| Jhael | 
I somewhat expected that we'd have all died before, but having been pulled here by some other beings, and not necessarily knowing why, is pretty cool. Being created entirely out of Aether is also super interesting and not what I expected. When I asked about my body, I figured people would look at me like I was dumb, but knowing it's still there (and probably becoming zombified or eaten by a yeti) is pretty haunting. And the two that don't move? Awesome. I'm going to talk to them, next.
| Jhael | 
I'm just going to spend my entire life in this one room, haha.
Even with Homebrew games that I've played before, I haven't had such a sense of mystery and originality in a game. I feel like you've broken free of convention and created something truly living / breathing. And I'm still in the first goddamn scene. I'm so excited to see what kinds of places this goes.
| Duboris | 
Nice. I personally love when people meet this guy you've just walked up to, because he's kind of an oddball. I rolled up like 3 different "Qwerks" for him.
You've got quite a bit of conversation to go through before you get to any of the fighting, so I'll try to make it interesting and implore more checks to spice things up for you.
| Duboris | 
So as it is, you have 2 options, presently, provided you don't explore the Nexus more before you go off on any tangents.
- Assist Arcus, the Smith from Hazrit, with his tool issue, which entails a wyrmling encounter of sorts.
- Assist Mephisto in whatever it is she can cook up.
- Post more when you have the time. I usually respond within the hour, but never more than 2 hours apart.
| Duboris | 
Alright! Now let's see who you get lumped up with on this quest. Keep in mind, that almost no one knows you here, aside from Bagrin, Mephisto, these 3, and the 2 on the rafters of the second floor.
There's a plethora of people you could meet, but they prefer not to compete on who gets to go. Just curious, but what kind of class in particular would you want to come along with you for this? I've already got all the NPC's possible ready, but I'm just merely curious as to what you think you'd want the most.
Or are you looking for a skillset in particular?
| Jhael | 
Honestly, you might know better than I. I think I'm probably okay on skills, since I've got a relatively wide range. Provided I don't roll super poorly, at least.
I'm thinking probably either someone with brute force who is able to take a hit from, you know, a dragon, or else a spellcaster, who would hopefully be able to keep me alive and bring a few different tricks along for the ride. The second might be more fun, though either has a strong chance of me ending up, you know, dead.
| Duboris | 
Conrad is a level 5 Buccaneer, by the way. Buccaneer is a gunslinger Archetype.
His stats are as follows.
"Conrad"
Human Gunslinger (Buccaneer) 5
CN Medium Humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 39 (5d10+5)
Fort +5, Ref +8, Will +2
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Offense
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Speed 30 ft.
Melee +1 Scimitar +6 (+2) (1d6+1/18-20/x2) (While Dual-Wielding) and
. . Unarmed strike +5 (1d3/x2)
Ranged Masterwork Pistol +11 (+7) (1d8/x4) (While Dual-Wielding)
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Statistics
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Str 10, Dex 18, Con 13, Int 8, Wis 12, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Deadly Aim -2/+4, Gunsmithing, Point Blank Shot, Quick Draw, Sea Legs, Two-weapon Fighting, Weapon Focus (Pistol)
Skills Acrobatics +14, Bluff +12, Climb +12, Intimidate +4, Perception +9, Swim +12
Languages Common
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pirate's jargon (dc 14), deed: seadog's gait, deed: utility shot, exotic pet, grit, liquid courage
Combat Gear Pirate's eye patch (1/day), Potion of cat's grace, Potion of cure moderate wounds (2); Other Gear +1 Studded leather armor, +1 Scimitar, Masterwork Pistol, Flask of endless sake (1/day), Chain belt (empty), Hammer, Iron spike (5), Silk rope, 499 GP, 2 SP, 5 CP
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Special Abilities
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Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pirate's Jargon (DC 14) (Ex) Target must save or become confused for one round.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Exotic Pet (Ex) Gain evasion when pet is within 30 feet.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Liquid Courage Gain grog points that can be used in place of grit points.
Pirate's eye patch (1/day) Cast either touch of the sea or expeditious retreat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Male Parrot, Pirate
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +13
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 19 (1d8-1)
Fort +3, Ref +6, Will +3
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Offense
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Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot, Pirate) +9 (1d3-4/x2) and
. . Unarmed strike +9 (1-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +5; CMB +5; CMD 11
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +10 (+2 jump), Bluff +3, Climb +10, Fly +6, Perception +13, Stealth +10, Swim +10
Languages Common
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
| Duboris | 
Relveti
Elf Sorcerer 4
LN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 18 (4d6)
Fort +1, Ref +4, Will +4; +2 vs. enchantments
Immune magic sleep; Resist cold 10, elven immunities
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Offense
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Speed 30 ft.
Melee +1 Dagger +2 (1d4/19-20/x2) and
. . Unarmed strike +1 (1d3-1/x2)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 4):
2 (4/day) Scorching Ray
1 (7/day) Silent Image (DC 14), Magic Missile, Mage Armor, Burning Hands (bloodline energy type) (DC 15)
0 (at will) Resistance, Mage Hand, Daze (DC 13), Detect Magic, Arcane Mark, Jolt
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Statistics
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Str 8, Dex 16, Con 11, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 15
Feats Dodge, Eschew Materials, Spell Focus (Evocation)
Skills Appraise +9, Knowledge (arcana) +9, Knowledge (planes) +9, Perception +2, Spellcraft +9 (+11 to determine the properties of a magic item), Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Sylvan
SQ bloodlines (elemental [water]), elven magic
Combat Gear Oil of invisibility, Potion of blur, Potion of cat's grace, Wand of Magic Missile (CL 4); Other Gear +1 Dagger, 798 GP
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Special Abilities
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Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Elemental (Water) You may change any energy spell to use [Cold] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+2 Cold damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wand of Magic Missile (CL 4)37/50
Relveti isn't much on subtlety, but she knows how to hide and that's why she has silent image.
On another note, she's taaaallllllllllll. Think of a Norn, as far as height is concerned. 7 Feet of Gorgeous tall woman with a thing for white and gray furs.
| Duboris | 
Okay, so, I'm gonna be driving for about 3 and a half hours, so expect a late reply on this next bit. I've got a bit of stuff to do today, so expect a reply much later today, such as in 5 or 6 hours after your next thing.
See if you can't make your next post a super-post about what and all you're concerned about, however.
As for all the daggers being colored, however, that's just a result of the magic that they have.
There's this thing called "Your Magic Effect" which is what color aura you present. Magic weapons seem to respond colorfully to Aether, so a person's Color shows in their magic weapons. It doesn't show when it comes to Armor, however, and I am the one that picks the color of your weapons based on what your character's personality relates it to.
What do you think of all the NPC's so far? There's kinds for all ethnicities, and orientations. There's even a samurai from tien walking around.
There were about 30 people in that Tavern, by the way.
| Duboris | 
I did this for another guy, and he brought 2 people, neither of which had rope. He was a full AC fighter, with a tower shield, full plate, and the works. He had an Acrobatics of -16 and a climb that was almost as bad. He had to strip entirely naked just to climb this wall, and he had to take a 10 to do so.
On another note, how much worry do you have that those dragons miles away n the distance aren't just for show?
| Duboris | 
I'll reply as soon as I'm out of my drawing class at about 12:50.
One of Hazrit's most potent dangers isn't exactly subtle. Dragons have wonderful amount of perceptions and are easily attracted to things. Everywhere but hazrit has subtle guidelines, and Hazrit's is "Don't do anything too obvious"
Long story short, try not to draw too much attention, haha.
| Duboris | 
Current things of importance:
The Building on the cliff
The Bridge
The Tunnel under the Cliff
The Scrapyard Itself
The Ravine the bridge is on.
The Tunnel, Scrapyard, Ravine, and Bridge are all on the same, flat plane. The area is about 40 feet wide, with the occasional bit of scrap just lying around.
The Building is accessed by the 10 feet wide walkway that goes up to it. The path forks to go to either sections. One leading down to the Plane with the 4 points, and 1 leading up to the building on the cliff.
| Duboris | 
One of the more difficult things with DMPCing 2 npcs at once is keeping them both unique, and not just making them my voice of reason. Relveti doesn't want to drop the bridge, but she sees it as the safest course of action in regards to herself. Conrad wants to drop the bridge the sooner the better, if only to see if anything else will show up.
Though I'd make sure there were no dragon present in the air before you drop it.
Also do not forget that there is a boarded up tunnel near you beneath said cliff. The rails from the bridge actually lead there, after all.
| Jhael | 
I was home sick from work today (hence the fewer replies than normal). (Isn't it funny how I have less time to post at home than at work?)
I totally expected the bridge to be loud enough to attract a dragon, so no worries there. That's why I was looking for some better alternatives. But this will be fine. Appreciate you letting me know the CR ahead of time so that I know to escape / run / hide!
I'll try to get another post up before I go to bed, but I'd like it to be more than just "Jhael hits the wall", so it miiight not happen before morning.
| Jhael | 
No worries on the maps. I'm far more of a cinematic player than a "let's get super tactical about it" player. Do whatever makes yourself more comfortable, but definitely don't worry about killing yourself over them or appeasing me.
I'm anxious about the tunnel, I don't trust it. But there doesn't seem to be anywhere better to hide.