GM Omelas's Destiny of the Sands (Inactive)

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It is late afternoon in Sothis and you are walking through the Malhitu Bazaar, on your way to the residence of the Sapphire Sage Amenopheus. The messenger had come to you just two hours ago, breathless and with no more information than “Master Amenopheus sends for you, effendi. The sage would be honoured to have an audience with you at his residence by the time the fourth door of the bazaar closes.” It did not matter how well you knew the sage: one cannot simply ignore a request from a former advisor to the Ruby Prince himself. You press forward, walking among stalls and tents of every manner of artisan and merchant, taking in smells, sights and sounds: cinnamon and dried fish, haggling merchants, raw beef and saffron, a man advertising slaves, hibiscus and cured leather. A few minutes later you exit the market. The Black Dome looms behind you as you enter a gated garden.

The lingering sensorial tempest of the bazaar clashes with this lush, humid and peaceful corner – almost unnerving in how it is simultaneously foreign and Osirian. You stop to enjoy the palm trees, daffodils and trilling wheatears, until a servant stumbles out of the two-storied villa at the end of the garden. His surprise at seeing you is soon replaced by a deferential bow: ”A thousand welcomes to you, most honoured guest. Please, go in; the matron and the others await.” After another bow, he leaves the garden.

Inside, you are welcomed by the unexpected sight of more than a dozen people, some standing and some sitting on cushions. All are nibbling on fruit and wine while looking either confused and annoyed. Close to the room’s exit, a plump, olive-skinned woman in her late thirties – certainly beautiful when not hissing like an exasperated harpy – gives orders to servants in an angry and deep voice. Other people enter the room, but your attention turns to two whispering men nearby.

One, dressed in blue, complains. “Had I known the sage was so impolite, I’d have sent my stablehand and a donkey in my place.” The other, garbed in white silk looks at him leans closer. “Do you know why he sent for us? I heard it’s related to a request from the Ruler of Rulers!” The one in blue scoffs. “My friend, your ideas are more absurd than a lamia mating with a scorpion…my hunch is that it relates to an unopened letter with the seal of a burning torch,” the one in red replies with a knowing grin. “The Torch? Surely you jest? The Sage would never have anything to do with the likes of that backstabbing baboon with boiled meat for skin! No matter what information that viper might have, the price is too high—“ Your eavesdropping is interrupted by the ringing of a bell.

The matron, barely hiding her fury, puts the bell away and clears her throat. “My most honoured guests, I am terribly sorry for this…confusion. The messengers were given the wrong list of names and summoned far more people than they should. As the matron of the house I am not worthy of eating the dirt beneath your feet. I prostrate myself and beg your forgiveness,” she says, still very much standing. A servant girl gives the matron a ceramic tablet. “But of course the Sapphire Sage is generous and apologetic. We would be humbled by your generosity if you joined tonight’s feast, to begin very shortly.” She looks at the tablet and back at the crowd, searching. “Now, please come with me, my illustrious guests.” she continues shortly before reading the names written on the tablet aloud.


Thanks for giving this a chance. As I mentioned in the interest check thread, I want to give PbP DM a try. More specifically, I want to see how it is to have a “table” where we can invest time in creating interesting stories together.

My proposal is to start with something based on Destiny of the Sands, Part 1: A Bitter Bargain and see where that leads us. The story is set in Osirion, where you will be helping a sage in securing information regarding other members of his order. I say “based on” because I don’t plan on following it very precisely, but feel a bit reassured in having a main plot line to fall back on and some of the crunchy bits balanced out for me.

## Expectations
* At least one post/day during weekdays – weekends to be agreed upon by the whole group once we get started;
* My main focus is roleplay, so I expect posts to go further than dice rolls. As in, please no “I swing my sword 1d20 + 6 ⇒ (6) + 6 = 12” posts.

Let me know if I have missed anything (which I probably have). Also, feel free to post/PM me any doubts/ideas/etc you might have.

Character creation guidelines:

I am very liberal when it comes to this. The two main things to have in mind is that: 1) I want interesting characters, not perfect builds; 2) I trust you to make decisions that you believe will be fun for everyone.

## Crunch
1) 20 Point Buy;
2) Max HP at 1st level;
3) Classes/Archetypes: all paizo sources allowed (though some are obviously a bit of a hard sell on an Osirian setting, like ninjas and samurais);
4) Races: core/standard races (1-10RP);
5) Alignment: any non-evil;
6) Strongly biased against 3PP, but I can be convinced otherwise for relatively minor things (like a witch’s patron or an oracle’s curse);
7) 2 traits, no drawbacks. As far as campaign traits go, I’m willing to consider anything you propose as long as you can hook it back to the setting (for example, Legacy of Fire’s Earning your Freedom depends on a specific deal to liberate a village in Katapesh in exchange for your freedom; I’d be ok with you choosing that trait if you replaced said deal with something that directly hooked into the adventure). No [whatever] of the Society, though;
8) Background skills.

## Fluff
* Background: besides the basics (birthplace, relations, important events/people in their lives), you might want to cover this: How/why did they come to Osirion? What are their connections to this land? Who do they know (besides the sage)? Feel free to build up on my intro;
* Appearance: so I know how to describe you when needed;
* Personality: so we can get an idea of how you usually react to things/people/situations;

Recruitment deadline: 2018-04-13

I'm delighted to see this up. I have Theshen in mind for a Osirian first name. The surnames all seem to be related to geography. What grade of landmark do you think would suit a relatively respectable family name?

@Decimus Observet Hmmm…in another thread people say that Ancient Osirian names tend to follow old Egyptian patterns. Depending on how respectable (aka how much $$$) the family has, they could still have one of those despite the Keleshite domination? A good reference if you want to go that way:

Otherwise, not really sure. Only river that comes to mind is the Junira (and the big ones, like the Sphinx and the Asp). It also seems that not having a surname might be canon.

Would a Mwangi character be appropriate?

Interested, I will adjust soon.

Would a Samsaran be considered a valid race?

Pathfinder Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Dotting in. Will do mechanics in a couple days

Arknight wrote:
Would a Samsaran be considered a valid race?

From the interest thread, in response to a request for agathion-blooded aasimar:

GM Omelas wrote:
Hmmm…I'll be honest and say I'm very biased towards standard races. So if you want to make me happy, I'd prefer you stuck to them. I'd be completely fine with you keeping the fluff – descended from Isis but with the godly blood apparently too thinned out to have much of an effect, perhaps even some feathers, devoted to the old gods, etc. Who knows, it might even be you eventually find a way to awaken the outsider's blood in you?

But of course GM Omelas has the final say...

Dotting .....

Very interested. Thinking about going with a Human Bard. I will have something made up and posted in a few days. Thinking of a supportive diplomat, but a man with his own agenda. Loosely based on Tyrion Lannister.

Welcome everyone, thanks for the interest. Can't wait to see the characters you'll submit. Please, keep sending in questions/PMs for whatever you feel may need clarification.

@Arknight good question…as @ObsessiveCompulsiveWolf correctly pointed out (thanks =) I am biased towards core races, so you'd have to do some extra work to compensate for that if you did go with a samsaran. Or you can take the same route as I suggested to the aasimar and leave most of the flavour intact, but still be one of the core races. How does this sound to you?

@Digger Chandler yeap, go for it.

Thinking about a middle aged elf wizard. Since I am simple like that. I am working on the backstory now.


Pathfinder Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Hadiyah Qureshi, Human Bard

(moving this over from the earlier thread)


Dramatis Personae

Imran -- father
Ayda -- mother
Naila -- sister
Hafiz -- twin brother
Hadiya -- OurBard

Tariq -- uncle to OurBard Hadiya
Ayda -- mother to OurBard Hadiya

Waheeb -- spurned fiance

Hadiya Qureshi is a young female bard (human). She is the younger daughter of Imran Qureshi, the son of an old noble family and Ayda (nee Bishara) Qureshi, the daughter of a wealthy trading family.

Hadiya has an older sister, Naila, and a twin brother Hafiz.

Hadiya and her twin, Hafiz, have shared a ‘twin language’ since they were toddlers. As they approached their teens they switched to a musical coded language with three aspects.

The first aspect is that they have established a 3-note vocabulary to refer to themselves and other members of their family. Each person has their own 3-note theme. For Hadiya and Hafiz, the theme sounds like a birdsong, so they can easily announce their arrival to each other without drawing attention to there being humans in the area.

The second aspect is that they have a “code book” of themes and melodies that convey specific information. “Danger”, “mom is looking for you”, “meet me at the river”.

The third aspect [reserved for development during game play/consult with GM]

Hafiz works in his mother’s family trading business, although he aspires to become a priest. He is the assistant to his uncle, Tariq Bishara, Ayda’s older brother.

Tariq Bishara has a friend, Waheeb Khouri, an older man with less than savory sexual appetites. Waheeb has offered marriage to Hadiya, but she refused him. As a result, he has slandered her in polite society and has made her life in Dustwall miserable

Hadiya’s mother Ayda and sister Naila are angry that Hadiya has already been offered for in marriage. Ayda is a social climber who boosted her family’s status by marrying into the aristocracy She has high hopes for an even better marriage for Naila, who by custom should have been engaged before anyone even thought about Hadiya. Naila is humiliated and furious that her own status has been slighted and perhaps even lowered because of her sister’s new reputation.

Hadiya’s father Imran, is unaware of (or indifferent to) the furor. He is a scholar of arcana, history and religion, and was grateful for a spouse who saw to the household and his comfort while he became one of the foremost experts in sage jewels.

Hadiya’s brother Hafiz would prefer to follow his father’s footsteps, and perhaps even become a priest, but his mother has forced him into learning her family’s trading business. He enjoys the travel and learning about new peoples, but does not have the avarice gene necessary to be successful like his uncle.

Hadiya’s uncle Tariq is furious that a woman, and a young one at that, has defied his plans. He is embarrassed that his friend Waheeb was insulted by the refusal, and angry that his niece is being portrayed as a slut amongst his friends. He has gone so far as to contemplate arranging an ‘honor killing’ to remove Hadiya from the scene.

Hafiz overheard the conversation between Tariq and Waheeb and told his twin. Hadiya’s reaction was to run away to ensure her own safety.

Hadiya reached out to Miri Almoussa (Miri of the Thousand Ears), the town courtesan, who has long been known to the wealthy mothers in town as a source for solutions to the problems of frisky young daughters. Because Miri’s “girls” also need these benefits, she is a trustworthy source of herbs to prevent pregnancies or to end them, or a home where a child can be born and then wisked off to adoptive parents with a believable cover story about a visit to a distant city.

Hadiya’s goals at the moment are to survive. She also wants to clear her name and get revenge on Waheeb.

She accepts Miri’s Alter Appearance spell (with permanency) and signs a contract for unspecified future services in the value of 10,000 gp

She leaves her home surreptitiously, but tells her twin that she is doing so, and will contact him when she gets a safe opportunity. She leaves a note that hints at suicide, and says she is doing this to restore her honor. Hadiya’s method of ‘restoring honor’ is obviously not the same as Uncle Tariq’s

Question what about starting Gold ?

@IronDM72 sorry, forgot to post that. 150GP starting gold for everyone.

Thrarathrane Story...
Thrarathane follows the Matron of the house to feast that was promised as walks remembers why he is here.
“Thrarathrane pay more attention in your casting” Jouran the old master yelled at his apprentice. Thrarathrane was attempting to cast new spell he had learned. After using the components and speaking the ancient language of the Orsion scroll. Thrarathrane attempted the ancient spell to no avail. Supposedly the scroll held the secrets of the Pyramids of Orsion, the spell was supposed to be answer a riddle from sphinx.
“ Master I am afraid your wrong again about this” Thrarathrane replied to Jouran. “Do not mock me young one” Jouran said in his gruff voice. The older elf walked around to his young apprentice of 30 years. Jouran pulls open his spell book and then looks at Thrarathrane. “ The answer is here I tell about our ability to remain after death. I am know the answer is not simply necromancy. The Orisons know the answer to this. Promise me one day you and I will find the answer even if it takes our long lives.” The old master voice was filled with hope as he spoke.
“Yes Master I promise” Thrarathane said and then gather his things for the day. A few days later his master died while trying to once again casting a spell. Thrarathrane never forgot his promise. He spent the next 150 years studying the Orsion country. He also developed an interest in the Sphinxes and the architectural styles of Ancient Orison. Thrarathrane left Kyonin when he turned 200 he never went on any adventures or cared for anything else but his Master’s request.
Thrarathrane moved to Absalom and started a wand store, there he collected information about the Orison culture and eventually became a consultant for several ventures into Orison. A consult for the Apis Consortium eventually led him to an invitation to this event. Now to actually see what lies in the Sands of Orison….
Submitting for your approval


@Thrarathrane Starwise: Everything seems to be according to the guidelines at first glance. It would be helpful for me to have the background on your character's page as well, so I don't need to refer back to your post when I start the selection process. Thanks for the submission!

Will add it soon out at the moment!

Grand Lodge

I have a human paladin who may come to spread her faith in SHelyn to Osiron

Harold takes another sip of his wine and thinks to himself; “Well that makes sense. It seems that after this feast the fat will be trimmed and then only those of us who are supposed to be here will be.”

Perception to notice nobles: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge Nobility: 1d20 + 6 ⇒ (2) + 6 = 8

“This will prove to be an entertaining experience....”

Introducing Harold Forrester, human bard. Traveler of Golarion, and diplomat of many noble houses. It doesn’t matter that they were all minor houses, they all need a good diplomat. I am still working over his background and still need to buy gear. But, as I mentioned above, I am going along the lines of a diplomat with his own agenda, based on Tyrion Lannister. Let me know how this looks and what your thoughts are.

@Harold mechanics seem fine. Just to confirm, though: you picked an extra cantrip as your favoured class bonus, right? You seem to be missing one extra language due to high INT (which I'm guessing will be Osiriani?) and feats. That aside, a couple of random thoughts:

* the initial concept of a diplomat is interesting, though I wonder what will motivate/has motivated him to start the adventuring life;

* When you write "It doesn’t matter that they were all minor houses," I get the feeling Harold might be a tad defensive on the subject. Don't know why, but I sort of like the idea. Or am I reading too much in it?

Regarding your rolls:

You are sure the two men whose conversation you just eavesdropped are nobles. The way they dress and their accents are dead giveaways. You are unsure about two other people in the room – it could be they were just rich people without noble blood, but without talking to them it is hard to say for sure. The rest seem to be commoners.

From the ones you do recognise as (possible) people of gentle birth you believe none come from particularly powerful or important houses, as you'd surely have recognised them.

Backstory addd to PC stats

This is the background I have in mind:

Senebenhof, Magus:
Appearance: Tall with skin bronzed from the constant exposure to the sun, Senebhenaf (Seneb) keeps his head and face shaved clean so that there is less for the sand and dust of the road to get trapped in. His hazel eyes reflect his intelligence and sense of humor. The leather armor he wears consists of strips of leather with small harder leather plates attached. The bow he carries of of a dark wood, and of obviously fine craftsmanship. He keeps a small hammer tucked into his belt on one side, and a dagger on the other.

Personality: Quiet and reserved, In unfamiliar situations or among unfamiliar people, Seneb has a tendency to observe rather than speak. Once he gets familiar with his surroundings and companions, Seneb opens up and his humor and good cheer come out. In combat however, he becomes focused on ending the battle as quickly as possible without injuries to himself or his companions.

What do people know about you: Quiet, good sense of humor when with friends. Very knowledgeable of dungeon-like environments

What does your character want in life? To learn, to explore the unknown. to protect those he is responsible for and to prove himself worthy of joining the Pathfinder Society.

Background: Born to an Osirian vizer and his soldier wife in Shiman-Sekh, Seneb grew up in an environment where not just knowledge and the arcane were given importance, but where the arts of defense and combat were given just as much weight. By the time Seneb was fifteen, he had been training in both for several years. Along the way, he was introduced to the Pathfinder Society as his mother and father took on several missions for them. It was on several of these missions where they brought Seneb along and he proved how well he had learned his lessons.

From expeditions to explore the Labyrinth near Shiman-Sekh, to guarding caravans to Sothis, Seneb managed to prove he had learned his lessons well and that he was capable of using both arcane and martial methods to deal with and resolve a variety of situations. He was requested by name for several expeditions to a variety of unnamed ruins and tombs for his ability to defend himself and others as well as for his arcane and tomb knowledge.

Given the intent is for guiding and escorting caravans and expeditions, would you allow taking a refluffed Spire Guardian Archetype for Seneb?

Yo, interested to the extreme here! I wanted to know what your thoughts are, as I have some character ideas in mind, but need a couple questions answered.

Firstly, what is the opinion on Necromancers?

Secondly, what about a custom Eidolon for a Summoner (to reflect the fluff of a character), since the idea in question would need a CE Eidolon with a Biped stat spread reworked to be Dex based.

Thanks for any answers!


regarding character motivation/background: I’m not planning on giving much importance to the Society in this game as I want the story to be focussed on your characters rather than the organisation. So, taking a step back, why does the Pathfinder Society matter so much to Seneb?

no problem with a refluffed Spire Defender. Seems to fit your character.


1) personally, no problem.

A few caveats if you are interested in a shambling minions necromancer: even though the omnipotent and omniscient GM does not believe necromancers to be inherently evil abominations, others might have a very different view on this and you’ll have to deal with the consequences. In any event, I will not allow evil characters, so whatever bodies you get will have to be acquired from ethically-responsible, sustainable and fair-trade suppliers ;)

If you plan on focussing on other aspects of necromancy, then I’d say Osirians might actually have a great deal of respect for you.

2) as far as alignments go, no evil characters also applies to the eidolon, so that’s a no from me.

Regarding the dex based biped, I’m not completely sure what you mean: if you just want to have an eidolon that looks biped but uses the serpentine base form, fine. Homebrewed stuff and etc: no.

If you still want to go with a summoner with an adequate eidolon, I’d prefer the unchained version.

Yes, I need one more language, I wasn’t sure which to pick. Osiriani would be a great choice since that is where this is taking place.

With the extra spell, I will be taking that as I level up.

I completely blanked on feats. I am going to be taking Lingering Performance, and more than likely Improved Initiative. How will you be doing initiative?

Tad Defensive?:
He is a little defensive about it. All he wants is to be able to rule from the ear of a king/queen, high ranking noble, etc. Think a less evil wormtongue. But to gain that position he needs to gain the trust and ear of said person, this is what will be his leading cause for adventuring.

Grand Lodge

I've update Waylund a bit from the interest check post. Thank you for pointing out the error with the opposition school. If you see anything else please point it out! The wealth and equipment is still a work in progress as it's tied fairly closely to his background.

I didn't include the story hooks in this post, but they are incoming.


Initiative: +7 (+3dex+4Improved Initiative)
CMB: -1
CMD: +12 0+0+2

Armor Class: 13 [17 with mage armor]
Flat Footed AC: 13 [17 with mage armor]
Touch AC: 13 [17 with mage armor]
Hit Points: 11/11 6+1con+3Toughness+1FC

Base Attack Bonus (BAB): +0
Melee: 0
Ranged: +3

CMB: 0
CMD: +12 0+0+3

Saving Throws
Fortitude: +1
Reflex: +3
Will: +0

Ability Scores:

20 Point buy, +2 Int (Human)
Ability Scores
Strength: 10
Dexterity: 16
Constitution: 13
Intelligence: 19
Wisdom: 7
Charisma: 8

Ability Modifiers
Strength: 0
Dexterity: 3
Constitution: 1
Intelligence: 4
Wisdom: -2
Charisma: -1

Traits, Feats and Class Abilites:

Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Toughness: You have enhanced physical stamina (giggity). You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Scribe Scroll (1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.


Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Extremely Fashionable: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) Is a Class Skill.


Celestial, Infernal, Draconic, Osiriani, Common


Adventure Ranks: 7 Ranks [+2Class+1Race+4int]
Background Ranks: 2

Background Skills
Appraise: +9 [1ranks3inclass+4int]
Profession Merchant: +2 [1ranks+3inclass-2Wis]
Adventure Skills
Fly +3 [+3dex]
Knowledge Arcane +8 [1ranks+3inclass+4int]
Knowledge Planes +8 [1ranks+3inclass+4int]
Knowledge History +8 [1ranks+3inclass+4int]
Knowledge Local +8 [1ranks+3inclass+4int]
Knowledge Nature +8 [1ranks+3inclass+4int]
Spellcraft +8 [1ranks+3inclass+4int]
Diplomacy +8 [1ranks+3inClassTrait+4IntTrait]+[+1withJewelry]
Bluff +4 [+4IntTrait]

Spell Books and Arcane Schools:

Spells Prepared for the Day

Cantrips (4)
Detect Magic
Read Magic

1st Level

Spell Book: The Wyllt Grimoire

Known Wizard Cantrips: All not of Necromancy or Abjuration
Known lvl 1
School enchantment (compulsion) [mind-affecting];
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Color Spray
School illusion (pattern) [mind-affecting];
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.

Silent Image
School illusion (figment);
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

School conjuration (creation)
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor
School conjuration (creation) [force];
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
School conjuration (summoning); Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Arcane School
Conjuration Arcane School. Waylund focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School

Wealth and Equipment:

Every Day Carry on Waylund’s Person
Cost 29 Gold, 2 Silver, 3 Copper
Quarter Staff
Long Gloves
Outfit, Soldier's
Common Backpack
Traveling Spellbook
Spell Component Pouch
Scroll Case
flint and steel
fish hook
signal whistle
Parchment Sheet
Scriver’s kit
2x Bandoliers
At Court
Signet Ring
Fashionable accessories
Jewelry (Worth 25GP)
Long Gloves
Falconer’s Gauntlet
Outfit, Courtier’s (Wearing Signet ring, 25GP worth of Jewelry and 20GP Fashionable Accessories so as not to appear to be an out of place commoner)


Waylund is a scion of the main branch of the the Wyllt family, an influential merchant clan within the Kalistocracy of Druma. Waylund, as per family tradition is a follower of the Prophecies of Kalistrade. When it was discovered that a young Wyalund had a natural talent for the Arcane he was sent to Korvosa in Varisia to study at the famed Wizard's College, Academae.

There, Waylund gave ten years of his life to become a highly talented Conjurer. Unlike many, he not only survived the often fatal lessons and examinations but impressed the faculty enough to serve as a tutor to younger students and continue his studies with the great masters of the school even after his graduation.
After a few years, Waylund chose to return to Druma but rather than take up a full time executive post within the family’s merchant Cartel he was recruited by the Mercenary league for a position with the Thousand Shield’s mysterious School Arcane.

The Mercenary League is the national military of the nation of Druma. Its members are are also known as the "Blackjackets" because they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are thus clad all in white.

Waylund enjoyed the opportunities for both adventure and expanding his knowledge of the Arcane provided by the League – however, his family soon began pressuring him to fulfill his duties to the Wyllt Cartel.

This came to a head, very publicly, at a masquerade ball hosted by the League. A drunken cousin loudly declare that Wayland had no business sense and that the Wyllt Cartel was better of without him.
Waylund, perhaps a bit more into his cups than normal, boasted that he could build a trade empire with just the change in his pocket.
The wager was set, the Adventure begun.

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

ECOLOGY:Temperate forests, solitary or in pairs.

Grand Lodge

Hidden Letter sealed with the Signet ring of Waylund Wyllt:

Dearest Liliana,

I leave this letter where I know you will find it. Please forgive me for not bidding my favorite sibling a proper farewell. I thought it best to leave in night with as little fanfare as possible. If father knew my intentions I believe he would have ordered the household to guard lock me in the guest’s quarters. The guard are loyal men and do not deserve the injury to their pride or person that would have resulted from that.

My destination is Osirion. I’ll send you exotic souvenirs as recompense. Perhaps a ruby earing from the Pharaoh’s favorite concubine or an albino alligator on a silk leash?

I’ve chosen Osirion because I believe that is where the greatest opportunities lay. Many of the Mercenary Leagues most recent and lucrative foreign contracts are with caravans trading between Sothis and Eto. The Pharaoh’s decree concerning the exploration of the deserts is a once of in a life time opportunity. The unsophisticated merchants there are not followers of the Prophecies of Kalistrade and thus unable to fully exploit the emerging markets.

I have contacts among the League troop currently on contract, and It seems the arcane secrets being discovered in the dunes are drawing quite a few Acadamae Alumni and even several of the great masters to the lands of the Pharaoh.

I plan to sail from Detmer. A courier raven should beat me to Kerse if you wish a last goodbye. I’ll be incognito in case father sends his own ravens to cartel agents in the city. Address your messages to our least favorite cousin. If I continue writing I may not have the heart to go. I will miss you dearly sister.

Tell mother that I love her.

Your loving brother,


The Coin In My Pocket: Currently stands at 92 measures of gold.

Grand Lodge

Note addressed to Liliana Wyllt via courier raven from ‘Cousin Phelan’:


I received your Raven. No - I did not choose Orision because of Nenet.
Her tuition to the Acadamae was provided by a so called ‘Sapphire Sage,’ and she’s far too busy paying off her debt as one of his apprentices to rekindle a silly childhood romance. Besides, she is not a Kalistocrat and I have long since completed the rites of acceptance into the Kalistrade. I can no longer even touch her.


Grand Lodge

Letter Delivered to Wyllt Manor bearing signet of Waylund Wyllt:

Dearest Liliana,

I hope this letter finds you well. Although the journey took longer than planned, I have arrived safely in Detmer and still reasonably on budget despite a misadventure involving a cross dressing gnome.

Tomorrow I leave for Orision. I’ve secured travel onboard the Merchantman Prophet’s Ascension by signing on as Ships Purser. My duties will be to oversee supply and the issue of victuals, clothing and other consumables to the officers and crew.

The position is unpaid, but I’m entitled to profits made from selling luxury goods to the crew. I suspect tobacco and rum will be the wisest choice. For this purpose, I’ve acquired a loan from the Temple of Abadar here in Detmer. Under the terms of the loan, I’ll be able to repay at the Temple in Sothis. Quite the clever business model for religious cultists who haven’t been enlightened by the Prophet.

After paying off the loan, passage fees, food costs and various other expenses I should have nearly double the Coin in My pocket upon arrival in Sothis.

You may inform Cousin Phelan that this does not violate our bet as the interest will be entirely covered by the Coin In My Pocket.

Much love,

P.S. The Change In My Pocket: Currently stands at 79 measures of gold.

P.P.S Do not ask about the gnome, I will take the details of that story to my grave.

GM Omelas wrote:

regarding character motivation/background: I’m not planning on giving much importance to the Society in this game as I want the story to be focussed on your characters rather than the organisation. So, taking a step back, why does the Pathfinder Society matter so much to Seneb?

no problem with a refluffed Spire Defender. Seems to fit your character.

For Seneb, the Society is the reason he got into adventuring. It’s something his mother and father were part of, so he sees being part of it as a necessity, although he doesn’t feel worthy of that quite yet.

I had actually planned on him seeing that the PS isn’teverything, and that he can not be a part of it and still have worth (although his parents would be encouraging him to join, they wouldn’t force the issue)

I also see PS as the way he became trained as a “Spire Defender”, through his parents connections.

@Harold ok, cool, just wanted to double check the favoured class bonus. Regarding initiative: my plan is to have each PC/NPC/monster involved in the encounter rolling initiative and having their actions executed in the proper order, as usual, but grouping posting as much as possible. So, say characters #1, #2 and #3 rolled 10, 11 and 13 and the enemy rolled 12 I’d ask for #1 and #2 to post as soon as possible, describe the results, enemy does its thing, and then #3, #1 and #2 go again, etc. Does that make sense to you? I’m happy to hear you out if you would prefer something different. I might also roll initiative for groups of monsters for encounters with a lot of participants to speed things up.

@Waylund no problem at all. it was clear enough from the rest, but wanted to double check. Brilliant job with the letters, plenty of material for me there. I will make sure you find the cutest pigmy albino alligator to send Liliana.

@Arknight ah, that sounds interesting. Thanks for clarifying, I'm all for it. Also, in retrospect, I realise I might have sounded a bit b&#$!y by adding emphasis on Spire Defender. Apologies if it came out like that, I just wanted to be make sure we were talking about the same archetype.

This is Digger's submission. Mwangi investigator curious about the find on the northern end of the continent. Full fluff tomorrow when I have my laptop.

Grand Lodge

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Letter Arriving three months after the last:


The life of the sailor revolves around meals. Each day is just like the last, with a change in menu marking the passage of another week at sea. Meal times, which are as sacrosanct as the tenants of the Kalistrade aboard the Prophet’s Ascension, are at eight in the morning, noon, and half past five in the evening. Feeding the ship requires as much organization as leading a battalion into battle. Signals and whistles, which the sailors call ‘pipes’ indicate which shift may use the mess hall.

Captain Marlain’s standing orders state musters and drills will not take place during meal times and he forbids any preference in quantity or quality of rations based on rank or position. I believe the good Captain is a wise man. He’d have made a fine Black Jacket.

The crew seems pleased with my service as Purser. Tobacco and Rum where indeed an excellent choice. I’ve been learning the rudiments of navigation at sea and a bit of sailor’s lore in exchange for casting of mending on boots. Master Callem would be proud of his apprentice.

Apparently, good natured pranks are a common way of passing the time. After someone put ink in my coffee - the deckhands quickly learned the mischief that an Unseen Servant can get up to. Invoke the wraith of the High Wizard of the Bilge at your own peril!

The Ships chirurgeon is a decent conversationalist, with an excellent grasp on Philosophy. He cheats at cards though.

Noble loathes ship life. The salt water is causing him to molt and he stays in up in the crow’s nest whenever the weather permits. He is not happy with me.

I’m told we’ll make Sothis in only two more menu changes. I’m really looking forward to landfall.

Send everyone, accept Phelan, my love.


@Waylund someone's on a roll today =)

@Shu-kri Kaba liking what I see so far. Looking forward to the fluff.

Okay, so on the Eidolon, the character idea was a young traveling mage who, through unique circumstances, ended up establishing a bond with an honest to goodness Succubus.

Hence why Biped with a Serpentine stat spread fits more in line with the Succubi stat spread as a whole. However, Unchained Eidolons cannot be Demons without a Summoner within 1 step of Chaotic Evil.

For character, this Summoner is Neutral Good. While I can go for the edgy Chaotic Neutral, that would be outside his character, and the dynamics that occur between the Neutral Good Summoner and the Succubus that now is his Eidolon.

Hence the whole issue there. If this won't work out, I'll make a different Summoner, unless the Necromancer idea comes out better.

GM Omelas wrote:
@Harold ok, cool, just wanted to double check the favoured class bonus. Regarding initiative: my plan is to have each PC/NPC/monster involved in the encounter rolling initiative and having their actions executed in the proper order, as usual, but grouping posting as much as possible. So, say characters #1, #2 and #3 rolled 10, 11 and 13 and the enemy rolled 12 I’d ask for #1 and #2 to post as soon as possible, describe the results, enemy does its thing, and then #3, #1 and #2 go again, etc. Does that make sense to you? I’m happy to hear you out if you would prefer something different. I might also roll initiative for groups of monsters for encounters with a lot of participants to speed things up..

I wanted to just double check and see if you were going to do initiative. I know some PBP don’t, and if that was the case I would need to change a few things.

Character has been adjusted, I just need to fix the background and he will be ready to go.

GM Omelas wrote:
@Arknight ah, that sounds interesting. Thanks for clarifying, I'm all for it. Also, in retrospect, I realise I might have sounded a bit b+%&~y by adding emphasis on Spire Defender. Apologies if it came out like that, I just wanted to be make sure we were talking about the same archetype.

Not a problem. :) I didn’t take it that way at all.

I did have another question. What is your thought on the Scorpion whip? I know there is a mix of feelings on it, and wanted to see if It would take both whip and scorpion whip Proficiencies to use the Scorpion whip like a whip (reach, trip, etc)? Or would the Exotic Scorpion Whip proficiency allow for that in itself?

1 person marked this as a favorite.

Shu-Kri was born the second of five daughters to a loving family in a Bekyar village deep in the Mwangi continent. The eldest took on matronly duties, helping care of the others. Shu-Kri's immediate younger sister focused on athletics, the second youngest on socializing and fashion, and the youngest is still a child. Shu-Kri liked to go hunting with her father, silently stalking prey with her longspear and shortbow. Her father, Moussa, noticed early how perceptive his daughter was, and introduced her to the village sage, who likewise saw great potential in the girl.

As she learned, her thirst for learning only grew. Insatiable, she studied the natural environment, magic, religion, anything she could get her hands on. In particular she found ancient Osiron fascinating. Many tomes that originated in Avistan tended to downplay Mwangi culture and thought, except for that of Osiron. Whether this was because of the proximity and visibility of Osiron wonders or a deeper racism was never quite clear.

Eventually, there came a time the sage, a man named Oedrago, had no more to teach Shu-Kri. But where would she go? Her father dreamed of Andoran fields and her mother of Galtan fashion, but to Shu-Kri, there never really was a choice. She would go to Osiron, and study more directly with sages there. This is how she came got the envelope emblazoned with a torch.

Appearance and personality:
Shu-Kri is tall (5'10"), slender and well-muscled. She never wanted to focus only on her intellect and let her physicality suffer for it. Clothes mean much less to her than to her sister and mother, but she does pay attention to what fits and looks right. She keeps her hair short and natural, and eschews Avistan make-ups and jewels. Her dark eyes have a spark that cannot be put out, and her smile can go from charming to devastating in a heartbeat.

Above all, Shu-Kri is curious. Her insatiable thirst for knowledge and experience can be almost off-putting if she weren't self-aware. She also finds other cultures interesting, though she has a knee-jerk tendency to downplay Avistan norms. She is unafraid to fight but slow to anger.

@Arknight hmmm…that's a very confusing subject, what with all the conflicting versions. Unfortunately, from what I gather you do need both proficiencies to use it as a whip, RAW and RAI. Considering it's even been FAQed, I will follow Paizo's judgement on this one.

@BigBenClockTower I'm afraid my ruling still stands as I believe that we won't be able to do justice to your concept in this game. I would want the succubus to be a real succubus, not a watered-down version of herself so she does not disrupt the game too much, and I imagine you feel the same way. I mean, given the distance between your alignments I think it would be fair to imagine she could sometimes refuse to show up when you called, do what you ask of her in ways that are harmful when she did show up and so on and so forth – all rich and interesting RP possibilities, but also harder to manage. This being my first time GMing PbP, I do not feel ready to shoulder this responsibility. I would happily consider other characters you submit that are closer to the character creation guidelines for this game, like a different summoner or the necromancer you mentioned.

@Hjorleaf Asvidrson looking forward to the background. I'm at work now so will look more attentively at the crunch later, but seems fine from a very quick peek.

@Shu-kri Kaba cool, thanks for the fluff. I'll go over everything after work, but I believe the only minor issue I see (which is likely my fault), is that the letter with the Torch sigil was sent only to the Sapphire Sage, who then summoned adventurers to help him. Or was Shu-kri the messenger who delivered that letter?

She definitely could be! I did misread that, though. She also could have just been searching for the Sapphire Sage on her own when this went down.

@Shu-kri Kaba your call, it could certainly add to the story! Just keep in mind the Torch is perceived as a selfish and unscrupulous man, so associating with him might impact how others see you. Even if the extent of your relation with the man him was a straightforward business exchange (you ask him where you can find a sage, he exchanges the information for an errand which turns out to be delivering a message to a sage).

I like that. She'd go to him for his fame, but probably get turned off by his attitude. "Hmph. Should call himself the Sapphire Salesman. A true sage learns to learn."

@Shu-kri Kaba sorry again, I'm writing this in a rush, but the Torch and the Sapphire Sage are different people. So what I suggested was Shu-kri got the assignment from the Torch to deliver the letter to the sage. Feel free to pm me if it's unclear or you want to discuss this further.

Ahhh, gotcha. That works perfectly. First day back to work after spring break isn't my best moment for reading comprehension haha.

Ahh, newer to GMing! Makes sense, okay. Then next question.

If I play a Summoner, will I be able to control the Eidolon as a character? Even outside of combat? I have specific character dynamics and hooks between the pair that I'd want to be able to create and control.

If I cannot have that, I'll stick to the Necromancer.

Here is Theshen, or Unas-Ankh if one must be formal! I will write up his introduction at the gathering tomorrow.

A few questions:

1. Is the Additional Traits feat acceptable?

2. Do Osiriani begin knowing Taldan and modern Osiriani as languages?

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