky. I thought we were all still outside and the spells would be cast before you went into the vaults. I understand now.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Let's hope this goes well. It'd be most unfortunate if both Kazador and Túrion got squished.

Particularly since getting squished in the AMF would kill Túrion for real, and getting squished outside the AMF would condemn him to a horrific state half-way between death and life until we could excavate his remains. That would be awful.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Don’t give the Gm ideas...


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fingers crossed!

BTW, I'd love to hear what could have happened with different dice rolls.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

If I would get squished outside the AMF until excavated, I would probably go Insane: 1d100 ⇒ 99
Which is a result of Schizophrenia on the table.

Which would be a surprisingly good fit, actually...
But hopefully not necessary.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

On the one hand, Algric will be happy to learn that ALL the Orcs are about to get buried alive.
On the other hand, that complicates delivering the crates.

Honestly, considering there was no way to stabilize that thing, I was pretty certain the destructive area would be somewhat contained. I mean, eventually, someone could have made a mistake, or it could have run out of juice - resulting in sudden and complete destruction of the city.
What did they power that thing with? Enriched Uranium? That's Chernobyl all over. "The Heart is save. There is no danger!"


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Huh. You know, after Mel tanked her Knowledge (Engineering) check to figure out how much of the place might be destabilized by the Heart's destruction, I was kind of hoping someone else would give it a try. But I didn't want to suggest it because it felt a bit meta-gamey.

Oh well ...


Brookside Campaign Journal

In 2nd edition, you just tell the GM your modifier and he/she rolls in secret. Then he/she tells you what your character concludes. Pretty tough.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Yeah, well I'm in no hurry to switch to 2nd edition.

1 to 50 of 4,666 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Defense of Brookside Discussion All Messageboards

Want to post a reply? Sign in.

Your quiet little farming hamlet of Brookside has gotten used to its peaceful ways of farming, trade, and general community happiness. Your home seems to have gotten cozier and cozier every year as the moss grows over it and traditions run deeper and deeper.

But things have taken a dire turn for the worse. Farmers working alone in their fields have disappeared with nothing but scraps of bloodied cloth and strange footprints left behind. Woodcutters have entered the nearby forest and never returned. Folk are panicking and as long-time pillars of the community, it's up to you to make things right.

Looking for:
NPC classes only (Adept, aristocrat, commoner, expert, warrior)
3-5 players
Level 5
10-point buy
Clever players who can be effective with limited resources while also creating an interesting character. I'm excited to see what you guys come up with.

Most source material allowed. If I can find it on d20pfsrd and it's not ridiculous, it's allowed.
You have 500 gp worth of non-adventuring possessions but only 200 gp in ready cash. You can sell things off if you think that's worth it.

Start as a one-shot and see if it develops past that.

Schedule
I plan to select players on Dec 16th if there have been enough submissions by then. Post at least once every weekday and once on weekends.

Logistics note:
I'm new to this forum and pbp in general so if any vets are willing to help out if I have questions about efficient ways to put up maps, etc, that'd be greatly appreciated.


Low-powered adventures full of people who are flawed and just as likely to run as fight always get my interest piqued.

I'll charting something up when I get home for sure.


I'm interested in playing a librarian expert who is a knowledge based character and is a expert at mediating(persuasion). How would I turn this into a lv.5 character sheet? I fairly new,like I've never played a whole game

Liberty's Edge

Potentially interested.


This looks really cool! Thinking of making an adept.


Love it - adventure can happen anywhere and to anyone! Here's my submission: Vors Falchen, middle aged militia guard with a family. Full background below, details in the alias.

Character Background:

Peasant-born in Brookside, Vors has looked forward to few options in life beyond working hard and living honorably among his fellow Rostlanders. When he came of age, Vors entered into service with the town militia. After completing his "training," he found that he actually took well to the job, focusing his martial training in the use of the halberd that was passed down to him from his grandfather.

Over twenty years later, Vors hasn't moved up much in the world, but he does have one of the more important posts in town - right at the main entrance. Colder mornings are tougher now than during his first days, and his halberd has barely any more sign of wear than when he first started. Though he still knows how to swing it to wound, he'd much rather put on a show of using it for anyone who gets to agitated, and that usually settles them down without needing to draw blood.

He's helped train most of the younger guards, and counts on them to do most of the heavy lifting, especially his eldest son, Kelian, who just joined full time service in the militia this year. There aren't many in town that know the militia's work better than he does. He's ready to simply sit down and direct the militia's members, rather than don his armor every morning and get bored at the town gate.

His wife, Reinala, mostly directs work on her parent's farms,
making sure the hired help actually grows crops and doesn't just assume that it happens on its own. Their two daughters, Kharia and Jael, and their younger son, Vargos, are in their teens, and Reinala has her hands full with keeping them busy before they run away from sheer boredom.


Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?


1 person marked this as a favorite.
BloodYakura wrote:
I'm interested in playing a librarian expert who is a knowledge based character and is a expert at mediating(persuasion). How would I turn this into a lv.5 character sheet? I fairly new,like I've never played a whole game

Here's a really good outline of how to do that. The only things different from what's mentioned here is that you should pick also pick 2 traits, can only pick from the NPC classes, and have a lower starting gold.

http://www.d20pfsrd.com/basics-ability-scores/character-creation/


Avoron wrote:
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?

That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.


caster4lyfe wrote:
Avoron wrote:
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.

Okay, that makes sense, thanks!


caster4lyfe wrote:
Avoron wrote:
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.

I was planning on this PCs submission include a family house, but 300 is a little low for the Ultimate Campaign Room costs. I’m assuming that it is easier to just say that it’s 300 gp worth of house? Thanks!


1 person marked this as a favorite.

Here we go: Meet Perrin Alders, a friendly and idealistic doctor... who just so happens to be channeling the power of a demon lord.

Perrin's statblock:
Male human adept of Haagenti 5
NG medium humanoid (human)
Init -4; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 30 (5d6+10)
Fort +2, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee shield bash -9 (1d4-2)
Special Attacks channel positive energy 3/day (1d6/2 plus self-perfection variant channeling)
Spell-Like Abilities (CL 5th; concentration +6)
1/day - cure light wounds, detect poison, mending, stabilize
Adept Spells Prepared (CL 5th; concentration +8)
2nd (2/day) - bull's strength, web (DC 15)
1st (3/day) - burning hands (DC 14) x2, command (DC 14)
0 (at-will) - detect magic, guidance, light
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 13, Wis 16, Cha 13
Base Atk +2, CMB -5, CMD 11
Feats Adept Channel, Evolved Familiar (bleed), Evolved Familiar (reach), Improved Familiar
Traits Exalted of the Society, Volatile Conduit
Skills Craft (alchemy) +9, Heal +11, Perception +11
Languages Common, Abyssal
SQ fey magic (urban), summon familiar
Combat Gear alchemist's fire, scroll of comprehend languages, scroll of obscuring mist, scroll of protection from evil, wand of cure light wounds (10 charges)
Other Gear hide armor, heavy wooden shield, lead unholy symbol of Haagenti, spell component pouch
Non-Adventuring Possessions 300 gp medical office, including small living quarters and alchemical lab

Personality and Background:
For as long as he could remember, Perrin had wanted to be a doctor. He had grown up right here in the small village of Brookside, with a humble but comfortable childhood. He was friendly and cheerful at heart, trusting of others to the point of naiveté. There were some dangers, though, that struck in even the most peaceful of towns - people Perrin knew and loved had fallen to injury and disease. A grandfather with a weak heart, a family friend with a strange illness... a little sister, crashing to the ground from the branches of a tree. As clever as he was idealistic, Perrin was determined to do what he could to help the people of his village, and at the age of fourteen he began working as an apprentice to the local healer. He learned quickly, studying the ways of alchemy and medicine, and gaining a remarkable talent for treating sickness and injury alike.

It wasn't enough. When his master succumbed to the very disease they had been working to cure, Perrin knew he was out of his depth. He was nineteen years old. How could he possible protect the people around him when the two of them hadn't even been able to protect themselves? So Perrin did something very unusual for him indeed. He prayed. He prayed to whatever gods would listen, he prayed for the strength and ingenuity and power to make things better, to help and heal and preserve the people of his town.

And someone answered. But it wasn't quite who Perrin was expecting. Haagenti responded to his prayers. Lord of Transformation. The Whispers Within. Haagenti - inventor of the philosopher's stone, and demon lord of alchemy.

Perrin wasn't evil, not the tiniest bit. He didn't want to hurt people, he wanted to help them. But if this being of unspeakable malice was offering him the power to do that, there was no possible way he would turn it down. If this was a temptation designed to corrupt him, fine. He would take the bait, and just refuse to be corrupted. He would put his soul in jeopardy because saving people's lives was simply more important.

So Perrin took his share of Haagenti's divine power, and used it to cure the sick and heal the injured in this little, unimportant town. He didn't exactly keep the source of his magic a secret, but he didn't publicize it either, discussing the issue only with a few close friends. He increased in magical prowess over the next several years, learning to bend reality to his will, but he never lost his friendly, idealistic demeanor. When local villagers began to vanish into the wild, Perrin knew that these people once more needed his help, and so he prepared to give it. There was just one more step he had to take, if he was to defend their town against an unknown foe. Through alchemy and divine magic combined, Perrin drew forth an elemental guardian from the earth itself, skilled in combat and blessed with Haagenti's unholy might. Perrin calls him Pebbles.


Pebbles the earth elemental:
Small earth elemental improved familiar (emissary) 5
N small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+2 armor, -1 Dex, +10 natural, +1 size)
hp 15 (30/2)
Fort +4, Ref +0, Will +4
Defensive Abilities improved evasion, share will; Immune elemental traits
--------------------
Offense
--------------------
Speed 20 ft., burrow 20 ft., earth glide
Melee longspear +6 (1d6+4 plus 1d6 bleed)
slam +6 (1d6+4)
Space 5 ft.; Reach 5 ft. (15 ft. with longspear)
Special Attacks bleed evolution, earth mastery, fury of the abyss (1/day), reach evolution
Spell-Like Abilities (CL 5th; concentration +5)
At-will - guidance
--------------------
Statistics
--------------------
Str 16, Dex 8, Con 13, Int 8, Wis 11, Cha 11
Base Atk +2, CMB 4, CMD 13
Feats Improved Bull Rush, Power Attack
Skills Craft (alchemy) +7, Heal +8, Perception +8
Languages Terran
SQ domain influence (demon), empathic link, speak with master
Other Gear leather armor, longspear


1 person marked this as a favorite.
Vors Falchen wrote:
caster4lyfe wrote:
Avoron wrote:
Hmm... I'm thinking of picking up Scribe Scroll. Would we be able to use our 500 gp possession budget for non-combat scrolls like comprehend languages or cure light wounds?
That wouldn't quite fall under the spirit of those possessions. The idea is for that 300 gp to be things like pigs, a house, etc that you can't easily take on an adventure with you. But you can have spent 200 gp scribing scrolls to have a good number of scrolls for the cost of making them.
I was planning on this PCs submission include a family house, but 300 is a little low for the Ultimate Campaign Room costs. I’m assuming that it is easier to just say that it’s 300 gp worth of house? Thanks!

Yes 300 gp worth of house is fine. We could say a lot of things about how the actual house is worth more because you inherited it then upgraded it some but if you were to sell it some family members may be upset and demand part of the sale price. The point is that any character who wants to sell off background possessions can get 150 gp if their character would be willing to part with those things.


Liking the submissions I see. Keep it up.


I submit Cyrus Lem, a fairly young man who has been gaining wisdom the hard way: by making mistakes.

Physical Description:
Cyrus Lem is a healthy young man, aged 23 years. He stands 5'11" tall, and weighs 185 pounds. He has sandy brown hair, grey eyes, and fair skin with freckles scattered across his blunt nose and broad cheeks. He wears sturdy boots, leather breeches, a long-sleeved shirt, and a jazerant (armored coat). He wears a hat that somehow fails to keep the freckles down.

Background:
As a teen, Cyrus Lem chafed at the limited opportunities of life in Brookside. He longed for the excitement of a big city, where he would be able to see so many more people doing so many more things. And so, on reaching the age of majority, he packed his bags, kissed his parents goodbye, and struck out for the closest city.

On arrival, he found that he had no idea how to make a place for himself in this (comparatively) vast place where no one knew him at all. He had underestimated how expensive the city would be; and he overestimated how much to trust the people he met. In short order, he was out of money after being cheated out of his savings by opportunistic merchants who saw he didn't know how much to expect to pay.

Rather than give up, he gritted his teeth and looked for work. Lacking any particularly saleable skills, he opted to sign up with the local guards. They gave him some basic training with weapons and armor, issued him a uniform, and set him to inspecting carts traveling in and out of the city to check for smuggled goods or out-of-date papers.

It was boring work, but it paid decently and kept a roof over his head. Still, Cyrus had come to the city looking for excitement, and checking carts to see if they had more chickens than the owners had declared did not fit the bill. As soon as possible he applied for a transfer to a street patrol unit. He envisioned himself busting thieves after exciting chases.

He got his transfer, but the work proved pretty grim. Every day he was exposed to the banal, quotidian evils that have plagued humanity since time immemorial. He saw people murdered for a few coins. He arrested thieves, sure, but the worst of them somehow always got off easy, while the desperate ones who had turned to crime for lack of any better option got harsh sentences. He intervened in cases of domestic violence, only to have the women he rescued refuse to press charges -- and go straight back to their abusers afterwards.

Day by day, the work ground away at his optimistic soul until he felt decades older than his actual years. Finally, after three years of it, he'd had enough. One day, he and his partner Nils responded to a domestic violence incident. Entering the house, they found a terrified, weeping woman cringing away from an enraged, drunk man. The two guards tried to talk him down, but he only grew more belligerent. When he reached for something behind his back, Cyrus took a swing with the club he had been issued -- and landed a blow squarely on the man's head, crushing his skull in and killing him instantly.

The man turned out to have been reaching for a flask of booze. Worse, he was closely related to a high-ranking alderman. In short order, Cyrus was brought up on charges of murder. He was acquitted of those charges -- but was convicted of behavior unbecoming a guardsman. He was formally stripped of his rank and dishonorably discharged.

And that marked the end of Cyrus' life in the big city. Bitter, he packed up his few belongings and the meager savings he'd scraped together, and walked back to Brookside.

It was a relief coming home. Here, everyone knew him. He woke to the sound of birdsong in the trees, not carts clattering over cobblestone. The morning breeze carried the scents of baking bread and wildflowers, rather than the stench of open sewers.

People wanted to hear about his adventures in the city, but shame at the manner of his departure burned in his heart. He gave short, abbreviated answers. To escape their curiousity, he decided to invest in some traps, and work a run in the forest trapping foxes, ermines, and other small furred animals for their pelts. It would keep him out in the woods, and away from questions about his past.

In the silence of the forest, Cyrus took to praying. At first, this was purely utilitarian -- he prayed for full traps, for good weather. But then, with time and silence as his companions, he began to pray in greater earnest. He poured out his heart to the listening forest: recounted his failure to do any good as a guard; confessed that his strike on that drunk man had been driven less by fear for his safety and more by frustration at his own inability to do any lasting good; and poured out his bitterness over his dismissal.

After two years of this, his heart felt easier. Not wholly healed, but lighter.

One day he found a fox in one of his traps. This was nothing unusual -- it was the point, in fact. But something about this one struck him. He had seen creatures gnaw away at their own legs in an effort to free themselves -- but this one didn't do that. Its front leg was stuck in the trap. But when he found it, it was sitting calmly on its haunches, tail tucked around its feet, and looking square at him with fearless eyes.

He stopped dead and looked back at it.

The gaze lengthened -- and it was Cyrus who looked away first.

"Well, crap," he said aloud. "I guess I can't be a trapper any more."

He freed the fox from the trap, carefully holding it to prevent it from struggling. When the trap was released, an impulse came over him, and he said a few words of apology. When he was done, the fox was whole and well -- its leg fully healed. Somehow it felt perfectly natural when it followed him.

He collected his traps, brought them home, and named the fox Rally. Since then he has been doing odd jobs for farmers, haltingly learning how to cast a few spells, and wondering what to do with himself. He is 23 years old, lives alone in a hut at the edge of the woods, and lies awake at night wondering how he came to be such a fool.

Stat Block: Cyrus Lem:
Cyrus Lem CR 3
XP 800
Male human adept 2/warrior 3
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 34 (5 HD; 2d6+3d10+6)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +7 (1d4+3/19-20) or
. . heavy mace +7 (1d8+3)
Ranged longbow +6 (1d8/×3)
Adept Spells Prepared (CL 2nd; concentration +3)
. . 1st—cure light wounds, protection from evil
. . 0 (at will)—create water, ghost sound (DC 11), light
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alertness(B), Boon Companion[UW], Dodge, Power Attack, Shamed
Skills Acrobatics +0 (-4 to jump), Climb +5, Heal +5, Knowledge (nature) +5, Perception +7, Profession (soldier) +5, Profession (trapper) +5, Ride +4, Sense Motive +4, Spellcraft +4, Survival +7, Swim +5
Languages Common
Other Gear armored coat[APG], cold iron dagger, heavy mace, longbow, backpack, bear trap x10 [APG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 30 gp
--------------------
Special Abilities
--------------------
Boon Companion (Rally) Cyrus is treated as 4 levels higher for calculating Rally's abilities as a familiar.
Empathic Link with Familiar (Su) Cyrus has an empathic link with Rally.
Familiar Bonus: +2 to Reflex saves
Familiar Bonus: Cyrus gains the Alertness feat when Rally is within arm's reach.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shamed [Story, Incomplete] +1 to attack & skills when non-combatants observe you in conflict.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Stat Block: Rally:
Rally CR –
Female fox (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 17 (1d8+1)
Fort +4, Ref +4, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 8, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Climb +6, Heal +2, Perception +11, Ride +3, Sense Motive +2, Spellcraft +0, Survival +4 (+8 to track by scent), Swim +6; Racial Modifiers +4 Survival to track by scent
Languages speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Deliver Touch Spells (Su) Deliver master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

Mechanics Notes:
Abilities:
STR 16 = 14 base + 2 racial (5 points)
DEX 14 = 13 base + 1 level bump (3 points)
CON 12 (2 points)
INT 10 (0 points)
WIS 12 (2 points)
CHA 8 (-2 points)

Total: 10 points.

His favored class is Warrior, and he spent his favored class bonuses as follows:

Level 1: skill point
Level 2: skill point
Level 3: hit point

Level 1 feats: Dodge, Power Attack (human bonus)
Level 3 feat: Shamed (Story feat, incomplete)
Level 5 feat: Boon Companion

Alertness is a bonus feat he gets when Rally is in arm's length (pretty much of the time).

He owns 10 traps. Mechanically, these are bear traps that deal 2d6+3 damage. But for RP purposes, they should be smaller and only deal 1d4+1.

When he's going into the forest he carries his full complement of weapons -- mace, longbow, dagger -- but generally carries only the dagger around town, because it's useful as a general purpose knife as well. He has never been bothered by the fey, but is slightly spooked by them, and so he paid extra to get a cold iron dagger. Just in case.

Lastly, I would like to note that this is my first attempt at joining a play-by-post game.


1 person marked this as a favorite.

Sorry for double-post -- GM, could we please get a little more detail about Brookside?

I was envisioning a very small hamlet with mostly farmers, a few hunters and trappers, and maybe a blacksmith. Too small to have walls. Too small to have much in the way of formal government. Something like this:

Small:
Brookside
NG hamlet
Corruption -2; Crime -3; Economy -2; Law -3; Lore -3; Society +3
Qualities insular

Danger -5
------------------------
Populace
------------------------
Government council
Population 50
Notable NPCs

------------------------
Marketplace
------------------------

Base Value 200 gp; Purchase Limit 1,000 gp; Spellcasting 2nd

Minor Items 1d6; Medium Items —; Major Items

Hence my PC Cyrus Lem had to go away to join the guard in a larger city.

But now that I read Vors' backstory, it sounds like he's assuming a rather larger settlement: something with walls, a gate, and a town militia. Something like this:

Medium:
Brookside
NG hamlet
Corruption +0; Crime +0; Economy +2; Law +0; Lore +1; Society +1
Qualities prosperous, strategic location

Danger +0
------------------------
Populace
------------------------
Government autocracy
Population 1500
Notable NPCs

------------------------
Marketplace
------------------------

Base Value 1,400 gp; Purchase Limit 7,500 gp; Spellcasting 4th

Minor Items 3d4; Medium Items 1d6; Major Items

I think we're envisioning two very different settlements. Could you please clarify? I'm perfectly happy to adjust my backstory if necessary.


I actually like this idea quite a bit! A very creative way of handling adventures!

Looking at the classes, I like the idea of playing an aristocrat type. So, how appropriate would it be to play the son of a neighboring or regional lord?

My idea is that Brookside sent for aid from the nearby magistrate, like a Marques or Duke, but he has political matters to attend to and can't really spare anybody. So his youngest son, an aspiring monster hunter who is looking to get out from his father's shadow, volunteers to go solve the issue. How acceptable would that be?


1 person marked this as a favorite.
Tinalles wrote:

Sorry for double-post -- GM, could we please get a little more detail about Brookside?

I was envisioning a very small hamlet with mostly farmers, a few hunters and trappers, and maybe a blacksmith. Too small to have walls. Too small to have much in the way of formal government. Something like this:

** spoiler omitted **

Hence my PC Cyrus Lem had to go away to join the guard in a larger city.

But now that I read Vors' backstory, it sounds like he's assuming a rather larger settlement: something with walls, a gate, and a town militia. Something like this:

** spoiler omitted **

I think we're envisioning two very different settlements. Could you please clarify? I'm perfectly happy to adjust my backstory if necessary.

Great question. Here's some more background info.

World details:

World map

Brookside is a small farming community of about 50 people situated on a small tributary of the River Rush between a modest forest and farming plains. A rough palisade was constructed during an orc scare a few generations ago but has only been haphazardly maintained and has largely fallen apart. The nearest large town, Astin, is approximately 2 days walk away.

Brookside is fairly diverse for such a small town. The plurality of the population are humans but there are smatterings of other races such as Dwarves, halflings, ratfolk, and some grippli who work the river.

Brookside is part of the small state of the Bishopric of Helm. Stuck between the Barbaric lands, the Kingdom of Iustia, and Elven Lands, the Bishopric of Helm has done its best to maintain its neutrality. Due to a history of skilled diplomats, the Bishopric has managed to maintain its independence.

CaptainFord wrote:


I actually like this idea quite a bit! A very creative way of handling adventures!

Looking at the classes, I like the idea of playing an aristocrat type. So, how appropriate would it be to play the son of a neighboring or regional lord?

My idea is that Brookside sent for aid from the nearby magistrate, like a Marques or Duke, but he has political matters to attend to and can't really spare anybody. So his youngest son, an aspiring monster hunter who is looking to get out from his father's shadow, volunteers to go solve the issue. How acceptable would that be?

That's along the right lines but your character sounds too close to being an adventurer instead of an every day person. Characters should be current inhabitants of the small community of Brookside. A former aristocrat fallen from grace or seeking the simple life would be more appropriate. Brookside would send for help but it's rather unlikely anoyone would care to answer.


Hrm... Okay, I see what you're getting at! I think I can work that around to suit the overall theme of the game.

That brings me to another question: animals. Do they count as adventuring gear or not? Like, for example, hunting dogs, pet falcons and riding horses (non war trained)?


CaptainFord wrote:

Hrm... Okay, I see what you're getting at! I think I can work that around to suit the overall theme of the game.

That brings me to another question: animals. Do they count as adventuring gear or not? Like, for example, hunting dogs, pet falcons and riding horses (non war trained)?

If you bring it with you, then count it as adventuring gear. If it stays at home and just fleshes out your background, then it doesn't count toward adventuring gear.


I'm imagining a dwarven adept. An old grumpy hermit from the edge of town who occasionally provides some healing and other magical assistance to the townsfolk.


dotting....


Just fyi, once we've selected players, we'll figure out the ideal time to start. I know some people are going to have busy holidays etc, myself included.


will we be using background skills?


Billybrainpan wrote:
will we be using background skills?

Yes. Forgot to mention this earlier. Will add it to the campaign info.


Thanks for clarifying about the town size and details! That definitely helps.


Vors Falchen wrote:
Thanks for clarifying about the town size and details! That definitely helps.

Sure thing. I appreciate everyone's attention to detail.


caster4lyfe wrote:
Billybrainpan wrote:
will we be using background skills?
Yes. Forgot to mention this earlier. Will add it to the campaign info.

Ooh, nice! I'll grab Craft (alchemy) and Profession (doctor) as background skills for Perrin then, opening up room for him to put ranks in Spellcraft. I'll also take the Naive drawback and the Witness to Nature's Cruelty trait, those both seem pretty appropriate.


Background skills, yay! I love me some background skills.

I'll post an updated stat block for Cyrus later.


Ugh, double posting again. I don't usually do this, honest!

I've updated Cyrus Lem to account for background skills. I don't think any other changes are necessary, except to specify that the city he worked in was Astin.

Switching to background skills freed up 2 regular skill points, which I put in +1 Spellcraft and +1 Stealth.

The 10 background skill ranks (2*5 levels) got put into 3 ranks of Profession (Soldier), 3 ranks of Profession (Trapper), and 4 ranks of Handle Animal.

Stat Block: Cyrus Lem:
Cyrus Lem
Male human adept 2/warrior 3
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 34 (5 HD; 2d6+3d10+6)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +7 (1d4+3/19-20) or
. . heavy mace +7 (1d8+3)
Ranged longbow +6 (1d8/×3)
Adept Spells Prepared (CL 2nd; concentration +3)
. . 1st—cure light wounds, protection from evil
. . 0 (at will)—create water, ghost sound (DC 11), light
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alertness, Boon Companion[UW], Dodge, Power Attack, Shamed
Skills Acrobatics +0 (-4 to jump), Climb +5, Handle Animal +6, Heal +5, Knowledge (nature) +5, Perception +7, Profession (soldier) +7, Profession (trapper) +7, Ride +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +7, Swim +5
Languages Common
Other Gear armored coat[APG], cold iron dagger, heavy mace, longbow, backpack, bear trap x10 [APG], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 30 gp
--------------------
Special Abilities
--------------------
Boon Companion (Rally) Cyrus is treated as 4 levels higher for calculating Rally's abilities as a familiar.
Empathic Link with Familiar (Su) Cyrus has an empathic link with Rally.
Familiar Bonus: +2 to Reflex saves
Familiar Bonus: Cyrus gains the Alertness feat when Rally is within arm's reach.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shamed [Story, Incomplete] +1 to attack & skills when non-combatants observe you in conflict.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Regarding aristocrats, there are plenty of ways that "mobile nobles" are still relevant without being labeled as adventurers. There are many things such scions would be sent to areas of their parents' domains which would make it likely they are present for adventure seeds like the one you're proposing.

Examples:

  • Tasked with overseeing tax collection, or doing an inspection of the family's interests (a local vineyard, refinery, slaughterhouse).
  • Sent to adjudicate some legal matter whether civil or criminal as not every land has a complex legal system which extends beyond the larger cities.
  • In town as the base camp for a hunting party.
  • To give legality or permanency to an award or change of power (installment of a new mayor, sheriff, priest, or some other authority figure)
  • Sent as a representative of the ruling family to any sort of town festival or regional fair (someone has to judge the best hog), rite of passage ceremony or other celebration of recognition, or any other special event that requires acknowledgement from the aristocracy
  • Any other kind of special requirement this particular country may have that's peculiar to it: only a noble can oversee a legal duel, all males of the age of 15 must be evaluated for conscription into the squire training program, brides-to-be must petition for consent to marry, etc.

Just wanted to throw this out in case it changes your mind on aristocrats needing to be less "adventurey" in appearance. Personally, I see them as the most likely to have traveling gear and weapons not as adventures, just as because their purview requires physical relocation to adjudicate. I'm actually interested in playing an aristocrat's comrade as far as the backstory goes. Being the friend and traveling companion of the aristocrat who happens to be in town for the game's story would be cool.


pinvendor wrote:

Regarding aristocrats, there are plenty of ways that "mobile nobles" are still relevant without being labeled as adventurers. There are many things such scions would be sent to areas of their parents' domains which would make it likely they are present for adventure seeds like the one you're proposing.

Examples:

  • Tasked with overseeing tax collection, or doing an inspection of the family's interests (a local vineyard, refinery, slaughterhouse).
  • Sent to adjudicate some legal matter whether civil or criminal as not every land has a complex legal system which extends beyond the larger cities.
  • In town as the base camp for a hunting party.
  • To give legality or permanency to an award or change of power (installment of a new mayor, sheriff, priest, or some other authority figure)
  • Sent as a representative of the ruling family to any sort of town festival or regional fair (someone has to judge the best hog), rite of passage ceremony or other celebration of recognition, or any other special event that requires acknowledgement from the aristocracy
  • Any other kind of special requirement this particular country may have that's peculiar to it: only a noble can oversee a legal duel, all males of the age of 15 must be evaluated for conscription into the squire training program, brides-to-be must petition for consent to marry, etc.

Just wanted to throw this out in case it changes your mind on aristocrats needing to be less "adventurey" in appearance. Personally, I see them as the most likely to have traveling gear and weapons not as adventures, just as because their purview requires physical relocation to adjudicate. I'm actually interested in playing an aristocrat's comrade as far as the backstory goes. Being the friend and traveling companion of the aristocrat who happens to be in town for the game's story would be cool.

These examples of aristocrats are more in line with the desired style than an aristocrat who is traveling specifically for adventure. The key stylistic points of character description I'm looking for are the following:

1. Relatable as an everyday person.
2. Fleshes out the fact that humble folk have worthwhile stories too.
3. Has a close tie to Brookside (e.g. grew up in Brookside).
4. Has a lot to lose, financially, emotionally, etc, if something bad happens to Brookside.

I think it will be a little more difficult for an aristocrat's character description to meet these goals well. But still doable so feel free to write up whatever character interests you. Placing yourself in a realistic mindset of how such people and places function, as you are doing, is a good start. I appreciate what people are coming up with so far.


Characters

Submissions
Vors Falchen
Avoron (Perrin)
Tinalles (Cyrus)

Interest
pinvendor
BloodYakura
Jace Nailo
CaptainFord
Billybrainpan
RHMG


(With GM's concurrence), Hirda's husband Noln entered the forest four days ago to gather mushrooms, and hasn't been seen since. She stands on a stout table to address the gathered townsfolk at the tavern:

Me son Lemuel would strike out on 'is own to find me poor Nolly. I sez to 'im, "Siddown" I sez. We cain't be 'aving all our able folk traipsin' off to their doom. Who'll look t' th' wee'uns, and defend 'em when wha'er tis 'at lurks aboot comes closer t' town? I'll go, and don'a stop me. After all, who amon' ya 'as faced e'en so much as a goblin babe, or slain more'n yer pork? I'll go, I say.

See full background in character profile. Note that Hirda is 185 years old with middle-age stat adjustments. Future PC levels (if any) would probably go into Ranger.


Any Traits?
(The half-feats, not the racial ones)


1 person marked this as a favorite.
RHMG Animator wrote:

Any Traits?

(The half-feats, not the racial ones)

Yep. Two or three and one drawback.


Got crunch mostly done, need to clear the fluff and it should be up tomorrow.


RHMG's Submission


1 person marked this as a favorite.

Thanks for the submissions, guys! I'm closing recruitment, as discussed. We have enough party slots to accept everyone who submitted a complete character. So the party is as follows (in order of submission):

Vors Falchen: Human Warrior 5
Perrin Alders: Human Adept 5
Cyrus Lem: Human Adept 2/Warrior 3
Hirda of Kirin: Dwarf Commoner 2/Warrior 3
Titania Evangeline Snow-Fell: Half-giant Warrior 5

Let's move things to the discussion thread, now. I'm going to double-check all the submissions and make sure hit points, skill points, etc look right. It's not too late to make relatively minor revisions to your character at this point but it would be helpful if you let me know what changes you are making.

Community / Forums / Online Campaigns / Recruitment / NPCs defend their village (One-shot) All Messageboards

Want to post a reply? Sign in.