
DM Ray |

Expanding Cheliax: Infiltrating, Corrupting, and Subverting for The Empire of Devils
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This is a PC-driven, almost Sandbox in design, roleplaying campaign of intrigue, guile, subversion, corruption, manipulation, diplomacy, negotiation, intimidation and bribery.
This mission, which will span years, will take the PCs to a number of nations that Queen Abrogail Thrune, Gorthoklek, and their advisors have deemed ripe for insidious conquest.
With the Chelaxian military might on high alert on her eastern border with Andoran -- and with Absalom and Taldor (among others) constantly looking for weaknesses in Her Infernal Majestrix’s Empire of Devils, the PCs will be charged with keeping as low a profile as possible – yet commanded to succeed nonetheless.
The onus will be on the Players to come up with plans on how to infiltrate, subvert and corrupt individuals of power and influence, as well as commoners and experts, in
Diobel,
Rahadoum,
Mediogalti Island,
Sargava,
Isger, and
Nidal – Not including the Uskwood
Using guile, deceit, manipulation and roleplay you will, over a long period of time, convert many individuals and power blocks to service to Hell or Cheliax or Thrune or You, .... and like “Cohorts” and “Followers,” they will turn their city states or nations to serve Cheliax fully.
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This campaign takes place after the events of Curse of the Crimson Throne but shortly before Council of Thieves and the two Hell’s APs, Rebels and Vengeance. (Please NO spoilers from those three!)

DM Ray |

The following have all been called to the Capital in Cheliax for an audience with Her Infernal Majestrix, Queen Abrogail Thrune II.
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For these ambitious, ruthless loyalists, it was an honor to pay the $5,000gp fee to accept the invitation and meet with the Queen and her chief advisor, Gorthoklek the Pit Fiend.
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Zartana .... LE Drow Ranger-5 / Shadowdancer-3 .... Seth 86
Lady Narkisssa Kekaku Eyota .... LE Dhampir Investigator-8 …. Johnny Panic
Meliora Castafiore …. NE Human Sorcerer-8 …. Trinam
Aurilous …. LE Half-Elf Ftr/Brw/Vig/HK …. Grumbaki

Aurilous |

Not sure how that would work. My guy is a slave born child of a dark elf POW. He never knew his mother, doesn't speak elven, and was intentionally kept away from anything that would teach him about his heritage.
That said, I can see the RP opportunity of him finally getting in contact with that part of his heritage.

DM Ray |

It's up to you completely if your PCs happen to know each other prior to the summons from House Thrune to the capital.
You could know each other personally, as allies.
You could know each other by reputation, professionally.
You could be total strangers.
But you're all willing to work together on this mission.

Lady Narkisssa Kekaku Eyota |

Hi there, and good to see everyone. GM do we roll play the meeting here or game?. My is PC not only has experience platting things she has been ordered **asked** to join the group. Also I like the that the The Emerald Snake would have a reputation but not one linked to Lady Narkisssa, who could easily be an known as nothing but a lesser noble of no real importance.
Character Generation Guidelines:
:-Level
8th level start, [can milti-class]
:-STAT BUY
26 point buy for Ability Scores (show your math)
:-Stat Bonus
Stats +2 Ability points gained every four levels
(to be used however the Player wants (This is instead of just one) they can be spent +1+1 on different stats
:-HP
Max HP every Level
:-Starting Cash
40,000 GP – no single item may cost more than 16,500gp
:-Alignment
NPC and world Alignment:
You certainly have the prerogative to define Alignment for your PC as you see fit. how ever...
All of the NPCs you meet-- characters, monsters, villains, allies – whomever – and for societies and cultures that have overwhelming Alignment tendencies, Alignment is defined as thus:
Good and Evil
are Morality alignments. This has to do with a person’s ethics, moral compass and view of the cosmos.
Lawful and Chaotic
are Personality alignments. This has to do with temperament, behavior, personality and how a person reacts to stimuli.
Please don’t tell me (or anyone else) that Chaotic Good means you believe in personal freedom – as if Lawful Good doesn’t believe in freedom. That’s okay for YOUR PC, of course, but don’t try to shovel it on my NPCs or the other Players.
-:Races [see below on expected sources]
ALL Races shall instead conform to the “Standard” Ability Score Modifier Quality as defined in the ARG chapter four:
Pick one Physical stat for a +2 / Pick one Mental stat for a +2 / and pick one of the other four stats for a -2. (This hopefully encourages the Player to select Race based on racial Fluff rather than Crunch: If you want a Catfolk Cleric or a Dwarven Sorcerer, for example, then you can do so without crippling your PC at creation. Further, it makes the Aasimar more balanced, forcing it to take a -2 to one score.).
expected sources
In the ARG, almost all material from Chapter 1: Core Races, is allowed.
Much of the material from Chapter 2: Featured Races, is allowed. (Prehensile Tail is NOT.)
A tiny bit of the material from Chapter 3: Uncommon Races, is allowed – often with House-rule stat modification.
Option:
You may build a Race using the ARG under the following Houserules:
1) You have 13 points to spend.
2) You may only use “Standard” Traits.
3) You may not have ANY Trait costing four points or more – also, the Spell Resistance, Greater Trait is disallowed.
4) You must still use the “Standard” Ability Score Modifier Quality as mentioned earlier for ALL Races.
5) You must work with the DM on Background and History for the Race, which is ultimately subject for DM approval, revision or refusal. –As a note, I am more likely to accept Races that are defined as a mix-race or a little-known ethnicity: a Nidalese Halfing, a half Dwarf/Gnome,…. What DO you get from an Aasimar parent and a Tiefling parent?....
-:All Core Classes accepted
All APG Base Classes (and many APG Archtypes) accepted.
The Magus Base Class in th UM is accepted (You may request other UM material – Feats, Archtypes, Spells, Equipment, etc. via PM.)
The Base Classes in the ACG are accepted. (You may request other ACG material – Feats, Archtypes, Spells, Equipment, etc. via PM.)
The Vigilante in the UI is accepted.
:-Select three Traits.
Please list the mechanical effect of the Trait for me, not the name.
Further, since a Trait is half the strength of a Feat, you can make up Traits pretty easily: +2 to one Skill; +1 to two Skills; +2 Initiative; +1 to a Saving Throw; +2 to Concentration checks; +1 Spell Penetration; +1 to attack rolls vs a Type of monster – that kind of stuff. I’m pretty easy here.
Elf weapons
The Elven Curved Blade is an Exotic Weapon – EVEN for Elves (Weapon Familiarity be damned).
Hero Points
Everyone has One Hero Point and these are somewhat stronger than the published version.
:-Select one extra Feat [Taken at 8th level]
Feats may be selected from the Core Rulebook and the APG. Feats from additional sources may be allowed – please send me a PM for specific requests. Some few of these others, such as Fey Foundling in the “Inner Sea Guide,” are approved with some Houserule modification.
NO Leadership Feat
The Leadership Feat is not allowed.
SOME Item Creation
Item Creation (except for Scrolls & Potions) Feats are not allowed for this campaign.
A good rule of Thumb for character creation:
The CORE is okay.
The APG is okay.
Some stuff in the UM is okay.
Some stuff in the ACG is okay.
Some stuff in the ARG is okay.
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SKILLS (Hous-rules)
-:Heal
Heal is more powerful than the book indicates. You can know how injured another PC is with this, and even many monsters to a lesser degree. You can also heal more than just a few pitiful HP with Heal as well.
-:Knowledge Skills:
Geography, History & Nobility are Combined (making this one Skill closer in strength to the ‘monster’ Skills). This is called “Knowldege: Society.” It includes history, cultures, society, nobility, customs, lands, terrain, people, legends, laws, personalities, traditions.
Religion and Planes are combined. If it has to do with Cosmology (gods are Outsiders, too) this is the Skill. It includes rituals, customs and dogma of the Outsiders, as well as geography and history of the Planes.) This is called “Knowledge: Cosmology.” It is for monsters that are Outsiders, for all things Inner & Outer Planes, the Astral & Ethereal & Elemental Planes, for Gods, Demon Lords, Arch Devils, to recognize Holy Symbols (& Profane), ecclesiastic dogma, ritual & tradition, religion and cosmology ....(Planes and Religion w/out Undead)
Arcane now also includes knowledge of Undead. Religion no longer does. (This makes Arcane on-par with Cosmology.) It is for monsters that are Dragons, Magical Beasts, Constructs, Undead (other 'Arcane' things that can also be gotten with Spellcraft)
Nature and Dungeoneering are now combined. (I’m still working on ways to make it stronger.) For monsters that are Fey, Monstrous Humanoids, Plant Creatures, Aberrations, Oozes, Vermin (other 'Nature' things can be gotten with Survival)
Local is for PC-playable Class and Race information. Class Features and power levels are included in these rolls. All races that advance “By Class” can be learned about through Knowledge: Local.
Knowledge Local is a Class Skill for every PC Class. All PCs can know about PC Class Features and PC Race Features. (An NPC Expert, Adept, Warrior or Adept, however, may not have Knowledge Local as a Class Skill. For 'monsters' that are based on Class features, and NPCs' 'power levels' (CR interpretation) -- and for Racial features of Humanoid races-- races that advance by Class Level
Engineering is irrelevant and of no use. It is not a Skill.
language and languages
There is NO "common" language for humans.
Your "common" language will be appropriate to the land from which you come-- Chelaxian in all likelihood. (PCs with backgrounds from places not Cheliax can ask me ('Chelaxian' from Andoran; 'Taldoran' from Absalom & Taldor).
With each Rank in Linguistics you can select an additional Language that must be a 'Human' Language.
(1 Rank for Draconic & Varisian, or 1 Rank for Goblinoid & Osiriani, or perhaps one Rank for Varisian & Osiriani -- Not one Rank for Draconic & Goblinoid)
It takes FOUR Ranks in Linguistics to know Azlanti. It takes FOUR Ranks in Linguistics to know Thassilonian (and four ranks for the other ancient, long dead languages -- only two for Ancient Osiriani).
"Undercommon" is a silent form of Sign Language.
"Rogue's Cant & Innuendo" is an additional choice to the list of Languages on page 251 of the Inner Sea Guide.
And for the areas in this campaign:
Rahadoum = Osiriani (ancient, native languages may still exist in Rahadoum)
Diobel = Taldoran
Nidal = Shadowtongue & Chelaxian
Isger = Chelaxian
Mediogalti = Chelaxian
Sargava = Chelaxian
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Other Misc HouseRules
Rolling a Crit
If you roll a 20, you Crit. It’s as simple as that.
If you Threat on lower than a 20, you still have to Confirm the Crit.
I will NOT allow Threat ranges to go below 18. (So if you have a Scimitar, there’s never any point in getting Keen. And a Longsword with Keen only Threats from18.
Adamantine
Adamantinecan only be found in-game, not purchased.
NO grip map
We will not be using a grip map for combat.
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Meliora Castafiore |

Glad to be here! Meliora is a acquisitions specialist who recently retired to go try her hand at gaining some prestige of her own, so someone from near the borders of Cheliax could theoretically know of her, particularly if they also dealt in moving things.
She might have dealt with Narkissa (As The Emerald Snake, or one of her underlings) in some capacity. Not everything she moved was strictly legal...

DM Ray |

Discussion will be up today (baring unforseen real-life obligations). Gameplay shortly thereafter.
Please look over your PC sheets (I haven't fine-tooth-combed them.). I've noticed a couple weapons and (I think) Feats from UC and UE that should be replaced with other published books such as Core and APG. You can send me a PM requesting material published from other sources, of course.
Also, half the group has a problem with, um, the light of day. I'm pretty sure that makes two PCs pretty unplayable unless the Alternate Racial features are chosen to eliminate being either blind or bumfuzzled during the day.
Anyhoo, I'm really stoked to get started and hear what your plans and gambits are -- where you're going to eventually choose to start.
(And I hope you're all still here!)

Aurilous |

Well, I have deeper darkness at will. It reduces bright light to dim light. And it works in a 60ft radius. So if there is bright light outside, I can always just turn it down. And of course if we are in dim light I can create darkness. Great for fleeing from night blind humans.
That's about the best I can do. :p

DM Ray |

Let's not forget that practically ninety-twelve percent of the game is roleplaying with NPCs: Maybe talking with merchants in Sargava, politicos in Rahadoum, fishermen in Diobel, etc. Having to cast Deeper Darkness just to talk to folks....
My suggestion is to take the Alternate Racial Trait. Penumbra is no longer a Cantrip but has been published -- in one of the available-for-use books (UM) -- as a 2nd level spell.
....Or even build a Race using my Race-Builder guidelines (I can help with some background, Fluff. Maybe this Dhampir "breed" or that Drow "ethnicity" has something like a constant Penumbra; I dunno.)
It'll all work out.

Aurilous |

Hmmm...well, I've got plenty of spell like abilities which are at will. Could I trade one for Penumbra? I've got...
Detect Magic (constant effect)
Deeper Darkness (at will)
Faerie Fire (at will)
Levitate (at will)
Feather Fall (at will)
And I've got an ioun stone which lets me use disguise self (at will)
I'd gladly trade any of those for Penumbra. Losing detect magic would hurt...but wouldn't be crippling. And having Penumbra as a constant effect would be an even trade.

Meliora Castafiore |

Oh right, this may be obvious once we get to where we're spending party funds on healing we should definitely go for wands of Infernal Healing rather than the CLW. With our negative-energy powered teammate, it'd not only be the most cost-efficient way to deal in out of combat healing, it'd also prevent us from needing a CLW and an ILW wand both.
And the party sorcerer could use it.

Aurilous |

Didn't even think about that. Damn. And I'm 9 gold short for buying a wand of infernal healing. And being totally broke isn't good either.
Given that I reworked my gear.
Ended up losing 1 point of AC (down to AC 31), now need food and water, and can only change my appearance instead of everything about me.
But on the plus side, there is no DC for seeing through the armor illusion. My fullplate now only has -1 ACP, counts as light armor for the purpose of sleeping, can be made to look like any clothing, and I have 2 wands of infernal healing. Plus my held gold went from 741 up to 2,541. So more gold for bribery and whatnot.

DM Ray |

.... Trading one of those SP Abilities (your choice) for Penumbra is fine, and a good solution.
.... A Wand of Infernal Healing is fine instead of a Happy Stick; you can fudge the 9 gp.
.... I don't know what Veemod is. Check to see from what source it comes -- then tell me what it is assuming it's not one from a nearly-taboo source.
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(Working on the opening post in Discussion now, ought to be up soon.)

Aurilous |

.... Trading one of those SP Abilities (your choice) for Penumbra is fine, and a good solution.
.... A Wand of Infernal Healing is fine instead of a Happy Stick; you can fudge the 9 gp.
.... I don't know what Veemod is. Check to see from what source it comes -- then tell me what it is assuming it's not one from a nearly-taboo source.
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(Working on the opening post in Discussion now, ought to be up soon.)
Traded faerie fire for protective penumbra. At-Will casting, lasts for 80min per cast. That should be fine for keeping him in the sun. Thank you!

Aurilous |

Looked over the RAW. The answer is no. Because glamor is an enchantment for his armor. So the best I can do without destroying this character (ie: losing 5 points of AC) is to give him an enchanted buckler. Something that he can carry around pretty much anywhere without looking out of place. Which means...another point of AC lost. Down to AC30.
Which I suppose is alright, given that he can at-will go from looking like he is wearing fullplate to wearing any clothing he desires.

Meliora Castafiore |

Veemods are technology items, generally from numeria. You need goggles, and you slot them in. The brown ones just act as sunglasses, negating light blindness and giving a circumstance bonus to saves vs bright light effects.
That said, I'm not sure if they could get technological items outside of Numeria without causing problems with the Technic league, not to mention we wouldn't have any batteries handy and they use 1 charge/day to function.

DM Ray |

Thank you. Unfortunately, Veemods are not available for this campaign.
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Feel free to use the Discussion Thread as a forum for giving metagame and out-of-character reasons for "X" and to posit new ideas and such.
For example, one can roleplay in Gameplay, in-game & in-character, reasons why going to Diobel first is a good idea -- and posit ideas on what to do upon arrival. And one can also expound upon that out-of-game in Discussion.
I will (presumably rarely) give NPC answers in Gameplay -- when asked. But I assume I'll more often be in Discussion, responding to out-of-character questions.