Awgin and Calatin make their way down the Escarpment towards Rag's End. As they arrive at the dive bar Councillor Pellerin elected to meet them in, unbeknownst to them, their friends fight for their lives just two small blocks away. But blissfully ignorant, they enter probably the first eating establishment Calatin has ever seen where he thinks dieting might be preferrable to partaking.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
After stepping into the dive, Awgin slides to the side to minimize the amount of time he is silhouetted in the doorway as well as allowing his senses to better acclimate to the level of light inside. Awgin comes to the conclusion that he'd been in worse places, though none came immediately to mind.
Awgin notices, among the many patrons who glance at the pair of you and then look away, one dirty man at a table by himself watching you intently, while trying not to look like he's watching you intently. Awgin also notices that the man's beard is slightly crooked, and he suspects it's fake.
Five of the infected push towards Heward, while one climbs the stairs at Khismia, all of them swinging their improvised weapons with lethal intent, though no success.
"Oh dear, oh dear," Laya mutters, moving up to the door. "I do so hate the violence." She raises a hand and more loudly says, "Heward's correct. We can heal you. You just have to remain calm and put away your weapons."
Move to -E8. Ready gentle touch if somebody tries to attack her: 1d20 + 1 ⇒ (8) + 1 = 9
...the flat of his blade connecting with a solid thump - though not hard enough to drive the infected to the ground. He blurts to Khismia "Press on, I've got your back"
Mig, seeing that Phillip has reinforcements, shrieks once again. Heward, Laya, and Khismia need DC 12 Fortitude saves or be paralyzed with fear. Mig then flaps five feet to the north away from Khismia.
Fortitude 1d20 ⇒ 1 *sigh* Go, Heward. Ironic that I built this character specifically to be more combat-useful than Auriel and she's not going to get a chance to make an actual attack.
Fortitude (with racial bonus vs fear): 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Well, it's not like Laya could do much anyway. The only useful spells she had prepared were cast earlier in the day. Comprehend languages won't do much good right now. :)
No time to make nice. If I can scare the crowd, we can concentrate on Mig. If I can't scare the crowd, we're in doodoo. Of course putting one down may just set them off ....?
Navior that comp languages isn't a domain spell is it?
Technically, using Intimidate like that is a standard action, and I assume you'd rather it's effect than taking down the infected civilian. The infected take a good look at Heward, brandishing his halberd. The threat from him being much more present than that of the vargouille, they scatter, three out the door, the rest into an office behind the south stairs. Heward and Phillip can make attacks of opportunity if they want. The one on the stairs between Phillip and Khismia tries to push past Phillip to get away. Phillip can choose to let him go, or force an overrun attempt from him.
Yes, comprehend languages is a domain spell. She actually still has her detect evil available as well, so that could be converted to healing if that's what you're after. She can also still channel, but that risks healing the enemies as well.
Damn. I was hoping they'd just go hide in a corner. I knew I should have shouted at Laya to close the door. And I do want the AoO, I can cut the threat down to 2 loose.
"You three, stop!" Heward commands. When they don't stop, he tries to hook his halberd through one's legs.
Trip, the one closest to the door that I can still reach. 1d20 + 6 ⇒ (10) + 6 = 16
Male Halfling Inquisitor of Calistria (Heretic archetype)
Phillip interposes between the door and the one before him that tries to flee...
AoO (non-lethal): 1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 2 ⇒ (2) + 2 = 4
Crit: 1d20 + 3 ⇒ (20) + 3 = 23 for 1d6 + 2 ⇒ (2) + 2 = 4
...meaning only to brain the infected enough to put her down, but circumstances make his blow a little stronger than intended and the infected's neck snaps back with a sickening crunch as his basket hilt smacks into it's skull.
Phil then moves past the stricken Khismia to bring his cutlass to bear on what once was Mig...
Cutlass (2H lethal): 1d20 + 3 ⇒ (10) + 3 = 13 for 1d6 + 3 ⇒ (5) + 3 = 8
...his hurried swipe missing the mark.
As Phillip is slashing forward at Mig, he has a fraction of a second to realize that the floor of the catwalk underneath him is less than stable before the rotted wood gives way.
Reflex save DC 13 to hop back safely to I12, otherwise he falls through to the ground floor, suffering 1d6 ⇒ 1 points of damage and ending up prone. Either way, he hears villainous laughter from the vargouille.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Phil steadies himself before lashing out with another wild two-handed swing...
Cutlass (2H lethal): 1d20 + 3 ⇒ (6) + 3 = 9 for 1d6 + 3 ⇒ (2) + 3 = 5
...missing by a mile as he takes a step back to be alongside Khismia's unmoving form.
Heward looks at the two running out the open door. Shelyn's globes, that's trouble.
"You! In the office with them!" He takes three steps to kick the outside door closed, leaving Laya outside. Then he spins and moves toward the center of the room drawing another javelin
as he goes. He sights and throws at MIg's head.
Shriek (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The save DC is Constitution-based.
Actually, Laya shouldn't have been affected by the shriek at all from the doorway, should she? Phillip had to move into the building and around the staircase railing before he could see the vargouille.
Yes, that's a good point. Laya was affected, because Mig had moved far enough to the north to just catch Laya, but now that he's moved back to engage Phillip, that broke line of sight, so Laya can act this turn.
Laya is able to snag one of the fleeing infected in the alleyway, who is no staggered. The fight left him, he simply drops to the ground and huddles against the wall. The third runaway, a bald woman wearing the revealing clothes of a prostitute, pauses at the end of the alley to look back at Laya, then bolts into the street.
Heward's javelin pierces the creature, which screams in rage (not the magical kind).
Botting Laya, who has said in other games that he's quite busy the next two days...
Laya dashes to the corner, looking up and down the street...
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
...but catches no sign of the fleeing infected woman. Looking about she does see several businesses open and operating, including two brothels and three pubs. The woman could have ducked into any of them, or any one of a number of alleyways.
Phillip slashes out as the vargouille is distracted by Heward's javelin, and adds a small wound of his own.
ROUND 5
Khismia: 3 rounds till free
Mig hisses in anger and withdraws, flying backwards along the catwalk to L12 (J12 is the hole in the catwalk). It's hard to see on the map, so I'll remind you that there is a second stairway at M10 and M11 that leads up to the catwalk.
Up next: Khismia (paralyzed), Heward, Laya, Phillip
The man in the bad disguise nearly swallows his back teeth at Awgin's glare before remembering who he is and who they are. As Calatin sits down, he seems to have regained some of his composure. "N-N-Nothing, actually. Everything here c-c-c-comes with a side order of c-c-c-cockroach. Where are the r-r-rest of your g-g-group?"
"Busy about other cases... policework is one of those relentless tasks that never end. So, what did you wish to see us about?" said Calatin, for once in his life not feeling in the slightest bit hungry.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Phil shakes his head before attempting to charge forward and vault the gap...
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
...drawing close enough to the once-was-Mig to unleash another cross-slash with his cutlass...
Cutlass (2H): 1d20 + 3 ⇒ (7) + 3 = 10 for 1d6 + 3 ⇒ (6) + 3 = 9
...unbalanced by the jump and missing poorly.
Heward hands the crossbow back to Khismia, "Thanks. I should have brought one of those too." He turns to Phillip. "You ok, Hargreaves? Let's make sure the head is dead, then check those civilians and Laya."
[ooc]airport internet access rocks!
My ideas-- if you want to see them.:
Whoever's closest should check Mig and make sure he's really down. Maybe we could get Robal to positively ID him when we get outside. Can the infected ID him?
How do the infected look? How much time til sunset? Is it reasonable to think we could get the infected to the temple before dark? Walking? Carriage? If there's sunlight and they look OK, we want to get them outside. Can they ID the ones that ran outside?
We've got to back up Laya too.
*** Before leaving H will want to quickly retreive his javelins.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Phil nods assent to the question before making sure that Mig is fully dead. He then gives the warehouse a quick recon to ensure that there are no more vargouilles or infected hiding within...
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Searching the warehouse, Phillip finds no more infected or vargouilles. He does fin a headless corpse in the upstairs office. The corpse is wearing what looks like very fine studded leather armour.
I'm still working on him, but tell me what you think so far.
I will begin as a Ranger (urban) and work from there. I'll probably take a few levels of Rogue along the way (gotta love that sneak attack) and, if allowed, the skirmisher archetype as well (no spells for me).
Awgin does not talk about the trials of his past, but he remembers.
He does not speak of growing up in the streets of Magnimar as an orphan half-orc, but he remembers.
He does not disclose how he survived the by living as an animal would, but he remembers.
He does not tell of his time as a slave, fighting for his life at his master's pleasure, but he remembers.
He does not reveal that along with the hardships there have been some been kindnesses as well, but he remembers.
Awgin does not dwell on his past, but keeps his thoughts on the future,
because he remembers.
I'm still working on him, but tell me what you think so far.
I will begin as a Ranger (urban) and work from there. I'll probably take a few levels of Rogue along the way (gotta love that sneak attack) and, if allowed, the skirmisher archetype as well (no spells for me).
Awgin does not talk about the trials of his past, but he remembers.
He does not speak of growing up in the streets of Magnimar as an orphan half-orc, but he remembers.
He does not disclose how he survived the by living as an animal would, but he remembers.
He does not tell of his time as a slave, fighting for his life at his master's pleasure, but he remembers.
He does not reveal that along with the hardships there have been some been kindnesses as well, but he remembers.
Awgin does not dwell on his past, but keeps his thoughts on the future,
because he remembers.
Looking okay so far, although you mentioned that he would be a skirmisher, and you put down shapeshifter as his archetype. Can an urban ranger be either?
Also, I notice you put down favoured enemy (goblinoid). If that's for a backstory reason, that's fine, but it won't get much use in this game. Favoured Enemy (human) is an excellent choice (favoured enemy being one of those abilities that's totally dependant on what baddies I throw your way...)
Scipion: Synthesist
Dax (Awgin): half-orc urban ranger
Navior: halfling cleric of Pharasma
Talomyr (Erodel): human detective (bard)
therealthom (Heward): human fighter (polearm master or straight fighter?)
Megan (Calatin): human diviner
We have arcane, divine, skills, and combat all nicely covered. A couple people who will excel at Perception, some at Diplomacy and Intimidation, and some with knowledge of the local scene and nobility. The only thing we seem to missing are feminine wiles (unless Navior has that covered)!
Here's my character so far. She's not quite done, but most of the mechanical stuff is finished. I basically just need to buy equipment and get her background written up. Let me know if there are any problems.
Laya is looking good so far. I don't know how much money she'll have left after those abyssmal rolls, but since she has scribe scroll, she can have starting scrolls for half cost (assuming she made them herself).
Some things for folks to consider when doing backstories: has your character had any run-in with the law before (or ever worked for them before). Having a "criminal record" won't preclude their being hired, as long as it wasn't too violent. Also, has your character been living in Magnimar for awhile or new to town. Either is fine, but your choice might justify altering your characters' prestige points for one or more communities (see the handout on Player's Notes from the website for more on prestige points. These points are a modifier which track how well known (and how well-liked) your characters are among the locals of each "community", and apply as modifiers to Diplomacy and Disguise rolls, and can potentially be used to buy favours down the road. I know the mechanic isn't the most realistic (somebody who is well-known and liked, say with 5 points, starts ruffling feathers and becomes gradually more unknown as they become less popular doesn't make the most sense, but maybe it's just that the locals lose interest in their "washed out hero"), but neither are most of the number-based mechanics. Tracking renown and public opinion was more complicated than I wanted to go with. For those of you who have played Council of Thieves, I honestly came up with my mechanic long before I learned there was a similar one in that game, so the two probably aren't related much at all.
Awgin a character I'm redoing for your game. That information was old.
Starting gold 5d6 x 10 = 70
While apropos, I don't want to hear any more whining from you, Laya.
While very appropriate for his background, if you're having trouble getting even the basic gear for Awgin, go ahead and cheat a tiny bit. That roll was insanely bad.
I was able to get weapons and armor. I found that there wasn't much else I wanted for the character, so I had no problems.
Nazard, I was looking at the campaign handout and have a question on the favored community section. Am I choosing specific communities or one (two?) of the groups (ie: Lowcleft and Rag's End or E and F).
Erodel Voralius reporting for duty. No bonuses or minuses to any of the regions as he is a relative newcomer to Magnimar.
It all looks in order, except that maybe your CMB and CMD are one too high? While the official call for adventurers wouldn't have gone out past Magnimar itself, rumours would have spread to places like Riddleport.
I have one last detail to hammer out before starting (we can get a bit of a start before characters are completely finished, as there is some meet the people stuff we can do before your first case actually begins), and that is the matter of pay. It has to be high enough to make it worth while for adventurers to take it, but not too high as to interest anybody past first level. Obviously, it will scale with level (raises), but the starting amount needs to be appropriate. Reasonable living expenses in the city will be covered for you (an abandoned garrison building is being given over to you, which include places to sleep and eat), but you would still get some spending cash. I'm looking at it as soldiers get 1sp per day, which would be 7 per week. 1gp per week is too little, but 10 seems like a lot, so I was thinking of going with 5 gp per level per week. You would also be allowed the spoils of adventuring as per normal, except when the rightful ownership of something you find is obvious (if you're tasked to recover an artifact from the Temple of Iomedae, you can't turn around and hock it instead of returning it to the Temple).
Thoughts?
Awgin, you take favoured communities by the lettered groups, so E and F at level 3, then one more each time you get an additional favoured community.
Male Human (Chelaxian) Urban Ranger 5 | HP 23/52 | AC 18 T 13 FF 15 | Fort +7 Ref +8 Will+4 | Initiative +3 | Perception +12 (+14 Trapfinding) | Conditions: None
Nazard wrote:
Erodel Voralius wrote:
Erodel Voralius reporting for duty. No bonuses or minuses to any of the regions as he is a relative newcomer to Magnimar.
It all looks in order, except that maybe your CMB and CMD are one too high? While the official call for adventurers wouldn't have gone out past Magnimar itself, rumours would have spread to places like Riddleport.
Doh! Too much shuffling stats around and I guess that got lost in the shuffle when I had his STR at a 12. Thanks for keeping me honest :)
For prestige, his days as a street ruffian and slave gladiator give him -1 in A and C as well as a +2 in H.
Awgin answered the summons because it was Captain Percival that broke up the illegal fighting ring freed him from slavery. He is very loyal to the Captain because of that.
How many pastries and pies will 5gp a week buy me?
Depends on if he cultivates a "special relationship" with a pasty chef.
So folks, I'll put together a game thread and opening post in the next two hours (I hope), and we can get started with meeting and greeting while people finish up their mechanical details.
Awgin does not talk about the trials of his past, but he remembers.
...
Awgin does not dwell on his past, but keeps his thoughts on the future,
because he remembers.
Nice writing.
Nazard, got derailed by work. I'll be on it tonight though.
Okay, so I had a look at the Profession skill, which says you earn half your check in a week of dedicated work. Assume an average 1st level soldier has a Profession (soldier) bonus of 1 rank plus 3 class skill bonus for +4 total, their average should be 14 or 7 gp per week.
This being said, I'm still fine with the 5gp per week, as you also have the option of looting bad guys most of the time, and your housing and meals are paid for. You will also have access to some spell casting services for free and some at a reduced rate, so all in all, 5 gp is just a healthy dollop of gravy.
Feel free to head on over to the game thread whenever you can and make an introductory post. You have some time sitting around in the waiting room to get to know each other a bit.
Which reminds me of something I was going to ask everybody. If you want to post your character's inner thoughts, which I as GM love to read to get a feel for the different characters and their motivations, please put it under a
Thoughts:
spoiler
, as there are some players who like to know that stuff, and some players who only want the information their characters receive.
Checked out the google page for the campaign. --- Awesome stuff!
I look forward to trying the interview - interrogation rules.
The prestige system based on districts is also pretty cool. I'll definitely be adjusting Heward's rep based on his home and his beat. I was originally thinking that he grew up in Underbridge, but I don't think his family was that hard up. I'll have to read up on Magnimar.
Sorry - took dearly beloved (who doesn't drive) to a client site yesterday and owing to his client having been sold a dud computer by the hardware dealer we spent the entire day loading and reloading software in vain attempts to get the darn thing to work properly. Then we came home via a bar and had a couple of beers... and were starving, so getting online kind of... didn't happen.
Scuttling over there forthwith... especially if there's the promise of pastries :)
Heward's updated with Prestige points and almost everything now. He's got a rough background. It still needs a little work. I've only bought him combat gear so he's cash rich. (65 gp left I think) I expect I'll pick up some odds and ends for him soon.
Nazard, I haven't decided if he'll go straight fighter or try the phalanx or polearm archetypes. Is it OK if I put the decision off until 2nd level since nothing changes mechanically until then?
Megan, sorry to hear about the dud computer. I hope the replacement is at least functional and adequate.
Heward's updated with Prestige points and almost everything now. He's got a rough background. It still needs a little work. I've only bought him combat gear so he's cash rich. (65 gp left I think) I expect I'll pick up some odds and ends for him soon.
Nazard, I haven't decided if he'll go straight fighter or try the phalanx or polearm archetypes. Is it OK if I put the decision off until 2nd level since nothing changes mechanically until then?
Megan, sorry to hear about the dud computer. I hope the replacement is at least functional and adequate.
Leaving it to second level is fine. I'd recommend the polearm master over the other two options, however.
Straight fighter -- bravery, weapon and armour training were great changes Pathfinder made to 3.5. Especially armour training. I like being able to move my full speed.
Phalanx Soldier -- I like being able to one-hand the halberd while using a shield. I really like that. I don't care for the emphasis on tower shields though. Also, for this party the ability to share AC would be cool, but we'll probably never reach those levels. My least favorite option.
Polearm Master --
Pole fighting -- I feel like most DMs would let me do this anyway (change grip and use the polearm as an improvised (-4 to hit) weapon at 5') It underwhelms me. Although bravery's not that great a feature either.
Steadfast Pike, very nice in a "stop the oncoming enemy" way. I could see this being very useful, but I'm giving up 10' of movement (or 2 feats if I really want that movement)
Polearm training covers weapon training very well. Even trade.
Went back to the client today and set up the replacement computer for him, which worked perfectly. Dearly beloved treated to a couple of new saute pans as a reward (he got paid, of course, just that he wanted some new pans so it's a good excuse!). They are already in operation, cooking tonight's curry :)
Straight fighter -- bravery, weapon and armour training were great changes Pathfinder made to 3.5. Especially armour training. I like being able to move my full speed.
Phalanx Soldier -- I like being able to one-hand the halberd while using a shield. I really like that. I don't care for the emphasis on tower shields though. Also, for this party the ability to share AC would be cool, but we'll probably never reach those levels. My least favorite option.
Polearm Master --
Pole fighting -- I feel like most DMs would let me do this anyway (change grip and use the polearm as an improvised (-4 to hit) weapon at 5') It underwhelms me. Although bravery's not that great a feature either.
Steadfast Pike, very nice in a "stop the oncoming enemy" way. I could see this being very useful, but I'm giving up 10' of movement (or 2 feats if I really want that movement)
Polearm training covers weapon training very well. Even trade.
If I may, why do you advise Polearm Master?
The -4 penalty disappears over time, however, which it doesn't if you go straight fighter. The flexible flanker is nice too.
I could use some help coming up with a hobby for Awgin. Right now I have linguistics. He has a knack for picking up languages. Threats and insults carry more weight when they're understood. However, that just isn't quite right. I want something counter to the character. Any ideas?
I could use some help coming up with a hobby for Awgin. Right now I have linguistics. He has a knack for picking up languages. Threats and insults carry more weight when they're understood. However, that just isn't quite right. I want something counter to the character. Any ideas?
Orchids. You never expect the brutish half-orc to be into exotic flowers!
Or, given the presence of both Calatin and Laya, pastry chef might be useful.
If you're looking for a not quite so off the wall answer, what about a sport of some kind?
Now that we're starting interviewing people, I should ask the question - do you want me to roll Diplomacy checks for your characters when needed, or ask for them?
I wouldn't mind just rolling for us when you feel it is appropriate. That way it doesn't break the flow, but rather helps you determine the NPC's reactions to our questioning/presence.
I personally don't like rolling and am happy if you do it. I agree with Scipion, asking for rolls can break the mood. It also slows the game: Player post delay DM asks for roll delay Player responds with roll.
On the other hand, when I'm DMing I hate rolling for characters. Looking up modifiers, etc can get time consuming and annoying when you just want to tell the story and might have a small time in which to post.
A hybrid system might be good. As players we should have an idea of when an active roll is needed and post rolls provisionally. (Like if we search a room, just we would just roll Perception ourselves without prompting.) If we miss one, then you could roll. That would help keep the game moving and take some load off you.
I would rather have you roll passive rolls like Sense motive and Perception. Asking us for a sense motive roll in the middle of an interogation would flag the conversation.
Megan, can you put some stats for Tylluan on Calatin's profile? I got +10 for Perception from the general owl entry, but it would be good to have specifics. Plus, while I generally avoid targeting familiars on purpose and hand wave many things like area effect spells and the like, it can happen that Tylluan would come under fire.
Consider it a reward for actually role playing your familiar. Some players have familiars as a mechanical bonus, in which case I don't feel bad at all about trying to blast it, but poor Tylluan is such an integral part of the Calatin character.
The punch marks are setting off all kinds of meta-knowledge bells, but I don't think Heward's got any chance of knowing such things at this point in his career. Nazard -- can I get a ruling on a knowledge check or just let it go for now?
Going back a fair way -- Megan, how was the curry? I'm guessing dearly beloved made it from scratch?
The punch marks are setting off all kinds of meta-knowledge bells, but I don't think Heward's got any chance of knowing such things at this point in his career. Nazard -- can I get a ruling on a knowledge check or just let it go for now?
Going back a fair way -- Megan, how was the curry? I'm guessing dearly beloved made it from scratch?
Female Depemds on the game system (human in the real world)
The curry was very nice, a beef pasanda if you're interested. He's a very good cook, chef standard actually! Just as well, I don't have much skill in that area, and since the stroke don't have sufficient use of one hand to be safe in a kitchen.
If Dax decides to cook, Calatin will love him! Or maybe Calatin cooks, although I think he's more interested in the eating than the creating end of the culinary arts.
Maybe Dax collects small pottery animals. Or little puzzles made out of wood and bent bits of metal.
So I've been mulling over the issue of getting around the city, especially how long it takes. At the moment, it doesn't matter, but layer time may become a factor.
My thoughts are to say that, between the hoursof 8 and 6, the city streets count as difficult terrain for overland movement (though not tactical, and not if you have an ability that lets you ignore such things) due to lots of pedestrians, waiting at intersections for carriage traffic, etc. The rest of the time, unless there's a special event, you move at normal speed.
Nazard, my parents are visiting this week. (CLeaning up for them was why I was slow over the weekend.) And then I'm on a roadtrip vacation with the family for two weeks. I'll post as able, but feel free to DMPC Heward as you feel necessary.