His spear gone, Nsizi was left with few options. He had no magic that could strike the hostile frogman, and no way to easily get to him. Instead, he put his hand gently on Zeljka's back, assessing the damage. She was badly injured, and might not survive another arrow. Closing his eyes for a moment, Nsizi said, "Spirits, heal her wounds." A clear energy flowed through the half-orc, knitting her flesh and easing her pain.
"It likely has a quiver full of arrows!" Min called from the commander's bedroom. "Are you going to stand there and let it shoot them all at you? It doesn't seem to have a sense of fair play that insists it come down and give you a free swing at it. Zeljka! Aim a little higher and to the right to account for the wind!"
Combat Advice: +2 competence bonus on Zeljka's next attack against the grippli
Zeljka grunted as the arrow slammed into her shoulder. She was beginning to wonder how she was going to shoot with a bum shoulder and clumsy fingers when she felt healing energy flow through her courtesy of Nsizi. Nodding her thanks, the half-orc reloaded her crossbow and aimed at the frog.
Since I can't study the target and reload my crossbow, I guess she'll reload :)
Woot! I'm pretty sure it's a critical :) Fabian, do you just double the damage I rolled or do I need to roll another 1d8?
Zeljka listened to Min's advice and readjusted her aim accordingly. The loosed projectile flew straight at the creature and embedded itself in its chest. Zeljka figured that if its anatomy was similar to most animals, it probably pierced its heart but the slayer couldn't tell for sure from this distance.
Wow, that feat is so much fun to roleplay! I don't think Min's +2 has made a bit of difference mechanically yet, as people have rolled high anyway, but it makes her look like a tactical genius in-game! :D
Min clucked her tongue in annoyance as the frog-man fled. "He's likely to return and try to reclaim his turf," she opined. "And he's quite a shot with those arrows. Unless he's a she." She squints after the fleeing foe. "Oh, on frogs, you have to look at their ears. He's much too far away. Or she is."
Action 2
Min pointed at the lockbox in the corner with her little finger. "Our froggy friend's, or the fort's?" she wondered. "Either way, I'd say we're entitled to look, if it's not locked."
Did we find keys of some sort on one of the bodies in the courtyard, or am I misremembering?
Zeljka was already reloading her crossbow when the grippli bounded into the forest. She knew it was an extreme long shot as to whether she'd hit the creature or not but took the chance anyways.
crossbow:1d20 + 2 ⇒ (2) + 2 = 4 damage:1d8 ⇒ 8
The bolt disappeared into the leaves while the humanoid frog got away.
Min wrote:
"He's likely to return and try to reclaim his turf,"
"Now that it knows the Fort is inhabited again, maybe it won't come back."
Action 2:
Can Zeljka tell how long the squatter has been in the tower with a survival roll?
Zeljka pulled out the keys she had taken off the commander's body. "Maybe one of these will open the lockbox." The slayer found it odd that a pillow had been propped up against the lockbox. She approached the portable safe with caution.
It looks like we've finished exploring the upper level so I guess it'll be down the ladder next.
After their foe disappeared into the foliage, Nsizi said, "I will need to find my spear. Bibi Bufi, could you help me up to the roof?"
Tag Zeljka
Nsizi clambered up to the watchtower roof, and found his spear. Cleaning it on a fold of his neswambi, he carefully secured it again so it would be readily accessible, and climbed back down with the half-orc's help.
Don't suppose there's anything else up here?
Action 2
As the others examined the lockbox, Nsizi asked the vidogo hunter, "Are these frog men common here? Have you encountered them before? We do not have such creatures on the Bas'o savannah. Do they live singly, like this one, or live in tribes?"
Tag Muhdzuzi
Nsizi turned to Min and said, "You have a clear eye and quick mind. Your advice makes us better. Is this your hwitsi - your magic? Did you study this?"
After their foe disappeared into the foliage, Nsizi said, "I will need to find my spear. Bibi Bufi, could you help me up to the roof?"
Zeljka cupped her hands and bent over to provide Nsizi with a foothold. She then hoisted the man up onto the roof. The slayer smiled to herself as she waited to help the Bas'o man back down, It seems like I now have a nickname.
I cannot help but think Chibi Buffy - because I am that lame ;)
Akosua retrieved her trident nodding to Zelkja, "A fine shot, I was worried for a brief time there!"
While the others examiend the tower Akosua looked out of the lands around it scanning for likely places she might try to collect Heri's herbs later. Once she finished surveying their surrounds she cast a detect magic spell scanning the room, and their new halfling companion not really expecting to find anything.
Basically just hoping I can speed up herb gathering later by getting a good idea of the likliest terrain around the fort.
Nsizi turned to Min and said, "You have a clear eye and quick mind. Your advice makes us better. Is this your hwitsi - your magic? Did you study this?"
"Magic? No," she answered with a smile. "Bossiness and a disinclination to mind my own business, if you ask my brothers." She shrugged. "I can only hit a target with an arrow with good deal of luck, and I certainly couldn't teach anyone to shoot. But if someone already knows what they're doing, and there's just some small impediment getting in the way -- like the breeze back there -- I can see what's going wrong and sometimes help. See?" she smiled at Alleria a little triumphantly. "A consultancy. Government work. I can't necessarily do anything practical myself, but I can make other people better at what they do."
"Erastil?" Min remarked when the chest in the watchtower was opened. "I wonder whose this was. Perhaps the Banker would know."
Action 2
"Why indeed?" Min repeatedly thoughtfully. "They didn't even loot the place, just ruined everything. Why wouldn't they carry off the supplies and valuables? Not to mention The Annotated Voyages of Roderigo." She winked at Akosua.
"That's five and six," she sighed. "But only two of your comrades," she addressed the halfling. "How many did you say you were?"
The lockbox yielded a trove of potentially useful items. Seeing the holy symbol of Erastil caused Zeljka to think about Brother Joel. He had put her on the path of her old life and it was like he was somehow connected to her new one.
When they descended the ladder, Zeljka's nose immediately told her that something was not quite right in the room. She followed her sense of smell to the trunk and moved the clothing. Her eyes confirmed what her nose had suggested as the corpse was exposed. "These claw marks are similar to those on the animals outside." The half-orc pointed at the shoulder. "There is also muscle and tissue missing."
perception:1d20 + 5 ⇒ (9) + 5 = 14
Anything in the cabinet? Zeljka would also be inclined to search the beds and such for anything hidden but that's probably included in the group taking 20 when they come into the room to search.
Action 2:
Zeljka's face was grim at the new discovery. "I don't understand the posing of all the bodies. Sitting at the desk, placed back in bed, stuffed in a trunk, and most of them have been covered. Why take the time to intentionally place them in certain places? Why not just leave them where they fell?" The half-orc continued to muse. "And why decapitate all the bodies and where is all the blood? Such violent deaths would yield more blood." She points at the drops of blood on the floor, "Apart from the footprint, this is the most blood we've seen."
If I'm wrong in my assumption about the blood, let me know and I'll edit this post. I just thought there would be more mention of blood with all the death. Also, was the body in the trunk decapitated as well?
Anything in the A10 trunk or cabinet?
I say we go left, it's closer to where we currently are.
"That's five and six," she sighed. "But only two of your comrades," she addressed the halfling. "How many did you say you were?"
The halfling did his best not to retch but would have done so had he anything in his stomach. He sighed and warded off evil spirits, "Seven, there were seven of us." He then was surprised and looked at the wizard, "You speak native?"
_____________
OOC: nothing further of note in the rooms.
I'd like to move this along today.
The halfling did his best not to retch but would have done so had he anything in his stomach. He sighed and warded off evil spirits, "Seven, there were seven of us." He then was surprised and looked at the wizard, "You speak native?"
"Yes," she replied in Polyglot with a smile. "My brothers and I played with all sorts of children when we were young and were fortunate enough to have parents who encouraged us to do so. I remember one girl I knew having her mouth washed out with soap when her mother found her learning a counting rhyme from the daughter of their Mwangi housekeeper. They didn't want her 'going native,' after all," she finished sardonically.
Nsizi shook his head, it was indeed very strange. Had this person been partly...eaten?
Action 2
heal:1d20 + 5 ⇒ (15) + 5 = 20
Nsizi examined the body in the bed, taking care to breath through his mouth. The stench was quite overwhelming. While he didn't enjoy this work, he seemed suited to it. Taking the head respectfully in his hands, he closed his eyes a moment and prayed for the soul of the departed. Looking carefully at it, he said, "This is very strange. The head was removed from the body, and like the woman upstairs, it was done after death. But there are markings here, and here. Very strange. Like the skin has been frozen. We call it barafu-ngozi.....ice skin?" He looked up to see if his translation made sense.
tag anybody
as for loot - Nsizi took the MW dagger (the one from the well) - it's folded up in his clothes. He will take the terbutje too if nobody else minds, and either Nsizi or Akosua should have the healer's kit. He'll lay claim to a tanglefoot bag and an acid bottle too.
"Ice-skin?" Min asked with a frown. "You've seen this before?"
Nsizi frowned. "Very rarely. Only during winters where we have snow on the savannah. If a Bas'o is out too long in the cold, the skin will freeze. If you can get warm again quickly, sometimes it will heal. If not, the flesh will die, and need to be cut away. We have not had a winter cold enough in years." He shook his head, still frowning. "Here it is much too warm for barafu-ngozi. And usually it is the fingers and toes, or the cheeks, that get it first. Not the neck..."
"There are spells that can produce extreme cold, despite the ambient temperature," Min mused. "Perhaps there was a caster of some sort among the attackers." She turned to Muhdzuzi and asked in Polyglot, "These lizardfolk: are there magic-users among them? Shamans of some kind?"
Tag Muhdzuzi
Knowledge (arcana) to determine if the frostbite was a spell effect? 1d20 + 7 ⇒ (9) + 7 = 16 Not with that roll.
Once Nsizi had pointed out the skin affected by frostbite, Zeljka took a closer look and noticed it was where the neck had been cut. This caused her to ask, "Could a weapon have done this? Frozen the skin as it cut?"
tag everyone but I guess it would be more geared towards someone versed in magic...
Once Nsizi had pointed out the skin affected by frostbite, Zeljka took a closer look and noticed it was where the neck had been cut. This caused her to ask, "Could a weapon have done this? Frozen the skin as it cut?"
Nsizi nodded slowly. "Perhaps, it is possible. But the blade would have to have been very very cold. Even a blade made of ice would not have done this."
A2 - common area. A guard with a halfling spear in his chest. Quinn (missing acolyte).
A3 - corral. Animals killed by claws, meat missing
A4 - well. Halfling dagger, lizardfolk terbutje
A7 - mess hall. Halfling spears, no bodies
A8 - kitchen. No violence
A12 - NW watchtower. Decap person on table with papers, killed by spear. Lizard folk footprint.
A15 - SW watchtower. Shrine. 2 halfling corpses.
A16 - SE watchtower. Commanders room. Dead in bed, placed there. Not from Song'o
A14 - NE watchtower. Lookout. lockbox
A9 - NE quarters. body in chest. claw and bite marks.
A10 - SW quarters. Body in bed. Decap and frostbite.
A6 - Training room. 3 bodies on spears, all decap.
A5 - Armoury, not looted.
Action 1
heal:1d20 + 5 ⇒ (10) + 5 = 15
As Nsizi looked at the last few guards, he realized that the spear thrusts had not killed them - rather, they had been placed there after death. "These spears did not kill these men. They were placed there after." Turning to the halfling, Nsizi said, "I think some mjusi have gone to great trouble to make it look like your people did this. Can you think why?"
Tag
Action 2.
Nsizi looked at all the valuable weapons, and said, "The keys were easy to find. Whoever killed the commander could easily have found them, and taken these weapons. Riches were not the goal here. Only death."
Turning to the halfling, he said, "We found only two of your companions. Perhaps the others have escaped."
Tag
It was early afternoon, and they had finished exploring. Thinking of the badly decaying bodies in the fort, Nsizi said, "I think we should bury the dead. It will be not possible to bring them back to town, and they will not last longer here. If this fort is ever to be used again, we must bury the bodies before they bring disease. Or perhaps burn them - what do your people prefer upon death?" he asked, turning to Min.
tag Min
I vote Akosua take the pack of herbs for Heri, and Min take the CLW potion, as she's the most vulnerable.
"Burial," Min replied, "generally. And we need to be able to tell them back in town who's where. It's important." She looked over to where she placed the shovel earlier. "But I can provide some help."
Min will cast unseen servant to help with the grave-digging.
As Nsizi looked at the last few guards, he realized that the spear thrusts had not killed them - rather, they had been placed there after death. "These spears did not kill these men. They were placed there after." Turning to the halfling, Nsizi said, "I think some mjusi have gone to great trouble to make it look like your people did this. Can you think why?"
The halfling did not what to make of the attack and the apparent framing of his people, "If anyone knows anything about us is that we keep to ourselves. I don't know what the lizards want."
Nsizi wrote:
Nsizi looked at all the valuable weapons, and said, "The keys were easy to find. Whoever killed the commander could easily have found them, and taken these weapons. Riches were not the goal here. Only death."
Turning to the halfling, he said, "We found only two of your companions. Perhaps the others have escaped."
He looked at the sandy ground for answers, "Maybe, but the better gamble was to try and hide. I hope to see them again soon."
Really sorry folks but I seem to have come down with some sort of fever and I am really struggling. I am not keen on leaving the game as I think its been great so far, and we already lost someone, but I am just too addled to get anything cogent together post wise, but on the other hand I am struggling a bit with the format, and do not feel I am doing it justice - I am hoping this will not be the case under normal circumstances, but there is a chance I am kidding myself.
So I probably will not post tomorrow, or maybe for a couple of days depending on how I am feeling - kinda all over the place fine one minute and then teeth chattering curled up in a ball aching like crazy the next. I would totally understand if Fabian or the group feel it is appropriate for me to leave, but I hope and believe in my normal circumstances I would be able to contribute decently, despite the evidence of the last week or so. Please GMPC Akosua as appropriate.
Really sorry folks but I seem to have come down with some sort of fever and I am really struggling. I am not keen on leaving the game as I think its been great so far, and we already lost someone, but I am just too addled to get anything cogent together post wise, but on the other hand I am struggling a bit with the format, and do not feel I am doing it justice - I am hoping this will not be the case under normal circumstances, but there is a chance I am kidding myself.
So I probably will not post tomorrow, or maybe for a couple of days depending on how I am feeling - kinda all over the place fine one minute and then teeth chattering curled up in a ball aching like crazy the next. I would totally understand if Fabian or the group feel it is appropriate for me to leave, but I hope and believe in my normal circumstances I would be able to contribute decently, despite the evidence of the last week or so. Please GMPC Akosua as appropriate.
It's Ok; people get sick, go on vacation, etc. so it's not a problem to DMNPC players as necessary. Get well quick.
However, it's the under current of the message that worries me. Are you looking for an 'elegant way' to drop the game? If so, just let me know. I promise that I have very thick skin and won't take it personally. People disappearing without saying good-bye bother me for a little while but I get over that quickly as well. :)
So Akosua, please evaluate whether you want to continue or not? If so, I'll gladly carry your PC for a few days. If not, that's Ok as well; just let me know.
I think I asked this before, but is there anything in particular that is bothering about the game format? Too quick? Too many scenes at the same time? I hope it's not the fact that the turn recap collects all the info (health status, maps, pics, OOC comments, etc.) and provides easy access to it.
Can I get an answer on the presence or absence of the heads? If we're burying the bodies, we want to get all the pieces :)
Zeljka picked up the scaly, green hand and showed it to Nsizi. "Can you tell how long ago this was cut off?"
tag Nsizi
Action 2:
Zeljka picked up the breastplate and took a look at it. It looked like much better quality than her hide armor and would probably protect her better. Surely no one would mind if she took it to use. It's not like anyone else in the Fort would be using it.
"While you start with the bodies, I'll try to put together a litter that I can drag so that we can take the weapons back to Pridon's Hearth. I believe that Alleria said the blacksmith wanted them back if we couldn't get payment, right?" The gunslinger nodded at the half-orc. "The other weapons should be secured for the next group who inhabits the Fort."
The slayer continued, "I'll take a quick look around for a wagon or wheelbarrow. If I can't find anything, I'll make the litter. Once I'm done, I'll help you finish up burying the bodies."
Min went into the mess hall to retrieve a chair and set it in a patch of shade in the courtyard. Then, taking a piece of string and a bit of wood from her spell component pouch, she wrapped the string around the wood and intoned the words of a spell. "Ah, there you are, Hepzibah," she addressed the empty air and handed it a shovel. "Dig, if you please. Right over there."
When she released the shovel, instead of falling to the ground, it floated a few feet away to the area Min had indicated and dug its blade rather half-heartedly into the ground while the wizard sat down with a settled air. "She's awfully weak," she confided confidentially, "and a horrible flibbertigibbet. If I don't keep my eye on her every moment, she'll just vanish away to nothing to get out of her work. But every bit of work she does is one less we have to do, I always say. I can keep her at it for an hour and then call her back again, if needed. Let's see what kind of headway she can make on these graves."
Zeljka picked up the scaly, green hand and showed it to Nsizi. "Can you tell how long ago this was cut off?"
Nsizi shook his head. "It has been too long off the body. But some days, I believe."I've been assuming all the heads are there - decapitated is different than headless.
Nsizi stared, mouth open, as the shovel levitated and began to dig. He had seen few dakhwitsi at work, but he had never seen anything like this. "Bibi Dakhwitsi" he said, awe in his voice. "How are you doing this?"
Tag Min
"It is a spirit? Never have I seen a spirit willing to do this before!" Moving very cautiously closer, he reached out a slightly trembling hand to where the shovel was digging, all by itself.
Darling DM - does an unseen servant have matter? Can he touch it? The internet is divided. What say you?
Nsizi was unsure how he felt about a spirit-powered shovel. It seemed - disrespectful. Not wanting to anger it, or any other nearby, watching spirits, Nsizi returned to the armoury and rooted around until he found a second shovel. Then, being careful to give the spirit a wide berth, he got to work in the hot sun beside it.
Unseen servant is as you want it to be so whatever gives you more RPing opportunities is the way it is. :)
BTW, you've all posted but I'll let this run one more day so I can figure out what you'll be doing. Going back to colony, stopping by farm, getting some help from farmers, etc.
"Oh, don't work," Min pleaded with Nsizi. "Not until we have to, anyway. The whole point of having Hep is to make things easier on all of us. She's not a spirit. She's not even a she; I only give her a name for fun. She's..." the wizard paused, trying to describe the spell in layman's terms, "she's like a puppet, only made of magic instead of wood and string, and I work her with my will instead of my hands. But my will has limits, both in time and in distance; I can only hold her together for a certain amount of time, and if I get too far from her, she dissipates."
"I'm fairly certain the spell only exists because wizards are lazy and hard to get along with. They say it was invented by a wizard who wanted an assistant who would take care of menial tasks without ever getting in the way or asking annoying questions."
GM, remind me how long it took us to get to the fort from the farm?
As Nsizi's hand reached the space near the working shovel, it began to grow warm. A faint tingle started in his fingertips. Pulling back a moment, he reached out again, a bit further this time. And touched....something. The air in front of him was thick, almost squishy. It was like nothing he'd felt before. As if the air itself had form, as if the wind was thick enough to touch.
The warmth and tingling increased, and Nsizi pulled his hand away. The short curls on his head were standing on end. He wasn't sure about the dakhwitsi's explanation, but he'd encountered spirits before, and they'd left him feeling much the same way.
Taking a step back, he kept one eye on the spirit (or where he thought it was) and said, "Your flibber...flibgibber...your companion is anything but horrible. She seems quite wonderful, in fact. But there are two shovels here, and digging is slow work. Unless you have another gibflibbet for this one?" he held up the second shovel.
...later...
The halfling had stayed away from the digging, but after a while he came outside again. Nsizi approached him and asked, "What of your companions, my friend? Would you have them lain here, with the humans they died fighting beside? Or does your tribe prefer a different ceremony?"
tag Muhdzuzi
...whenever the servant leaves for good...
The graves were dug, and at a word from the dakhwitsi, the spirit lay down her shovel. Nsizi bowed low to the empty space, and in his native tongue, said, "Our thanks, Kiki Hepzibah."
Together, the companions lay the bodies into the graves. They did their best to match heads to bodies for the three that were found in the training room. The fact that one was female made it slightly easier, but the advanced state of decay didn't help. After Min made notes on the locations of each corpse, they covered them up again.
...when they load up the goods to bring back to town...
As they loaded the weapons onto Zeljka's litter, Nsizi noticed the crossbows nearby. Picking one up, he asked the half-orc, "Our people do not use such weapons. The trees that grow on the savannah are not suitable for bows of any type. But it has range better than a thrown spear, and bolts are small and easy to carry. Perhaps you can give me some instruction on the use of this, as we travel?"
Tag Zeljka
As they prepared to leave the fort, Nsizi said, "Muhdzuzi, what will you do? We go to a human home, where the folk are friendly, and you can eat plenty and rest in peace. I know they would welcome you. But if you would return to your tribe, we will honour that decision."[b]
tag Muhdzuzi
As they left, each helping pull the heavy litter, Nsizi said, [b]"Bibi Kuhani - have you the package for Bibi Heri?"
Akosua nodded, patting her pocket. "I even found some of that red fern she was missing." Feel better soon! Flu's are the worst! I'm happy to wait for you to feel better.
I vote we head back to the farm. We can rest, stay the night again, and head back to town tomorrow.
So there's been way more blood in these scenes than I've been picturing. I just thought the halfling was squeemish for a hunter but I guess it's warranted :)
Does Zeljka find anything she can use for transporting items? A small wagon or wheelbarrow perchance? Otherwise she plans to rig something with a couple of branches and rope to make something to get the weapons back to Pridon's Hearth or at least as far as the farm.
Zeljka used a couple large branches along with smaller ones tied horizontally with her rope to make something that resembled the base of a litter. She had her doubts as to whether it would hold up carrying the weapons until they reached the farm but it was the best she could do at the moment.
Nsizi wrote:
"Our people do not use such weapons. The trees that grow on the savannah are not suitable for bows of any type. But it has range better than a thrown spear, and bolts are small and easy to carry. Perhaps you can give me some instruction on the use of this, as we travel?"
The half-orc nodded. "I am happy to teach you. But it may have to wait until we're back in Pridon's Hearth. I think my hands will be busy carrying this load as we travel."
I intend to recap later today where I'll take you back to the farm (1.5 hour walk away) where you'll spend the night (and RP as desired) and then to the colony the next day where...
The halfling had stayed away from the digging, but after a while he came outside again. Nsizi approached him and asked, "What of your companions, my friend? Would you have them lain here, with the humans they died fighting beside? Or does your tribe prefer a different ceremony?"
Min waited uneasily for an answer. While she sympathized with the Song'o, who undoubtedly had friends among his party, she had no desire to go back up to that haunted shrine to retrieve the bodies.
Nsizi wrote:
The graves were dug, and at a word from the dakhwitsi, the spirit lay down her shovel. Nsizi bowed low to the empty space, and in his native tongue, said, "Our thanks, Kiki Hepzibah."
"Quite right, Hep. Well done."
Min did her best to write down distinguishing features of the corpses: clothing, general size, hair color. "I do hope the sheriff can figure out which one is who," she sighed when the bodies were interred. "She can send someone back to put up markers, should the families wish to pay their respects."
"I can't say I'm sorry not to be spending the night in this place," Min remarked as they prepared to leave, thinking of the corpses in the bloody beds, "but we're hardly bringing welcome news to the Witterwills. Their farm is so close to the fort and far less protected. Learning that there's a local tribe of bloodthirsty lizardmen with a vendetta against the colony is going to be a nasty shock. Who's to say their farm won't be next?"
Zeljka looked around at the youngest children and made sure they were fully engrossed with Mudhzuzi before addressing the parents in a low voice, "There were no survivors at the Fort. It seems lizardfolk attacked them swiftly and violently."
The half-orc surveyed the farm. "I know it has taken a lot of work to carve out your homestead so I would not ask you to leave. But we may want to make things more secure in case they decide to move further out." Zeljka tried to keep her face from looking grim. "Hopefully if we prepare for a potential attack, you will fare better than the Fort. I think they were caught unaware."
Action 2:
Zeljka couldn't relax and just fall asleep. She stayed up part of the night staring into the darkness looking for threats.
Zeljka will put herself on watch for part of the night.
Zeljka looked around at the youngest children and made sure they were fully engrossed with Mudhzuzi before addressing the parents in a low voice, "There were no survivors at the Fort. It seems lizardfolk attacked them swiftly and violently."
The half-orc surveyed the farm. "I know it has taken a lot of work to carve out your homestead so I would not ask you to leave. But we may want to make things more secure in case they decide to move further out." Zeljka tried to keep her face from looking grim. "Hopefully if we prepare for a potential attack, you will fare better than the Fort. I think they were caught unaware."
The news bothered both parents. "We've been here for a couple of years and farming is tough here."
He sighed, "We spread out our corrals hoping that any predators would take cattle or at least we would be warned if something did appear. We'll make sure to keep everyone within sight and alert."
The three older children were immediately told of the situation. A little while later, all were armed. They still laughed and joked after dinner but weapons were within easy hand reach.
A little while later, the father of the household approached them, "You know. My boys' offers yesterday was not exclusive to Zelkja. We could use some help out here so please consider us in your plans. We could build another room or even another house quickly enough..."
Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!
I am looking for five characters to star in a PBP (Play By Post) version of Pathfinder’s Ire of the Storm Adventure Module. Two spots have already been filled by a gunslinger and a 'martial-type' so only three more PCs will be selected.
The PBP will be run a little bit differently than most.
Game format:
Players and GM post on the Discussion tab leaving the Gameplay tab for the turn recaps where all the information is put in a chapter-like post with additional information such as OOC information, maps, pictures, health status, etc.
Game and turns
The game will be run this way: I will post a turn on the Gameplay thread and you will all respond to it on the Discussion thread. I expect you all to write at least one to two paragraphs per turn. I will then post a turn recap on the Gameplay thread with all your responses incorporated and will describe the results, add something to it setting up a new situation where your input is needed, and then wait for your responses again on the Discussion thread. These are for turn recaps; however I check the boards several times per day and questions or small comments will be issued daily.
This turn recap will also have OOC information such as health status, ongoing effects, maps, and general information to help you in your responses.
I expect a post from everyone EVERY day.
Turn replies
I expect the vast part of your responses in character; if it is not then please add OOC in front of any comment, question, etc. (or you may use the ‘ooc comment’ format .)
There are two types of turns: regular and combat. It is strongly encouraged to involve other PCs and NPCs in your responses to regular turns (sometimes even combat turns) by ‘tagging’ them (asking them questions, requesting them to do something, etc.); this gets the ‘roleplaying juices’ flowing and makes for a much better game.
General play
I expect you all to be mature and play in character as much as possible. For example, if I describe an NPC that is part of an organization and your character has no way of knowing that, then I do not want you, the player, to fill in for the character and use that knowledge. We, as players, know a lot of things that our characters do not, so please keep that in mind. For example, when I describe an action that a character does alone without being seen by the other characters, we will all know about it and enjoy it (hopefully) but I don't want your characters to take any actions based on that knowledge.
I’ve hosted and played in lots of PBPs but I want to adapt to what you all like, so things may change. I strongly encourage you to ask questions, send comments, and suggestions. I need to know what you like and what you don't like so we may adjust accordingly.
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Please see this page (game in progress) for game format; the turn recaps there show what my intention is with regards to gameplay, use of maps, how combat is handled, etc. If you have any questions, please do not hesitate to ask.
Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended.
I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to post AT LEAST ONCE PER DAY so if you can't meet that schedule please do not bother applying to the game.
If this sounds like a game for you, then post a character with the following sections: a) appearance, b) background, and c) personality. Please make the characters interesting, the strong and silent types just don't cut it in this type of game. See the page above if you would like to see a sample character as a reference on the type of submission I'm looking for.
I've provided some information in the Campaign Tab regarding the forthcoming campaign. Once players are selected, we will work on a common background to determine if/how the PCs know each other or if they are just meeting for the first time in the Kavaa Cutter.
Just so you can start thinking about the crunch part (some people work this way), here are some guidelines: core races, anything Paizo, 1st level characters, 20 point buy system for abilities, no abilities below 8 or above 18 after adjustments, no evil characters, average gold, maximum hit points at 1st level and then half+1 (d8 is 5, d12 is 7, etc.) for other levels, two regular traits, and we are using background skills. However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’.
I’m sure I missed something here so please ask me questions.
'Suny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up about the ports and harbors of she has earned a living, up until now, by working on small fishing boats and trawlers or by providing impromptu entrainment at the small local taverns in the hamlets where the ships would put in for berth.
Now, slightly bored of the sea (And always cleaning the salt from her hair), she has headed inland to see what the world at large holds in store for her.
N'so, a description about tha' kin 'Back home'. Island Elves of which she wus a part of would seem to be more 'Native' like. Simple hunter, gather-ers who might supplement things with a bit of 'natural' crop farming and other horticulture'l endeavors.
Now, bein' Native don't mean bein' Stoopid. Frowns and waggles a warning finger at folks.
Since they're more like Seals then Fish, they'd be on goodly terms wi' tha' Merfolks there abouts an' probably have good trade relations wi' 'em. As fer raiders an' such? Well, every community puts up with that sort o' folk in a fantasy setting, right (^.~) ?
Suny's kith and kin have been living on the edges of the sea from time immemorial. Whether it was exploring some new and pristine beach or scampering about the rigging of whatever sailing vessel was the fashion of the day. Being 'Of the sea and shore' are part of her nature.
So... things whut might make me bein' choosen a tad more slim is that we's bin havin' rilly bad storms few weeks ago an' has done quite tha' dingle on things in'a ground. So tha' interwebz here in't bein' all too reliable of late.
This character t'is just a place holdin' from another game whut's no longer about.
As fer whut t'is tha' character might be doin'? Has found a right naffy class of Druid whut's got lots a scope fer bein' fun.
(^_^)
Wishin' every one all'a very bestest!
Yes, I can create legible writing when called upon. The DM requested story type posts, did they not? (^_~)
Link to other writing for proof and comparison: Fight or FLIGHT
Link to other writing for proof and comparison: Secrets
Hello! Amund here. Small town out in the middle of nowhere beset by storms an monsters. sounds fun. I have a couple of questions before I start to think of what I want to play.
Is there a lot of survival aspects to this module? The Aspis Consortium is mentioned so is infiltration a thing?
Are Lizardfolk and Humans the main critters to contend with that we the PC would know about?
What kind of people live in this little colony? Not just what species will I find but their outlooks. But what is the general demeanor of the populous?
Are there any classes you do not want to deal with?
Will we get to deal with Pirates since they are in the area?
Do you have any issue with younger or older PCs? I ask this because there is a part of me that want to play a grumpy old person. I do so enjoy Balthus but I am not sure yet.
In the game we are in together the flirting was shut down rather quick and I would rather not start something then have to stop awkwardly. So what is taboo in the game? I suppose I am also asking the other prospective players if there are any subjects that they wish to avoid. Love, gender, bigotry, politics, slavery, and the such.
Hello! Amund here. Small town out in the middle of nowhere beset by storms an monsters. sounds fun. I have a couple of questions before I start to think of what I want to play.
Questions! I like questions.
Here go some answers.
I'll answer in CAPS, not because I'm yelling but for ease of reading.
Is there a lot of survival aspects to this module? The Aspis Consortium is mentioned so is infiltration a thing?
YES, WILDERNESS EXPLORATION AND SURVIVAL IS A THEME. THE ASPIS CONSORTIUM IS INVOLVED IN THIS AREA, AS WOULD BE EXPECTED.
Are Lizardfolk and Humans the main critters to contend with that we the PC would know about?
YES PLUS YOUR NORMAL JUNGLE/ISLAND/COASTAL AREA CRITTERS.
What kind of people live in this little colony? Not just what species will I find but their outlooks. But what is the general demeanor of the populous?
MOSTLY HUMANS TRYING TO START FRESH. A LITTLE BIT OF EVERYTHING, FROM ENTREPRENEURS TO RECENTLY FREED SLAVES TO ESCAPED CONVICTS
Are there any classes you do not want to deal with?
NOT REALLY, WE'LL USE UNCHAINED CLASSES IF AVAILABLE
Will we get to deal with Pirates since they are in the area?
NOT INITIALLY BUT COULD BE INVOLVED AS THE CAMPAIGN PROGRESSES
Do you have any issue with younger or older PCs? I ask this because there is a part of me that want to play a grumpy old person. I do so enjoy Balthus but I am not sure yet.
NO ISSUES, JUST DON'T USE THEM AS AN EXCUSE TO GAIN MECHANICAL ADVANTAGES. WE'LL STILL USE A 20-POINT BUY SYSTEM NO MATTER THE AGE OF THE PC
In the game we are in together the flirting was shut down rather quick and I would rather not start something then have to stop awkwardly. So what is taboo in the game? I suppose I am also asking the other prospective players if there are any subjects that they wish to avoid. Love, gender, bigotry, politics, slavery, and the such.
NO TABOO ISSUES TO SPEAK OF BUT EVERYTHING MUST BE DONE IN GOOD TASTE AND HAVE STORY-MEANING BEHIND IT. IF SOMETHING COMES UP THAT MAKES ANOTHER PLAYER UNCOMFORTABLE, WE'LL DEAL WITH IT THEN.
Alright I think I have the crunch down for my character idea, the back story is going to take a little time though because I have to figure out what a few things.
Question, Azlanti Pureblood, I am taking the Apotheosis feat at first level [with your aproval] is there a reason that there couldn't be other Purebloods besides Aoden left in the world? I am thinking of a Hellknight who will one day be granted leave to be a Minor Diety and added to the Godclaw Pantheon upon final death.
Final death being retirement basicly so that he can ascend before Phantasma [think thats her name] with the other gods in the godclaw pantheon vouching for him.
Alright I think I have the crunch down for my character idea, the back story is going to take a little time though because I have to figure out what a few things.
Question, Azlanti Pureblood, I am taking the Apotheosis feat at first level [with your aproval] is there a reason that there couldn't be other Purebloods besides Aoden left in the world? I am thinking of a Hellknight who will one day be granted leave to be a Minor Diety and added to the Godclaw Pantheon upon final death.
Final death being retirement basicly so that he can ascend before Phantasma [think thats her name] with the other gods in the godclaw pantheon vouching for him.
I don't see the crunch; did you post it somewhere?
I'll reserve my opinion until I read the fluff but I don't think a Hellknight (or anyone with heavy armor) is a good fit for a island/jungle exploration game.
The apotheosis/azlanti pureblood is also a bit out there...
Is there a preference on us being from there or just arriving.
The martial type is a slayer (in training?) and the discovery aspect of the colony is an important theme so 'just arriving' is strongly preferred. However, some knowledge of the place is certainly possible (maybe you know someone there and have corresponded for some time).
I am fine with being a newcomer. How are we getting there?
The Kaava Cutter, a naval vessel that regularly runs cargo and passengers between Eleder and Port Freedom, makes monthly stops in Pridon’s Hearth and serves as transport for the PCs. You boarded in Eleder, Sargava.
My Proposal, hope you like it.
Valaravans Salt, known to his friends as "Salty"
a) Appearance
This 25 years-old Half-Orc does make an impression. A pair of formidable tusks protrude from his face, and his greenish muscles bulge below the simple sailor clothes he wears. He smells like sweat, but there is something nice about his smell. He smells like food. Fulfilling, tasty food.
b) Background
Valaravans was born in a faraway land, and his love for the sea, and his quest for the next cooking recipe, has made him travel far and wide, and now he only recognizes the sea as his home.
A cook by profession, and an Alchemist by trade, he is always looking for that new spice or flavor that can change his day into something special... really special.
Because, what can be more magical that eat or drink something into our bodies, that gives us strength, endurance, happiness, even life itself?
c) Personality
While the others went looking for treasure, Valaravans remained on the sandy beach, examining the giant crab remains.
He took out his drill and knife and started opening the shells, peeking inside with knowledge not only in anatomy, but also in cooking.
He started taking the best cuts for later, he separated the tasty bits from the viscera, and made sure to get all the possible meat from the dead crustaceans, washing and salting it in seawater to keep it from spoiling.
In his mind he was thinking in the possibilities for breakfast. Raw with lemon juice? Covered in flour and deep fried? Garlic-laced and broiled?
So many options.
After getting all the meat he proceeded to take the eyes, the claws and several parts of the carapace. Who knows which kind of alchemical potions he would be able to concoction? Potions to see underwater with ease? An lotion to harden the skin? An elixir to restore teeth to toothless seaman?
His nose, before his ears or eyes, let him know something was wrong. Smell to sweat, to fear. Smell of blood.
He looked up at his companions, running from a big ugly creature, four legged and with horns, chasing them.
He quickly dropped his stuff, and drank to vials from his bandanna. At once his body started to grow and mutate, reaching 9' of height, while a double row of razor sharp teeth protruded from his mouth and claws appeared from his hands. A dorsal fin appeared on his back, and his feet became big and webbed.
He had turn in his alter ego, the big half shark monster, "Sour" Valaravans.
He roared at the creature, and ran to face it.
It was time to get the ingredients for dinner.
I've been away from the boards for some time, but the particular style the GM's proposed has my interest; I've mulled over the idea of running a PBP in "recap" style before, so I'd be interested in seeing how this plays out. If inspiration strikes, I'll try building something.
The fluff is fine although you took some liberties in your 'scene' and your mutagen but I can live with that.
The crunch concerns me some because it smells too much of power gamer (two dump scores, two archetypes, etc.) And the reason that concerns me is because the other two players already selected are NOT power gamers so I don't want one PC to shine above the 'party level'.
So your chances of getting selected would be much better if you toned down your crunch some but it is NOT a requirement.
Your PC will be considered as is regardless of any changes.
I've been away from the boards for some time, but the particular style the GM's proposed has my interest; I've mulled over the idea of running a PBP in "recap" style before, so I'd be interested in seeing how this plays out. If inspiration strikes, I'll try building something.
Well,you don't have to wait...
If you want to see a turn recap game that is currently ongoing (and get a good idea of what this will be like), click on the game cited in my first post.
To say the truth, the crunch is from another game. I was only proposing the fluff. Yes, his mutagen can't transform him into "Sour" Valaravans right away, but it will eventually.
I promise something. If selected I will review the crunch together with you to make it level with the other players. About Valaravans I am in love with the concept, not so much with the numbers.
Mechanics wise I think I would like to try the Unchained Rouge. I have never had the opportunity to play a rouge. Are traps going to be a big thing in this module. I ask because I rather like the Rake archetype. Intimidation is a fun build. The fails can be a lot of fun as well as the successes.
I am still working on why I would be there. Fluff tends to take me a little longer.
@Fabian Benavente playing around with creating a Spiritualist, and just reading the class for the first time, would you have any issue with such a new class? From what I can tell so far I would be fulfilling a role similar to that of a caster cleric.
I am thinking of making a female character from Jalmeray, possibly a former wife, one of many, of a powerful Jalmeri noble disgraced and banished after loosing a political struggle within the harem. So likely jaded, rather lost, and coming to terms with her new more precarious lot in life.
@Fabian Benavente playing around with creating a Spiritualist, and just reading the class for the first time, would you have any issue with such a new class? From what I can tell so far I would be fulfilling a role similar to that of a caster cleric.
I am thinking of making a female character from Jalmeray, possibly a former wife, one of many, of a powerful Jalmeri noble disgraced and banished after loosing a political struggle within the harem. So likely jaded, rather lost, and coming to terms with her new more precarious lot in life.
I'll admit that I'm not familiar with the spiritualist other than reading briefly about the class but it should be OK.
Jalmeray is a long ways away from the campaign starting point so we'll need a good backstory why your PC traveled half way around the world.
Mechanics wise I think I would like to try the Unchained Rouge. I have never had the opportunity to play a rouge. Are traps going to be a big thing in this module. I ask because I rather like the Rake archetype. Intimidation is a fun build. The fails can be a lot of fun as well as the successes.
I am still working on why I would be there. Fluff tends to take me a little longer.
There are some traps but nothing out of the ordinary.
the rake archetype for the rogue sounds like fun.
And we have time so you can come up with some decent fluff.
What is the appropriate degree of accomplishment for level one characters in this setting?
As in, the only other campaign I've participated in had a 'solid professional in their respective craft' sit at ~lvl 3, meaning that lvl 1 chars would be limited strictly to rookie/fresh recruit/acolyte/apprentice sort of backgrounds. Does that apply here?
Also, what's your stance on alignments and alignment restrictions? Things like paladins being strictly LG instead of 'one step from patron deity', assassins being evil rather than non-good, monks being lawful rather than non-chaotic, etc.
What is the appropriate degree of accomplishment for level one characters in this setting?
As in, the only other campaign I've participated in had a 'solid professional in their respective craft' sit at ~lvl 3, meaning that lvl 1 chars would be limited strictly to rookie/fresh recruit/acolyte/apprentice sort of backgrounds. Does that apply here?
Also, what's your stance on alignments and alignment restrictions? Things like paladins being strictly LG instead of 'one step from patron deity', assassins being evil rather than non-good, monks being lawful rather than non-chaotic, etc.
Well, that's tough question but I would say that 1st level PC are still well above the normal folk but certainly not legendary.
I don't enforce alignments but paladins do have to abide by their code.
Well, that's tough question but I would say that 1st level PC are still well above the normal folk but certainly not legendary.
Naturally. Normal folk would be lvl 1-2 Commoners and Experts running on something like 10 point buy at best, and legendary guys would sit at 8+ or thereabouts.
It'd help if you gave a measuring stick or three. You've mentioned human opponents existing, which should allow to extrapolate power levels. What would an average chelaxian army soldier look like? An ordained priest in a small town? A wizard freshly graduated from an academy? An average pirate sailor?
A few typical examples to serve as a reference point (say, a seasoned Linnorn raider would have to be at least strong enough to kick around that rabble, but he won't be a threat to a trained royal warmage, etc).
Well, that's tough question but I would say that 1st level PC are still well above the normal folk but certainly not legendary.
Naturally. Normal folk would be lvl 1-2 Commoners and Experts running on something like 10 point buy at best, and legendary guys would sit at 8+ or thereabouts.
It'd help if you gave a measuring stick or three. You've mentioned human opponents existing, which should allow to extrapolate power levels. What would an average chelaxian army soldier look like? An ordained priest in a small town? A wizard freshly graduated from an academy? An average pirate sailor?
A few typical examples to serve as a reference point (say, a seasoned Linnorn raider would have to be at least strong enough to kick around that rabble, but he won't be a threat to a trained royal warmage, etc).
Like I said, this is a hard question to answer.
Is your 'seasoned Linnorn raider' a level 5 ranger or a level 11 barbarian?
Same question I could ask about your trained royal warmage.
So my answer stands: '1st level PCs are well above the normal folk but certainly not legendary'.
I'm sorry but this is the best I can do. There are lots of threads in these forums that deal with this very theme so we won't solve it in this recruitment thread.
Blood for the Blood Gods, Crunch for the Khorne Flakes:
Sir Izark Wandering Hellknight
Human (Azlanti, Pureblooded) cavalier (beast rider, daring general) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36, Pathfinder RPG Ultimate Intrigue 24)
LN Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +0; +2 racial bonus vs. cold climates or slipping, +1 Morale bonus when threatening the target of your challenge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +4 (1d10+3/19-20) or
chain spear +4 (1d6+4) or
flambard +4 (1d10+4/19-20) or
heavy shield bash +4 (1d4+3) or
lance +4 (1d8+4/×3) or
unarmed strike +4 (1d3+3 nonlethal)
Special Attacks challenge 1/day (+1 damage, +1 to saves while threaten), tactician 1/day (Bonded Mind, 3 rds)
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Statistics
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Str 16, Dex 14, Con 16, Int 16, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16 (18 vs. trip)
Feats Apotheosis, Bonded Mind
Traits hellknight initiate, questing hellknight
Skills Acrobatics -1 (+1 in slippery conditions, -5 to jump), Climb +0 (+2 in slippery conditions), Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (local) +8, Knowledge (planes) +4, Knowledge (religion) +7 (+8 on checks involving your chosen faith), Perception +1, Profession (soldier) +4, Ride +3
Languages Azlanti, Celestial, Common, Daemonic, Infernal
SQ calling 4/day (+3), exotic mount (giant mastodon named Darchance), heart of the snows, order of the star
Other Gear hellknight leather, heavy steel shield, bastard sword, chain spear[APG], flambard, lance, backpack, bedroll, belt pouch, bit and bridle, cold weather outfit, feed (per day) (25), flint and steel, hemp rope (50 ft.), mess kit[UE], military saddle, pot, saddlebags, soap, torch (10), trail rations (15), waterskin, 3 gp
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Tracked Resources
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Chain spear - 0/1
Feed (per day) - 0/25
Questing Hellknight (1/day) - 0/1
Star's Challenge +1 (1/day) (Ex) - 0/1
Tactician (Bonded Mind, 3 rds, 1/day) (Ex) - 0/1
Torch - 0/10
Trail rations - 0/15
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Apotheosis +2 to Con checks to stabilize.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Calling (4/day) This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Exotic Mount (Ex) gain access to new companion races and can increase their size.
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Tactician (Bonded Mind, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Animal Companion
Darchance
Giant mastodon (Pathfinder RPG Bestiary, 295)
LN Large animal
Init +1; Senses low-light vision, scent; Perception +1
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Defense
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AC 23, touch 10, flat-footed 22 (+6 armor, +1 Dex, +7 natural, -1 size)
hp 16 (2d8+6)
Fort +6, Ref +4, Will +1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +4 (1d4+4) or
unarmed strike +4 (1d4+4 nonlethal) or
gore +4 (2d6+4), slam +4 (1d8+4)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 18, Dex 12, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +6; CMD 17 (21 vs. trip)
Feats Endurance, Medium Armor Proficiency
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Throw Rider
Skills Survival +3
SQ combat riding, throw rider
Other Gear lamellar (steel) armor[UC], bit and bridle, military saddle
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Tracked Resources
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-none-
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Throw Rider [Trick] Attempts to throw creature riding it to ground.
Pure Azlanti gain +2 to all stats, lose the bonus feat, and skilled, and the +2 stat of thier choice. They appear in the Inner Sea Races, and Inner Sea World Guide
The Commisar wishes to hear a story, so tell me about yourself:
I remember the fall, it was horrible, all of the Azlanti felt it. The moment that it all crumbled down, our civilzation was destroyed by something, a giant flamming sphere fell from the sky. I was with other in the North, we were making war upon the peoples there. I slew my bannerman then, as he was the last link to our now dead Nation. The fight continued for some time until the savages fled from us. I started making a speech when the others saw the dead bannerman, I explained that our nation was done, we were the last of our proud nation and people. The must flee from here and join in some other nations, or Hide here in the Frozen North. They did just that, while I entered a cave and threw down my armored helm smashing it to bits. Darchance sensed something was amiss and came into the cave with me. Thats when I heard the the chants, and knew magic was being cast.
The Magi said, "You broke the remants of our nation, with this spell do I imprison you here, for several hundred years after one of ours becomes a god, so that you can revive in time to see his glory. You will see the Golden Times once more of our race, and we shall mock you, and imprison you proper in a spire where you will witness and despair for you thought to destroy our nation. This army of the north, we are enough to restart. You however will never know General how to be a Good Man.
I slept in a type of suspended animation for hundreds of years, the spell didn't work as it was supposed to sapping my very energy, my experience from me till I was so weak that it could no longer sustain itself upon me. The cave split, and I saw light from a natural source for the first time in eons it seemed.
The light of Sun gave way to a journey, to a nation known as Cheliax, where it was said that anyone able could make thier way if they knew how too.
The back story is right now not finished though I will most likely continue to add to it as the story moves along.
Eustoma Hadlefoot sits up straight in the chair that is much too big for her, her feet do not touch the floor. She's dressed stylishly if you were in a small village, but is unsophisticated for the city if Magnimar. "Why do I want to go to Pierson's Hearth? I heard that you can get land if you're willing to work." She nods decisively, "Yep I'm willing to work. I'm willing to be part of a community, and work together to make something bigger."
Appearance:
Eustoma Hadleoot’s brown shoulder length hair that looks perpetually windblown, and her brown eyes that glimmer with mischief. For as much time as she spends in the woods she's not tan. Not too tall and just curvy enough. She is a fine example of hafling womanhood.
She wears leather armor. It's colored in brown and greens the colors of the forest. Strapped to her side is a battle ax, and she carries a couple of hafling weapons. The hafling sling staff and the hafling rope shot. She'll tell you if you ask, that she's saving up for a composite longbow, but they are very expensive for a hafling just starting out.
Background:
She’s a hunter with a companion named Sia. Sia is a long suffering wolf who doesn’t like cats. He has to put up with a lot from Eustoma.
Like most haflings she likes her comforts. That can be at odds with her hunter and trapper professions. If she could convince Sia to carry a tent and a comfy mattress in a pack, she would. Sia won’t have anything to do with it.
Her family lost their village a couple of generations ago. All the young people, human, half-elf, hafling, and half-orc, are expected to go into the lands to adventure for a few years before returning to raise the next generation. She doesn't want to return, and wants to get as far away from Varisia as she can. She wants a home, just not at home.
Personality:
Eustoma leaps before she looks, and Sia pulls her back from the ledge. She's a friendly sort, and will try to talk you into a game of cards or dice during the evenings. She'll always see the best side of things, and give someone a chance once. She won't let you take advantage of her twice.
She's very fond of good food and comfortable beds, but can make it just fine in the wilds. She's not fond of small creatures with green skin.
Here is my submission. The requested items are in spoilers, and her crunch is in the profile. Let me know if you have any questions. I happy to work with the other players to make sure we complement each other.
I am in the brainstorm thing and it is very confusing here, because it is my brain. I have a few questions.
Would a stowaway on the ship be a 'bad' thing?
I assume the fee is not taken out of our starting money, right?
In Eleder there is apparently extreme racial and class division with the colonists dominating the far larger Zenj population. Colonial law provides Zenj very few rights. The colonials live in relative luxury while the native workers dwell in poverty outside the city walls. That is what the pathfinderwiki says. I assume people live on the streets or are they not allowed to live in the city? So that it still looks nice?
And I am guessing they are day laborers working either in the various mines or the docks, correct? So money is a difficult and not consistent thing to come by for this group?
Would you be apposed to my having an NPC with me? Either a child or younger sibling? Purely for roleplaying reasons.If not I could I send for them later once my PC is more established? With this option a portion of my money would be going to make sure they also have a place to stay. The goal would be to leave that horrible place and start somewhere new. If this is something you do not want to deal with I totally understand and can easily forgo.
I'm the pre-existing gunslinger, just popping in to say that Fabian runs a great game - his have been some of my favorites. Definitely worth putting in for!
@Tavarokk - For what it's worth, in the adventure paths I've reviewed I've seen examples of all of the character types you mentioned (the Chelish army soldier, just-graduted wizard, etc.) as level 1 characters, if that helps at all. If you want them to have prevailed in some sort of distinctive combat of some sort, look in the bestiaries for CR 1 threats - defeating one of those would be a tough challenge for a level 1 character.
Here is Akosua, a Bonuwat Cleric of Gozreh. After reviewing the maps I agree that a first level character travelling from Jamelray would be quite the feat, so decided to pick someone closer to hand, and I will confess I am still not quite sure what to do with the spiritualist. She ought to be a decent backup combatant and has a lot of healing through channelling. Generally she will be wielding trident, Gozreh's favoured weapon, and shield.
Appearance:
A slender but well muscled woman with large knowing eyes and thick black brows which somehow suit her and render her face particularly expressive. Over her left eye she has what appears to be a tattoo of a falling leaf, though in actuality this is a birthmark. Akosua has long straight beautiful raven black hair that descends to her lower back, but keeps the sides of her head shaved and generally wears a head scarf.
Her leather armor and shield are partially covered with intricate patterns of entwining leaves and flowers burned into the leather and wood, which she adds to periodically. Whenever possible she gathers local flowers while searching for herbs and likes to tie them into her hair creating a cascade of flowing colour as she moves.
Background:
Akosua was born and raised in Bloodcove, to a large Matriarchal family ruled over by her Great Great Grandmother the ancient Bonuwat (A Mwangi seafaring ethnicity) Wave Witch Shimshem. She was raised in the family business spending the majority of her childhood beach combing, or diving in the kelp beds, for sea weeds that could be used in her families much sort after potions, lotions, and salves.
At age fourteen she was hired out by her family to serve as healer aboard the Pirateship Blood-dart and fell in love with its dashing Taldan Captain, Garim Trant. By the time she returned to Bloodcove she was Married and pregnant, but the furious Shimshem, not understanding the purity of her love to the thirty five year old Captain killed Trant and all of the senior members of the crew before forcing Akosua to ingest Black Leaf Powder, ridding her of the child in her belly.
Akosua has since found consolation in her faith in Gozreh. She had travelled on numerous ships serving as healer, and occasional combatant, avoiding her family as much as possible - though her mother and aunts visit her frequently on Shimshem's orders to check in on her. When in Bloodcove she spends her time at the Shorething Brothel helping the girls and providing salves and healing in exchange for free board and a small stipend. Unofficially she also serves as a bouncer, using Gozreh's gifts to grow to the size of a giant and hurl belligerent Johns out on their ears.
In her free time Akosua fishes and uses the powers granted her by Gozreh to speak with the fish and sea birds. It is these conversations that have brought the perversion of her faith to her attention, and set her on a course to correct their error by reason or if needed force.
Personality:
Akosua is a jaded, but fiercely caring person who tends to dwell on the nurturing aspect of her god and nature. Fearing she has lost her ability to carry a child she has stayed away from men since her ill fated teenage Marriage and tends to regard them with suspicion - though she is fair minded enough this is unlikely to last long.
She finds books and learning frustrating and difficult - having failed to pick up the skills of witch craft at an early age -preferring to learn by doing, and tends to prefer decisive action to prolonged debate. While slow to anger Akosua can be ruthless and formidable when driven to it.
@Tavarokk - For what it's worth, in the adventure paths I've reviewed I've seen examples of all of the character types you mentioned (the Chelish army soldier, just-graduted wizard, etc.) as level 1 characters, if that helps at all. If you want them to have prevailed in some sort of distinctive combat of some sort, look in the bestiaries for CR 1 threats - defeating one of those would be a tough challenge for a level 1 character.
Rather than a specific past event, I was concerned with possibly being unable to act the part if the chosen background ended up calling for more skill end expertise than lvl 1 char could feasibly provide. That'd break immersion. In any case, I'll just err on the side of less experienced PC.
@Fabian, do we have to start on board of Kaava Cutter? I'm considering a Mwangi elf, and for her it'd make more sense to head from Eleder to Lower Korir river on foot and then make a deal with Mwangi fishermen that navigate the river delta to give her a lift to the Hearth.
I am in the brainstorm thing and it is very confusing here, because it is my brain. I have a few questions.
Would a stowaway on the ship be a 'bad' thing?
I assume the fee is not taken out of our starting money, right?
In Eleder there is apparently extreme racial and class division with the colonists dominating the far larger Zenj population. Colonial law provides Zenj very few rights. The colonials live in relative luxury while the native workers dwell in poverty outside the city walls. That is what the pathfinderwiki says. I assume people live on the streets or are they not allowed to live in the city? So that it still looks nice?
And I am guessing they are day laborers working either in the various mines or the docks, correct? So money is a difficult and not consistent thing to come by for this group?
Would you be apposed to my having an NPC with me? Either a child or younger sibling? Purely for roleplaying reasons.If not I could I send for them later once my PC is more established? With this option a portion of my money would be going to make sure they also have a place to stay. The goal would be to leave that horrible place and start somewhere new. If this is something you do not want to deal with I totally understand and can easily forgo.
A stowaway would be OK.
The travel fee is NOT taken out of your starting funds.
The fluff is complete and a brief review of the crunch did not reveal any red flags but I'll take a closer look later.
Your application is complete and will be considered for a spot in the party.
So you'll be talking to animals, eh? I always have issues roleplaying that; I just don't know what an animal really says. But we'll have fun nonetheless. :)
@Fabian, do we have to start on board of Kaava Cutter? I'm considering a Mwangi elf, and for her it'd make more sense to head from Eleder to Lower Korir river on foot and then make a deal with Mwangi fishermen that navigate the river delta to give her a lift to the Hearth.
Yeah, it kind of makes sense for party cohesion and such.
How about your PC boards the Kaava Cutter in Port Freedom (Lower Korir River mouth)?
Also Mwangi elves (Ekujae) are extremely territorial so we would need a real good reason why this one left his ancestral lands and wants to go to a 'human' colony. I'm not saying it can't happen, just looking for the fluff to back it up.
So you'll be talking to animals, eh? I always have issues roleplaying that; I just don't know what an animal really says. But we'll have fun nonetheless. :)
LOL, well only for 24 seconds a day, I do not imagine we will be able to manage any great philosophical debates. I the information garnered in her background was probably over the course of many weeks, getting tidbits and gradually honing in on them, etc.
How about your PC boards the Kaava Cutter in Port Freedom (Lower Korir River mouth)?
Also Mwangi elves (Ekujae) are extremely territorial so we would need a real good reason why this one left his ancestral lands and wants to go to a 'human' colony. I'm not saying it can't happen, just looking for the fluff to back it up.
That's actually exactly the reason why I'm leery about the navy ship - and it is a matter of the vessel's affiliation rather than boarding place.
Wild elves are indeed highly insular, so her relocation to Sargava wasn't exactly volunatry. Living in the deep jungle by herself is suicide, her odds of crossing western Bandu Hills overland are not good, and boarding another notherner's ship is tempting fate to repeat her earlier predicament, except with worse outcome.
She's been living at the edge of the Laughing Jungle for some years, but the situation in Sargava has been growing heated as of late, hence the need to move to the most remote part of the colony that's still safe to live at. And has forest.
Anyhow, I believe she'll be willing to board Kaava Cutter at Port Freedom if a sufficiently respectable Mwangi vouches for it. Either a Port Freedom's local, or another player character.
Background's done, charsheet is a work in progress. Planning to go into Druid X/Monk 2, with emphasis on wildshape and buffs, individual and party.
Karna
Female NG Elf Monk, Level 1, Init 3, HP 11/11, Speed 30
AC 16, Touch 16, Flat-footed 13, CMD 18, Fort 3, Ref 5, Will 3, CMB +2, Base Attack Bonus +1
Unarmed Strike +2 (1d6+1, 20/x2)
AC 16 (+3 Dex, +3 Misc)
Abilities Str 12, Dex 16, Con 12, Int 10, Wis 16, Cha 10
Condition None
Appearance:
Karna is a fairly typical wild elf, just a little shorter than average and somewhat uncharacteristically shapely. She has a rather peculiar reddish-brown eye colour and an unkempt mane of dark brown hair reaching her shoulder blades. It's impossible to tell her tribe at a glance due to absence of any specific markings or items that would indicate one.
Her physical attractiveness is offset by completely impassive behaviour at times briefly replaced by eerie, almost beastlike mannerisms, along with a tendency to ignore quite a few widely accepted social conventions and cues - it's hard to tell if she is not aware of them or simply doesn't care.
Another memorable feature is that Karna lacks any sort of permanent material possessions. At best you would see her carrying some crude, makeshift tools she's made for a particular task. More often than not she manages without.
***
Background:
Karna was born at an Ekujae tribe settlement not far from where Buunta Flow joins Vanji River. Not long after she turned twenty five the settlement was raided by Shackles pirates during one of their expeditions into the Mwangi Expanse. They were, as usual, after the ancient artefacts, the expanse's unique trade goods and exotic slaves, and Karna most definitely counted as the latter.
She was sold in one of the private auction houses of Quent. The representative of the city's famous temple of Calistria was quite eager to purchase a rare specimen, however at the last moment she was outbid by a wealthy Aspis Consortium factor, who, in turn, had to abruptly leave the city for Sargava to avoid the spiteful cult's wrath. Not that it helped him much, as the negligent security oversight upon the arrival allowed Karna to strangle her owner and flee into the night. Whether influence of the goddess had any part in that turn of events is anyone's guess.
Unable to find at least remotely safe way home, Karna decided to stay for as long as necesary to learn how to speak to the land like elder Maaru did back at their tribe and then ask it to guide her home. For the next few years she'd been living at the edge of Laughing Jungle - far enough from civilization not to be bothered, yet not close enough to stay clear of the true dangers of the jungle. The first year was the worst, but eventually she adapted, sometimes relying on what few lessons she received in her tribe, but more often simply mimicking other denizens of the forest to the best of her abilities, making up for the frailness of her body with intelligence and strength of will.
As of late, the unrest in the country combined with attempts at expansion in her region had threatened to upset this fine balance, forcing her to abandon her territory and head to a quieter area, following the rumours of the new Pridon's Hearth far from the settled lands in in too dire need of helping hands to scorn anyone regardless of their ancestry and past.
***
Personality:
In a word, Karna is strange. Most of the time she's completely impassive - a lot of prompts that would have evoked reaction from an average human either go over her head or are dismissed as unimportant. The sort of impartial view of mundane matters that some have to develop through lengthy meditation is simply natural to her due to her perspective.
Karna doesn't lie, preferring to keep quiet or plainly speak her mind if she chooses to. When she is inclined to react and allows herself to do so, she tends to be physical and vaguely animalistic. She will hurt offenders, silently leave places she doesn't like or cling to people that are nice to her.
She remembers her home, if a bit hazily, and strongly appoves of the rural communities that live in harmony with the Mwangi land, willing to pitch in without question or recompense. On the other hand, she hates the northerners' civilization that had invaded the expanse and inflicted such misery on her. If she gets a chance to undermine colomnial authorities, Aspis Consortium or local pirates and get away with it, she will do so every time. She entertains the idea of driving them out for good should she become capable of doing so.
The fluff is fine and I'll reserve my opinion on the crunch until it's completed.
However, I'm not sure your fluff justifies the monk class. I would think that a monk requires special training so either a full blown monastery or some sort of 'wandering master'.
The way it reads, she could have been taught to fight by her tribe making her a ranger, fighter, barbarian, etc. (or even a brawler) but not a monk.
To make this PC more coherent, either change her class or add some fluff to support her monk class abilities.
However, I'm not sure your fluff justifies the monk class. I would think that a monk requires special training so either a full blown monastery or some sort of 'wandering master'.
The way it reads, she could have been taught to fight by her tribe making her a ranger, fighter, barbarian, etc. (or even a brawler) but not a monk.
To make this PC more coherent, either change her class or add some fluff to support her monk class abilities.
There were no monasteries or masters, no. Essentially, she started with a tribesman martial training (including basic hand-to-hand), and then spent several years (I can also edit the age to make it couple decades) refining unarmed, unarmored combat aspects of it, along with danger sense ('eye of the mind', if you're familiar with Nasu) sort of ability through constant life-threatening practice at a very unelflike pace.
I suppose I could take Martial Artist ACF which turns monk into a more generalized unarmed fighter, but given that she explicitly plans to focus on spiritual enlightenment through druidism, plain monk felt more appropriate. As in, years of spiritual seekings would explain suddenly gaining druid levels, as opposed to having to abandon the campaign for a while to undergo a pilligrimage to the nearest druid circle or major nature spirit.
I have no intention of taking style feats or other features that would be thematically appropriate for someone who learned a monastic tradition rather than was self-taught. On the other hand, I can't think of any better way to get Unarmed Strike (Ex) and AC Bonus (Ex) features that most accurately describe her fighting style if one translates it from the fluff.
Like everything in PF, there are plenty of ways to justify crunch. I just don't think monk is very fitting. It could be a brawler or just a 'fighter-type' focused on unarmed combat.
The unarmed combat part is just a feat and the improved AC is just having high DEX.
Being a monk is more than just having Unarmed Strike (Ex) and AC Bonus (Ex) features.
Anyway, I don't want you to extra work so we'll cross that bridge if selected.
Like everything in PF, there are plenty of ways to justify crunch. I just don't think monk is very fitting. It could be a brawler or just a 'fighter-type' focused on unarmed combat.
The unarmed combat part is just a feat and the improved AC is just having high DEX.
Being a monk is more than just having Unarmed Strike (Ex) and AC Bonus (Ex) features.
Anyway, I don't want you to extra work so we'll cross that bridge if selected.
I think we have somewhat different approaches to transitioning from fluff to crunch.
I'd normally establish a mental image of what the PC is IC and then try to assemble it as closely as possible out of existing bits of crunch, tweaking default PF-provided class fluff as necessary.
I think this is why the word 'justify' rubbed me wrong - it sounds like I'm trying to rule-lawyer or be deceitful when I'm, in fact, openly, shamelessly salvaging PF classes for thematically appropriate features, only limited by technical rules.
Meaning that my thinking process wasn't 'hey, I'll make her a PF druid who's also a PF monk', it was 'so she's a feral elf, self-taught through constant struggle and seeking spiritual enlightenment to commune with nature, which classes' mechanics are thematically closest and where else I can yank the missing parts from'? Having monk levels in crunch doesn't make her a monk IC in my eyes, or, for that matter, druid levels - a druid. She'd still be 'that beastlike spirit speaker girl' and nothing else, bar IC roleplay developments.
Does that make sense?
// Incidentally, I picked monk class features over normal IUS and Dex/Dodge AC bonuses precisely because they better match the fluff of 'more skilled at fighting without weapons than most of her peers trained in hand to hand' and 'avoiding attacks thanks to constant awareness of her surroundings'.
Meaning that my thinking process wasn't 'hey, I'll make her a PF druid who's also a PF monk', it was 'so she's a feral elf, self-taught through constant struggle and seeking spiritual enlightenment to commune with nature, which classes' mechanics are thematically closest and where else I can yank the missing parts from'? Having monk levels in crunch doesn't make her a monk IC in my eyes, or, for that matter, druid levels - a druid. She'd still be 'that beastlike spirit speaker girl' and nothing else, bar IC roleplay developments.
That's fine. We don't have to agree but I do see things differently.
To me, an Ekujae elf who 'is a feral elf, self-taught through constant struggle and seeking spiritual enlightenment to commune with nature' could be lots of classes but NOT a monk. Like a I explained above, a monk to me means a lot more things than just being able to fight unarmed and being able to 'defend well'.
If you want Unarmed Strike (Ex) and AC Bonus (Ex) features, then in this particular case, it sounds a lot like a brawler with the dodge feat.
The rest can be roleplayed.
Would you say that a fighter in a large city that loses control when he fights is a barbarian? To me, barbarian is another one of those classes that means a lot more than just raging.
But again, don't sweat it, we can agree to disagree.
Min is a tall, angular young woman with thick, dark hair done up in a messy knot at the back of her head. Despite her plain, utilitarian clothing, she has a long, aquiline nose, a patrician accent, and a rigid bearing which betray an aristocratic Chelaxian background. She is dressed as if to lead a Nature Scout hike, with sensible slacks, a wide-brimmed hat crushed down over her hair, and thick gloves that nearly reach her elbows.
Min was the youngest sibling and only girl in a colonial Sargavan family in Eleder and spent her childhood tagging around behind her older brothers, to their continual chagrin. Her parents were progressive in their politics, despite their privileged background, and regularly earned the frostiness of the traditional Daugustana clan, a fact which dismayed the Cicensis sons when it came time for them to marry and go into business. Min's brothers mostly repudiated their family's politics on reaching their majority in the interests of networking, a betrayal which caused a rift between them and their sister which has never fully healed.
Min was always a good student, despite her rough-and-tumble ways, and showed a talent for the arcane. Partly because there was no arcane academy in Sargava and partly to put some distance between them, her brothers supported her parents' plan to send her to study conjuration at the Academae in Korvosa; secretly, they hoped she would stay in Avistan, where her habit of speaking her mind wouldn't cause problems with their in-laws and neighbors.
However, Min disliked both the urban setting and the political views of most of the professors and fellow students. Homesick for the continent she was born on, she returned to Eleder without completing her course of study. At a loss for something to do with their troublesome sister, her brothers put their heads together before her ship arrived and struck on the announcement of the new wave of colonization of Pridon's Hearth. Putting the quick-sell on her from the moment of her disembarkment, they mentioned the rural setting, the service to her country, the excitement of being a pioneer, and paid for her ticket on the Kaava Cutter to take her talents and opinions to the frontier.
Min is somewhat rigid in her thinking. Encouraged by her progressive parents, she doesn't hesitate to speak her mind, which can hinder her social advancement. She is egalitarian in her politics, determined in her projects, irrepressible in her opinions. She holds her country, her companions, and herself to high standards of fairness and discipline. She is not a revolutionary, believing that an orderly system of rules and laws, applied equally to each individual situation, is Sargava's best and only hope at achieving greatness and avoiding chaos.
Mechanically, she'd be a fairly vanilla conjuration mage, Lawful Neutral in alignment, devotee of Nethys. I'm not going to bother fiddling with the details unless she's selected.
Meaning that my thinking process wasn't 'hey, I'll make her a PF druid who's also a PF monk', it was 'so she's a feral elf, self-taught through constant struggle and seeking spiritual enlightenment to commune with nature, which classes' mechanics are thematically closest and where else I can yank the missing parts from'? Having monk levels in crunch doesn't make her a monk IC in my eyes, or, for that matter, druid levels - a druid. She'd still be 'that beastlike spirit speaker girl' and nothing else, bar IC roleplay developments.
That's fine. We don't have to agree but I do see things differently.
To me, an Ekujae elf who 'is a feral elf, self-taught through constant struggle and seeking spiritual enlightenment to commune with nature' could be lots of classes but NOT a monk. Like a I explained above, a monk to me means a lot more things than just being able to fight unarmed and being able to 'defend well'.
If you want Unarmed Strike (Ex) and AC Bonus (Ex) features, then in this particular case, it sounds a lot like a brawler with the dodge feat.
The rest can be roleplayed.
Would you say that a fighter in a large city that loses control when he fights is a barbarian? To me, barbarian is another one of those classes that means a lot more than just raging.
But again, don't sweat it, we can agree to disagree.
Game on!
A wild child brawler fits that idea well and comes with an animal companion.