Mantisbane Pact with GM Zek

Game Master Zektolna

Maps

Info

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Talia's Journal


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Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

This time Kilarra does roll her eyes.

Your job right now is looking like you're in a pub, relaxing. Drink your damn ale. she thinks back.

Kilarra, stil bloodied and bruised from her previous fight, shakes her head at the half-elf. "Interesting, but I've had a helluva day. Maybe next time."


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth pays attention to the rules of the game, but the nonlethal nature of it dulled his interest. Why have a game called "knivesies" that features a dagger when you're not allowed to use it?

He snorts once dismissively and takes a long draught from his cup. When he sets it down, he notices a lot of eyes looking at him and then hears the old man's voice in his head.

He glances over to the current champion. Gray hair spoke volumes about a warrior, but he played a nonlethal game. He shrugs.

"No lethal strikes, huh? Then what's the knife for?"


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Noting Uruelleth's interest, Talivar started counting out some coins, this was about to get interesting.


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

"Looking terribly intimidating, apparently." Kilarra remarks with a smirk.


Maps | Info | Loot | Talia's Journal

The half-elf smiles at Uruelleth and says, “We thought about using a sap, but it wouldn’t stick into the table as nicely as the knife. And you can deal non-lethal damage with a knife, it just requires a bit more finesse. Besides, how could we play a game called Knivesies without a knife?”

Assuming Uruelleth still agrees to play…

The man waves over ol’ Tombo and once both he and Uruelleth are nearby, he says, “Alright gentlemen, I think you two will be a good match up. Ol’ Tombo might finally have to try this time.”

To the rest of those in the pub, the half-elf shouts, “We’ve got ourselves a game of Knivesies, folks! Place your bets now! We’ve got nine-times-running champion, ol’ Tombo and his challenger…” The man trails off, not sure what to call Uruelleth. “...and his challenger ol’ Elf Ears!”

While everyone begin placing bets, the half-elf once again speaks to Uruelleth and ol’ Tombo. “One other things, gents. Remember that no magic whatsoever is permitted. We’ll be watching for any funny business. If one of you is caught using magic, you’ll automatically lose the game and forfeit all the gold to the other player and his supporters. This is meant to be a good old fashioned one-on-one brawl, nothing more and nothing less.”

Everyone can place bets now, if you want to. Typically the minimum bet is 10 gp. Once everyone’s bet, I’ll roll initiative for Uruelleth and ol’ Tombo and the game will begin.

-----

When Talivar checks out the boards in the Murdered Manticore, he finds some of the usual requests, such as for help at a bakery or at a blacksmith’s shop, but there are also a few notable entries that catch his eye.

Stage Hands Wanted!:
Multiple stage hands are needed at Ilizmagorti’s one-and-only Nymphaleum. Origent Gamaron is looking for those willing to work hard in preparation for an upcoming performance. Multiple high-ranking members of the Red Mantis are expected to attend, so the performance must be perfect. Prior theatre experience is preferred, but all serious applicants should visit the Nymphaleum to apply. Pay will be commensurate with experience.

Watchmen Needed!:
Ilizmagorti has seen an increase of attacks by sea creatures. The Blood Watch seem unwilling or incapable of doing anything about it, so a league of sea captains have agreed to pool resources to pay for watchmen of their own. Shifts will mostly be at night time. Hazard pay will be included for those selected as attacks are expected. See First Mate Lev aboard The Misty Shimmering in the Wharves if you’re interested.

Blood Watch Volunteers Requested:
The Blood Watch will shortly be selecting a few individuals for this duty, but would prefer if willing souls would come forward instead. The Red Mantis are in need of people to find and destroy a cult of Norgorber that is believed to reside somewhere in the city. If volunteers are found, they will be paid for their time in a manner that the Red Mantis deem appropriate. Interested parties should report to Watch Captain Klorn in front of Sawtooth Keep.

Please Help! Heroes Needed!:
I am in need of a few brave individuals who will rescue my kidnapped son. He is being held for ransom by pirates. This request is being sent by messenger as I am a noblewoman in Osirion. Should you succeed in rescuing my son, you will be rewarded handsomely and I will be sure to put in a good word with the Ruby Prince. I can be contacted via Sending should you be willing to help and need more details.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth sighs once more as he moves Kilarra off his lap so he can stand. He nods at the no magic rule as if he expected that. He'll also pull off his breastplate exposing a chiseled set of abs and pecs on a lanky frame if armor is also disallowed.

"All right. We doing this?"

He climbs up on the table when bid, studying the current champion with a steely gaze.


Maps | Info | Loot | Talia's Journal

The half-elf tells Uruelleth, “You can keep your armor on. We’re not savages.”

Ol’ Tombo smiles at Uruelleth and steps up onto the table opposite from Uruelleth. Once both combatants are on the table, the half-elf binds each of their right hands to their sides and places belt pouches along their waists.

Once that’s completed, the half-elf stands on a nearby chair and shouts, “Alright, everyone! You know the rules! You’ve got to the count of ten to place your bets, then the match starts!”

The half-elf begins counting to ten and more than a dozen patrons hurry to the table to place bets. All of them are placed on Ol’ Tombo. At the count of eight, a lone patron walks over and places a sizable bet on Uruelleth. It’s none other than Drinizil, the gnome from the bar. He gives a drunken smile to Uruelleth along with a thumbs up, before walking back toward the bar to observe the fight from his seat.

As the half-elf reaches the count of ten, a chant breaks out throughout the Murdered Manticore. The patrons shout in rhythm, “Kniv-sies! Kniv-sies! Kniv-sies!”

Initiative:

Initiative (Uruelleth): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Ol’ Tombo): 1d20 + 2 ⇒ (3) + 2 = 5

“TEN!” The half-elf shouts and the Knivesies fight begins.

Uruelleth can act for round 1! It’s a standard action to remove the knife from the table. You can 5 ft step to get to the knife. The table is 15 ft by 15 ft.

Everyone else: you can place a bet of 10 gp (or more) on the fight… for or against Uruelleth. The assumption is that you’re doing this before the fight begins, so, to be somewhat realistic, if you want to place a bet, you’ll need to do so before Uruelleth acts for round 2.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar empties a fat purse with fifty shiny gold coins and winks at Uruelleth, "No pressure..." He then steps back and folds his arms to watch the crowd as well as the fight.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23

It's large bet so it should be noted down somewhere.


Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

Vorya watches the action and then sends a message to Kilarra, Shall we cheat? He grins at her, then pretends to drink his untouched liquor.


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra saunters over and places ten gold up on the table behind Ruel.

She lets out a loud whoop and a holler, and claps her hands. "Kick his ass!"

She smirks, clearly confident in Ruel's abilities.

Cheat? What for? It's not like he needs it. She replies to Vorya. Unfortunately, her message is unheard.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth didn't know if there were any strategies to tip the odds in his favor. So he makes a quick move for the dagger, preferring to be armed for this game.

Yanking the knife free from the table, he spins it around in his hand to a backwards grip, keeping the blade away from Tombo.

He steps forward to menace his opponent, ready to strike if he gives an opening.


Maps | Info | Loot | Talia's Journal

Talivar doesn’t notice anything out of place as he observes the fight. There’s also still no sign of Shark.

Ol’ Tombo grins as Uruelleth spins the dagger into a backwards grip. The man lunges toward the bloodrager and tries to wrest the dagger from the elf’s hand. While the man manages to make the attempt without provoking an attack from Uruelleth, he’s unsuccessful in stealing the blade. A couple people in the crowd gasp at the failure.

Steal Attempt: 1d20 + 9 ⇒ (8) + 9 = 17

Uruelleth can act for round 2!
For combat purposes, others can act if they want to as well, but if you try doing anything stealthily, you’ll be going up against a lot of opposed perception checks.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth sneers, putting the knife in his teeth as he takes a step back. Then he makes a quick grab for some coins and dumps them in his pouch.

1d10 ⇒ 9

Not sure if reclaiming the dagger is possible in this round, but I'll certainly do that if allowed.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar pumped his fist and whooped "Yeah!" when Uruelleth avoided having the dagger stolen, and then when he made a grab for the coins Talivar cheered!


Maps | Info | Loot | Talia's Journal

Yes, you can transfer the knife between your hand and mouth and back again in the same round, Uruelleth.

Tombo glances down at the coins on the table, but shakes his head. He looks back up at Uruelleth, grits his teeth, and lunges for the dagger once again.

Steal Attempt: 1d20 + 9 ⇒ (16) + 9 = 25

Tombo smiles as he holds the knife victoriously. “If you’re not going to use it,” he says, “it’s better that I go ahead and take it for myself to put it to good use.”

The man looks poised to attack whenever possible.

Uruelleth can act!


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth bares his teeth defiantly and reaches down to scoop up more coins.

1d10 ⇒ 7


Maps | Info | Loot | Talia's Journal

Ol’ Tombo stabs toward Uruelleth with the dagger. He misses. Tombo Attack: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12 (-4 for non-lethal)

Coin Count:
Uruelleth - 16
Ol’ Tombo - 0

Uruelleth can act!


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra continues to whoop and holler, cheering on Ruel during the bout.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Not fearing the dagger and having grabbed up some coins, the elf rager decides to try to knock his opponent off the table. He feints as though he is about to scoop up more coins, but then comes up fast with his shoulder to knock the man down.

Bull Rush: 1d20 + 9 ⇒ (14) + 9 = 23


Maps | Info | Loot | Talia's Journal

As Uruelleth rushes toward him, Ol’ Tombo takes the opportunity to stab at the elf with his dagger. He misses worse than last time. Tombo Attack: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8

The bloodrager’s shoulder takes Tombo off-guard. The fighter tries to plant his feet, but his effort proves futile against the elf’s rush.

A moment later, Tombo is sprawled out on the ground. He looks to be in shock. Gasps sound throughout the crowd.

The first to speak up after the dust settles is Drinizil. He stands up on his chair at the bar and shouts, “That’s right! I bet on the right fighter. I knew he could do it! Ol’ Tombo’s reign is no more!”

Drinizil gets quite a few glares from others in the room. Tombo, for his part, just shakes his head at the drunk gnome. The fighter laughs and says to Uruelleth, “Well done, sir. First good fight I’ve had in over a year.” The man smiles widely at Uruelleth and offers his hand.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar roared, "Get him! YESSS!!!" He couldn't believe it, Uruelleth had done it! Seeing that Drinizil was a good looser, Talivar caught the attention of a barmaid pointed at him and said, "Another of whatever he's drinking, plus an ale for me and our champ here." When the drinks arrived he was sure to tip generously.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth shakes Tombo's hand with a grin. "That was a good trick you pulled swiping the dagger. I'll have to remember that," he adds affably.

He goes back to his table and finishes his drink while the money is counted.


Maps | Info | Loot | Talia's Journal

To be clear: Drinizil bet in favor of Uruelleth, not against him.

Tombo replies to Uruelleth, “Definitely worth remembering. It’s won me many fights in the past.”

While most of the crowd look depressed at the results, Ol’ Tombo remains upbeat. For an older man and one who just fell flat on his back, he’s quite spry.

The half-elf looks quite despondent as he gathers up the remaining coins on the table for distribution. Uruelleth receives 300 gp from the fight, Talivar receives 125 gp, Drinizil receives 125 gp, and Kilarra receives 50 gp.

The rules don’t actually give a specific distribution method for those who bet on the winner, but it makes sense that those who bet more get more of the winnings, so that’s how I came up with that split.

Drinizil takes the drink Talivar offers eagerly.

Once the winnings have been distributed, you all turn to see Shark standing behind the bar with his arms folded across his chest. You’re not exactly sure how long he’s been standing there.

“Well," he says to you, “looks like the Manticore’s got a new Knivesies champion. Congratulations."

Shark nods toward Uruelleth in recognition. Then he says, "I haven’t seen you here before. Did you come for Knivesies or is there another reason you’re here today?”

Added pictures of Shark and Drinizil to the info slides.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth accepts the drink Talivar bought and weighs the new coins in his hand before stashing them away.

He sizes up Shark before shrugging. "I got the same question from them," he says nodding his head in the direction of the table they had originally sat. "You'll get the same answer. We were thirsty. The Knivesies was sort of unplanned."

He looks around at the crowd as the excitement of the game winds down and they head back to their seats. "Popular game you've got. Do you have any perks for the winners? Something to keep them around to bring in challengers?"


Maps | Info | Loot | Talia's Journal

Shark raises an eyebrow at Uruelleth’s questions. He replies, “I do occasionally allow winners to stay free for a few days. But only the winning fighter. If you’re looking for something long term, we’d have to make an arrangement. What brings you to Ilizmagorti?”


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth leans on the bar with a sigh, indicating it was a long story. "Believe me, it wasn't by choice. So, there's all kinds of money to be made in the Shackles, right? So we charter this ship called the Monkey Goblin to get us there from the big human nation, whatsitcalled? You know the one, with all the humans? Anyway, before too long the idiot captain gets us too close to that big storm and damn near sinks us. So we got to limp over here 'cause the ship is leaking or whatever you call it. Then the captain says not to mention his boat's name since he ain't supposed to be here. So he renames his ship there on the spot. Me, I think it's best to just find a new ship to get the rest of the way to the Shackles. Though I'm in no rush. Seems like a good enough town, am I right?" He jingles the new coins in his pocket.

Bluff: 1d20 + 12 ⇒ (10) + 12 = 22


Maps | Info | Loot | Talia's Journal

Shark Sense Motive: 1d20 + 13 ⇒ (13) + 13 = 26

Shark chuckles then motions Uruelleth and the rest of you over to the bar where you're less likely to be overheard, save perhaps by Drinizil.

The innkeeper says, "Here's a little tip: you could make your lie more believable by remembering the name of the 'big human nation' you came from. Not to mention giving a ship name that was anything other than 'Monkey Goblin.' They're only native to Mediogalti Island."

Shark lets his words sink in for a moment before continuing, "So, how about you and those with you tell me what you're really doing in Ilizmagorti. And if you're trying to get in good with the Red Mantis, you're off to a pretty poor start. They hate bad liars."

DC 20 Sense Motive:

You think Shark is a no-nonsense kind of fellow. Liars put a bad taste in his mouth. He much prefers straight answers and honest lips. He also seems to be sincere when he refers to the Red Mantis as 'they' rather than 'we' or 'us.'


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

SM: 1d20 + 1 ⇒ (11) + 1 = 12

Uruelleth's lip curls. "Look, I could have said 'Cheliax' or 'Taldor' of even bloody Andoran. Would it have made a difference? After a while, they all kind of blend together. Anyway, we're stuck here on this island and trying to make the best of it. Why's our business so important to you?"


Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

Vorya rolls his eyes as Uruelleth blunders his way through the conversation.

Don't let the elf talk seemed to be good advice. And he made fun of Vorya's 'wood cutter' story!

Vorya turns to Ureulleth, 'Please, allow me."

Mentally he adds, 'STOP TALKING'

More smoothly Vorya nods to Shark, "Evening. My friend may have...misspoke on a few things. but we are looking for a place to stay free of any...entanglements."

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra lets out a cheer as Ruel wins, clapping her hands. She pocket her fifty gold and looks up to see Ruel speaking with Shark. She watches Shark for a moment... Studied Target: Shark

Sense Motive: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

...then approaches the group and nods at Shark in greeting.


Maps | Info | Loot | Talia's Journal

Shark is about to respond to Uruelleth’s question when Vorya speaks up. The proprietor replies, “If you’re looking for a place without entanglements, this is a good place. But nothing’s free. If you want to stay long term, I may need you to do me a favor. But why I should I let you stay in the first place? Your elf friend there seemed content to lie to me, so you must at least think your reason for being here is important. You can tell me here, or you can tell me in my office. It’s up to you. But until I hear the truth, you won’t be staying here at all.”


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

"Well, that's that, then."

Uruelleth finishes his drink and starts heading to the exit.


Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

Vorya rolls his eyes and, carefully places a hand on the hulking elf's shoulder.

Mentally he says to the warrior, We can't just go back to the jungle. And this place is better then most. Give me some time to work on him.

Turning back to Shark he says, in a low voice, "Come now, you want the truth in Ilizmagorti? You and I both know this is not a corner of the world where the honest live very long."

The older man leans in close, whispering, "How much do you really want to know, friend? The truth is a knife that cuts both ways."


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Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth glares at Vorya. If you tell him the truth, I will rip your throat out, he thinks back.


Maps | Info | Loot | Talia's Journal

Shark narrows his eyes at Vorya's words. He seems to be considering something. Then he reaches up and pulls down the curved blade hanging over the bar. He examines it and runs his finger near the edge. Its steel glimmers from the various lights in the pub.

The man lowers the blade and says to you, "The truth can be painful. I know that from experience. Perhaps we can come to a mutual arrangement. If you intend to stay here long-term, it won't be for free. I'll need you to do me a favor, to show me you're actually worth the trouble. Shall we go down to my basement to discuss matters further?"

DC 15 Sense Motive:
Despite what people normally think about 'going down to Shark's basement,' the proprietor doesn't seem like he intends to harm you in anyway. It's more likely he views his basement as a private place to talk business. Pulling down the blade is likely just his way of showing he's not someone to be trifled with.


Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20

Vorya inclines his head, 'Fair enough, although I don't buy my pigs in a poke. I will gladly you here you out. I assume you'll want all of us?" he waves a hand at the others, including the glowering Uruelleth.

Vorya sends a mental message to everyone, I don't think he is likely to knife us in the dark, but keep a wary eye open. We might have a place to stay if we do this man a favor.


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Kilarra moves to follow Ruel, but stops at Vorya's mental orders.

You're a bossy son of a B****, old man.

Sense Motive: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Sensing that Shark doesn't mean us any harm, Kilarra glances at the others. "Well with such a kind invitation as that how could a girl resist?" she remarks sarcastically, with a smirk, ready to follow Shark to his basement.

Diplomacy on Shark: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

SM: 1d20 + 1 ⇒ (4) + 1 = 5
The Dice roller is really messing with me...

His eyebrow arches at the sword, appraising. After a moment, he glances back over the crowd, then follows Kilarra into the basement.

Perception (to see if anyone's taking an interest): 1d20 + 10 ⇒ (9) + 10 = 19


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar's jaw fell slack when Uruelleth answered, "Err that's not entirely accurate..." 'Oh crikey this isn't a conversation we want to have in public!' he thought. "Uh yeah lets talk about this downstairs..." replied Talivar.


Female Aasimar Shaman 10 | HP 80/80| AC15 T11 FF14 | CMD 16 | F+7 R+6 W+14 | Init +5 | Perc +22 | Sense Motive +27

Talia rolls her eyes as Uruelleth tries his hand at the delicate art of negotiation and fails miserably. Conscious of the fact that the aasimar carries no visible weapons, or even wearing heavy armor of a sort, Talia views herself as the most non threatening member of the group, and heads up to Shark.

"Our friends is good with fists, less so with words. Please excuse any offence caused. Lets discuss the matter, and the favor privately." she mummers apologetically.

Diplomacy: 1d20 + 14 ⇒ (2) + 14 = 16


Maps | Info | Loot | Talia's Journal

Shark nods to Vorya, “Yes, all of you. You’ll all be needed for what I have in mind, anyway.”

The man just stares at Kilarra for a moment before he turns and opens the door of the basement to head down.

Uruelleth only notices a few heads turn toward you as you head to the basement. They all quickly turn back to what they were doing. It seems the reputation of Shark’s basement is quite widely held, or at least held by all those who are patrons of his establishment.

Shark looks at Talia as she speaks. After she’s finished, he says, “Trust me, I’ve dealt with much worse ‘offenses’ than that. And dealt with a lot better liars, too. It’s water under the bridge now. Just make sure it doesn’t happen again.”

As you head downstairs, Drinizil waves at you and says, “Have a good talk!” before returning to his glass.

The stairway is well lit and doubles back twice before you finally reach a flat surface again. It is indeed a basement as there appears to be no way to continue further down. Shark already casually leans against a few boxes next to a nearby wall when you make it downstairs. He stares at his blade.

The basement itself is a large rectangle, much larger than the first floor of the pub. Wooden boxes of various shapes and sizes line the walls. The only open box nearby that you can see appears to contain some sort of exotic dried herb, based on the look and smell.

A small pier lies on the side of the basement opposite where you entered. A single boat is tied to the pier and bobs gently up and down in the water. A tunnel in the far wall appears just big enough to fit the boat, but you’re not sure what lies beyond as the tunnel itself is pitch black. In the water, you occasionally see fins skim the surface. Perhaps there’s more to Shark’s name than just spectacle.

Once you’ve had a few moments to take in the scene, Shark says, “Not many people get to see what’s down here. Consider yourselves lucky. I normally have a good eye for talent and, based on what I saw upstairs, I think all of you could help me with a little problem I have.

“As you may have guessed, I run something of a smuggling operation down here. Before you protest, you should know that I consider it my way of sticking it to the man, so to speak. Many of the things I smuggle in would never make it into the city normally. That includes medical supplies and food for those who might not otherwise be able to afford it.

“Anyway, if you want to stay here for a while, I need you to recover a lost shipment for me. I smuggle the supplies into here via small row boats that travel from here to ships in the harbor and vice versa. My latest shipment was coming in on a ship and almost made it. The damn Captain sailed too close to Sharkfin Island and the boat was accosted by the island’s natives. Sharkfin Island is only a few miles off the coast of Mediogalti Island, but it's fairly well known by the people of Ilizmagorti. The natives are commonly known as Shark-men, but they’re more properly called the Kaneano.

“They let the crew go, but the ship is still wrecked on the shore. It could be months before I can get another ship in here with those same supplies, not to mention the lost revenue, so I need you to recover as many boxes for me as you can. You do that and I’ll consider your stay here paid for, at least for a few months.”


Human Swashbuckler 3 | HP 12/23 | AC15 T15 FF10 | CMD 19 | F+2 R+8 W+2 | Init +6 | Perc +6|Panache 5/5

Know. Nature on Exposed plants: 1d20 + 4 ⇒ (13) + 4 = 17

vorya takes in the little set-up in silence. Smuggling would do very well in a place like this, with the Red Mantis breathing down everyone's neck. Medical supplies? Maybe. More likely drugs and weapons.

Before answering Vorya asks, 'Who would you normally have do such a job?" Unasked is the question, And what happened to them?


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar considered it, "I'm not averse to little work on the side. Maybe we could help you with this and perhaps with that cult of Norgorber."

Kn:Geography to know about Sharkfin Island: 1d20 + 10 ⇒ (6) + 10 = 16
Talivar listened to Sharks' words and remarked with a grin, "Sharkfin Island eh? If a spare dinghy can be found I can probably get these lubbers there..." He eyes the moored boat.


Maps | Info | Loot | Talia's Journal

Vorya actually notes a couple different varieties of plants that he can see. While he’s not exactly sure what their names are, as they do appear to be quite exotic, one looks like it has some medicinal qualities. The other seems like it could simply be used for its fragrance or perhaps to flavor food.

Shark replies to Vorya, “I have a couple helpers who normally ferry supplies for me. That’s who I was working with before I came upstairs. They’re currently on their way back to another ship to bring some more boxes. They’re good men, but they’re not as skilled in combat as myself, or you, for that matter. What’s more, I’m not entirely sure your encounter with the Kaneano has to end in violence, so I’d rather send people with a bit more tact than they have.”

Shark raises an eyebrow at Talivar’s mention of a cult of Norgorber. “I have heard rumors, but I thought they were just that. Maybe Ilizmagorti’s underbelly is bigger than I thought. Sure, I wouldn’t mind that. If they do exist, they’re likely to eventually interfere with my operations, so if you can head that off, I might be able to provide you with payment. I’m sure others in Ilizmagorti… including the Red Mantis… would take notice.”

Talivar knows that Sharkfin Island is a small island compared to Mediogalti Island. It lies northeast of Ilizmagorti and is about ten to twenty miles from the city. It’s mostly covered in dense trees, not unlike the jungles of Mediogalti Island, but it is also said to have quite a few large caves, some of which likely provide the Kaneano with a source of fresh water.

Shark sees Talivar looking at the boat and says, “That’s not going to carry all the supplies you need to bring back. It’ll get you out to the harbor, sure, but you’ll need to purchase, borrow, or otherwise acquire one of the Red Mantis’s skiffs that they use to ferry their people back and forth from Mediogalti Island to Mosquito Island. That’ll get you to Sharkfin Island faster and will carry a lot more weight.”


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Knowledge Geography on Sharkfin Island: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge Local on Kaneano: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge Local on the Red Mantis Skiffs in the Harbour: 1d20 + 6 ⇒ (1) + 6 = 7

Wow, those are some awesome rolls...

"What's the security like on these skiffs?" Kilarra asks with a raised eyebrow.


Maps | Info | Loot | Talia's Journal

Kilarra knows Sharkfin Island exists. She’s never heard of the Kaneano. The slayer knows nothing about any Red Mantis skiffs that may or may not exist in Ilizmagorti’s harbor.

Shark replies to Kilarra’s question, “Pretty tight, as you might guess, considering how much they use them. The skiffs are used almost constantly during the day, but even the Mantis slow down their operations a bit at night, at least in Ilizmagorti. That’s going to be the best time for you to strike, if you plan on getting one through force. It’s the Red Mantis, though, so they’ll soon know one is missing even if you manage to get one by stealth. You can find where they keep the skiffs easy enough. It’s tucked between the Bilges and Jawbone and is considered part of the Arsenal, Ilizmagorti’s unofficial navy.

“You don’t have to do this today, by the way. I don’t want you getting yourselves killed. You can stay here and take a few days to make a plan, if you want to.”

For the first time in quite a while, Makori speaks up and says to Shark, “How long have you been running this operation? And do you really think the Red Mantis will tolerate this if they find out?”

Shark chuckles at Makori’s words and swings his sword back and forth, cutting through the air. He makes it look effortless. “Several years. And either they’ve decided to tolerate it already or I’m the best damn smuggler Ilizmagorti’s got. While I’m partial to the latter, I think the former is much more likely.”

The man stops twirling his blade and shrugs before saying, “Regardless, I’m not going to stop just because of my operation’s proximity to the Red Mantis. The wheels of commerce move ever onward, or something like that.

“So, you people good with my terms? You can walk away now and we can forget we ever had this conversation or walked down to my basement. What’ll it be?”


Female Human Slayer 10 | HP: 44/74 | AC 30* (T 16, FF 25*) (+2 vs. traps) | CMB: +13 CMD: 27 | F:+11* R:+14* W:+8* (+2 vs. divine, +2 vs. traps, +5 vs. continuing FX) | Init +4 | Perc +15*, SM +12, Bluff +12, Diplomacy +1, Intimidate +5 | Speed 30 ft. | Active Conditions: Barkskin, Shield, Resist Fire

Knowledge Local on Bilges: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge Local on Jawbone: 1d20 + 6 ⇒ (9) + 6 = 15

Kilarra watches Shark, trying to determine if he would actually let them walk away without hard feelings or violence.

Sense Motive: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Kilarra's only other concern was the timeline, but it's fine with her. She's alright doing this--or at least saying we'll do this for a few days. Other opinions? Walking away might be dangerous.


Maps | Info | Loot | Talia's Journal

The Bilges are Ilizmagorti’s slums. The place where the truly destitute eke out what existence they can on an island separated from the rest of the city by wide canals. The Arsenal, on the eastern shore of the Bilges, houses the small fleet of ships that make up Ilizmagorti’s “navy.” The Bilges is one of the few places where gangs operate openly. Amidst the connected rooftops of the Bilges, at least one kobold gang is said to engage in murder and thievery. The only other major recognizable location in the Bilges is the Hospice of Serenity.

Jawbone is east of the Bilges and curves around toward Mayor’s Island and Dandy. Those seeking refined entertainment or accomodation (at least compared to that found in the Wharves) come to Jawbone, whose canals host taverns, brothels, and inns of surprising quality for a pirate port.

Kilarra believes that while Shark is likely to be frustrated and perhaps a bit surprised should you choose to walk away, he’s unlikely to react in violence.


Human Sorcerer 10 | HP 29 / 52 AC 19 (Mage Armor) T14 FF16 | CMB + 4 CMD 18 | F +7 R +9 W +12 | init +7 | Resource Tracker
Skills:
Appraise +12 Bluff +18 Diplomacy +15 Kn:Arcarna +15 Kn:Geography +15 Kn:Planes +15 Perception +21 Spellcraft +16 Stealth +7 Prof:Sailor +8 Prof:Soilder +7

Talivar chewed the proposal over, underworld contacts where clearly important as Makori had conclusively demonstrated, but this particular job sounded like it was going to raise the ire of the Mantis. After a bit he replied, "An interesting proposal... Obtaining a skiff sounds pretty dicey even for a follower of Lady Luck like me. Still something tells me it wouldn't be the first time that's been attempted and I'm probably missing some stratagem - what been tried before? Or is this a case where if it comes back undamaged they don't really care?"

I think Talivar is inclined to agree provided we come up with a non suicidal way of getting there.


Elf Bloodrager 10| HP 108/108 | AC27 T15 FF24 | DR 2/- | CMD 29 | F+11 R+7 W+5* | Init +3 | Perc +15 | Spell slots 1st: 2/3 2nd: 2/2 3rd: 2/2 Active buffs: THP: 0; keen edge, shield
Rage:
24/24 rounds | HP 128/128 | AC 25 T13 FF22 | CMD 29 | F+13 R+7 W+7* | Init +3 | Perc +15

Uruelleth folds his arms and frowns while Shark offers them a job. Since his earlier bluff had failed, he decided to keep quiet and let the others do the talking.

He remains noncommittal, responding to most glances his way with a shrug of his shoulders. It sounded risky to him, but mainly due to the fact that their group didn't have a lot of skill at boating. Or sailing. Or whatever they planned on doing to get out to the island.

The shark-men, though, that sounded interesting.

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Can mortals kill a god? A few have been chosen to find out.

The Mantis God has plagued Golarion for millennia. While we each have our own reasons for agreeing to the Mantisbane Pact, we are united in our goal. His evil must be ended. Achaekek must be slain.

We have called for a few, brave souls to help fulfill our pact. We intend to send them in search of Mediogalti Island where the defector claims that the fabled Crimson Citadel, the heart of the Red Mantis, may be found. Our hope is that those we select will find the Citadel and along with it some means to slay He Who Walks In Blood.

When gods fail to act, mortals must do so. And so we have.

From the journal of Queen Telandia Edasseril of Kyonin
Dated the 8th of Rova, 4717 AR

Mantisbane Pact:

On this Oathday, the 12th of Abadius, 4717 AR, we, the rightful kings and queens of our respective dominions, make a pact regarding the one known as Achaekek, the Mantis God, and He Who Walks In Blood.

    He has murdered our people.
    He has corrupted innocents from all walks of life.
    He has put fears and doubts into our hearts about our families and friends.
    He has infiltrated our societies and governments.
    He has shown himself time and again to be no friend of just and civil societies.
    He has proven himself to be evil, through and through.
Because of these things, we resolve that the Mantis God and his followers must be stopped. The five of us, each a legitimate king or queen of a nation or city of Golarion, pledge to bring about the Mantis God’s death by whatever means necessary.

Signed by the rightful monarchs of Highhelm, Kyonin, Mendev, Osirion, and Taldor
High King Borogrim the Hale of Highhelm
Queen Telandia Edasseril of Kyonin
Queen Galfrey of Mendev
Ruby Prince Khemet III of Osirion
Grand Prince Stavian III of Taldor

The Story So Far:

Among the many things the elves of Kyonin found amiss after returning to Golarion through the Sovyrian Stone Gate were the Red Mantis assassins. The Red Mantis murdered as a form of worship. The very idea of such a thing plagued the noble-minded elves.

For many years, the elves took no actions against the assassins, using the excuse that they were still relearning to live on Golarion after their long absence. Finally, a year ago, Queen Telandia Edasseril, current bearer of the Viridian Crown, resolved to put an end to the Red Mantis. Having learned that the assassins refused all contracts on rightful monarchs, the queen was emboldened to take action. Yet she knew so little about the Red Mantis, their motives, and their leadership that her willingness to take action meant little.

Despite her lack of information, Queen Edasseril was undeterred. Using the magical network of aiudara or elf gates, she sent messengers who gave invitations for a meeting to the other monarchs who currently ruled on Golarion. In the invitation, she proposed that the monarchs end the Red Mantis and their god and that only those who wanted to see the Mantis God’s end should accept her invitation. Only four monarchs accepted. Travelling through elf gates located near each ruler’s nation or city, the four monarchs met in secret with Queen Edasseril in Kyonin’s capital, Iadara.

After weeks of debate and a considerable number of revisions, the five rulers finished crafting the Mantisbane Pact. The Pact made, the monarchs immediately began searching for information on the Red Mantis and where the assassins based their operations. Scrying and other methods of divination failed to turn up solid information, so the monarchs were at a loss as to how to proceed. For a time, their secret meetings ceased and it seemed as though the Pact might die a quiet death.

A catalyst finally arrived six months ago when something unimaginable happened. One of the Vernai, a member of the Red Mantis’s ruling council, defected. Word quickly spread of the defection. Queen Edasseril and the head of the Red Mantis both learned of it.

Dispatching dozens of their assassins, the Red Mantis intended to slay Vernai Lain, the one who defected, before he could divulge the location of their headquarters or any other sensitive information about their organization. Through back-channels and trusted advisors, the five monarchs of the Pact also took action. Thanks to Queen Edasseril’s arcane prowess and the divine capabilities of Ruby Prince Khemet III, the monarchs were able to track down Lain before the Red Mantis. The man did not go with the rulers willingly, so they had to take him by force.

Returning to Iadara with Lain, the monarchs worked for weeks to convince him to speak of the Red Mantis and to tell them where the assassins might be found. Though Lain didn’t say much, he did make two crucial claims. He said the home of the Red Mantis, the Crimson Citadel, could be found on Mediogalti Island. More importantly, Lain said that the Mantis God wasn’t a true god.

Though Lain provided no evidence to support his second claim, even the possibility that Achaekek wasn’t fully divine strengthened the rulers’ conviction that their Pact could be fulfilled. Since the Red Mantis were still searching for Lain with dozens of assassins, the monarchs decided to take advantage of Mediogalti Island’s weakened defenses. About a month ago, the rulers called for a few, brave adventurers to travel to the island in secret, find the Red Mantis’s headquarters, and ascertain a way to put an end to them and their god.

The story begins with adventurers arriving in Iadara via various means to seek an audience with the council of monarchs. The rulers plan to select a few adventurers who will pledge to fulfill the Mantisbane Pact and begin the long, dangerous process of the Mantis God’s unmaking.

I hesitated on including the outline below, but I decided I want people to know that I have a clear direction in mind for this adventure. There will be sandbox elements here and there, but the campaign isn’t aimless by any stretch of the word. The following (spoilered) outline gives a vague idea of the game’s trajectory. Those who are familiar with Mediogalti Island may glean a bit more information from the outline. Don’t read it if you would prefer to be completely spoiler-free. Otherwise, all you’ll see are the titles of each part of the campaign. I’ve divided the campaign into six parts in homage to Paizo’s Adventure Path format.

Campaign Outline (Spoiler Alert):
Part One - On Crimson Shores
Part Two - City of the Mantis
Part Three - War for the Jungle
Part Four - Assault on Mosquito Island
Part Five - The Cyclopes’ Secret
Part Six - Bastion of Blood

What Kind Of Campaign Is This?:

This campaign will feature jungle exploration, city adventure, dungeon delving, and political intrigue, though not necessarily in equal portion.

A significant percentage of the campaign will take place in and around the city of Ilizmagorti on Mediogalti Island. Most of the remaining portions of the campaign will take place elsewhere on Mediogalti Island and on a few nearby islands.

Players shouldn’t expect to exclusively fight the Red Mantis during this campaign. Variety is a good thing, after all. Mediogalti Island contains a multitude of flora and fauna that the party will have to face at various points in the campaign. Other than the Red Mantis, some enemies (or potential allies) that the party will face include (but are not limited to) carnivorous plants, cyclopes, dinosaurs, goblins, kobolds, lizardfolk, pirates, sharks, and undead.

There will be sections of the campaign where the current objective doesn’t involve fighting or otherwise directly dealing with the Red Mantis. That said, side-quests will relate back to the main story. Just don’t expect to always be fighting Red Mantis assassins.

Ultimately, though, the goal of the campaign – as its name implies – is to kill the Mantis God.

Expectations:

GM Expectations: I expect myself to be attentive to players’ needs and to make changes when necessary. I don’t claim to be perfect. I’m far from it. That said, I always want to improve and will at least partially rely on feedback to do so. My goal is to provide an enjoyable experience for everyone involved and to facilitate a story that everyone will remember fondly for years to come.

Speaking of years, I fully expect this campaign to take several years to complete. I’m in this for the long haul, so if I can do anything to make the experience more enjoyable, please let me know.

Player Expectations: I expect players to be able to post at least once a day during the week (Mon-Fri) and at least once on the weekend (Sat-Sun). I understand real life can get in the way sometimes and is definitely first priority, but if you don’t think you can consistently post once a day during the week and once on the weekend, then please do not apply. Play-by-posts are marathons, not sprints, so it’s important to stay consistent.

I also want players to actively engage in the story. I, as the GM, should not be the only one pushing the story along. There will, of course, be times when I push the story forward, but I would much prefer for players to take the initiative in progressing the story.

Maps, Loot, & Consistency:

Maps: We’ll be using Google Slides. One thing I do want to note for this is that players shouldn’t expect amazingly detailed maps. Since this is a homebrew campaign, I’ll be using some custom-made maps via MapTool and some generic maps. That being the case, some will be very basic. Imagination is important for most aspects of PbPs. In this case, the importance of imagination also applies to maps.

Loot: We’ll be using Google Sheets. When gold is assigned it will be done so equally. Each player who wants an item and can especially benefit from it (e.g. a sorcerer wanting an item that boosts charisma) will roll to determine who receives it unless everyone in the group agrees who should receive the item. Of course, if no one wants an item, it can just be sold for gold. Potions, scrolls, etc. will be distributed after player discussion in the discussion thread. Once players are selected, they should decide amongst themselves who will be in charge of keeping track of loot. I’ll have plenty of things to track as GM, so having someone else manage loot will help me maintain my sanity. Thank you in advance to the person who takes on this duty!

Consistency: I mentioned this above, but it needs to be repeated. If we want to finish this campaign, and do so in a reasonable amount of time (3-5 years), consistency will be our best ally. If you’re unable to post for more than 24 hours, drop a line in the discussion thread so we know to move forward with the story in the meantime. Please note that I reserve the right to bot you if you haven’t posted for more than 24 hours (48 hours on weekends).

Real life is first priority, but your fellow players and GM would greatly appreciate the courtesy of being notified if you’ll be absent for an extended period of time. I plan to be available as much as possible, but I’m sure the occasion will arise when I’m forced to be away for a bit. Communication is key regardless of whether it’s myself or someone else who must be away.

Combat:

Combat should be among the funnest parts of any Pathfinder game. I hope the guidelines below will help streamline the process.

1. Marching order should be established beforehand (preferably in the discussion thread) so that the GM can correctly place your character tokens on the map at the start of combat.

2. Initiative and Perception rolls as needed

3. Surprise round, if necessary. Each player in the surprise round who goes before the enemies will act. Player actions will then be resolved. Enemy actions will then take place and be resolved. Players acting after the enemies will act then their actions will be resolved. All actions will be resolved in initiative order.

4. Actions should be posted in everyone's "block" as detailed in step 3. This means that in-character dialogue and actions should, at least to some degree, factor in initiative order. The GM will sort NPCs into groups to better streamline the initiative order (normally just one group). The GM will post DCs for knowledge-based checks or other skill checks as needed at the beginning of combat. Players that wish to roll on such a check should do so at the start of their combat posts. If a spellcraft check comes up during combat, the GM will post the information on the spell in a spoiler with the appropriate DC. The same would apply for knowledge checks if new creatures enter the fight after the start of combat. Please only roll one knowledge check. If you’re not sure which knowledge to roll for, just roll a d20 and I’ll apply the appropriate modifiers.

5. Actions should specify standard action, move action, swift action, etc. If an action requires an opponent to make a saving throw or another kind of check, please list the DC in your post. Also, please specify what modifiers are in play when making an attack action, skill check, saving throw, etc.

6. Actions will be adjusted as needed based on actions that took place earlier in the round. As much as possible, rolls that have already been made will still be used, even if a character has to move to a slightly different location to attack or cast a spell.

7. Saving throws will be rolled by the character who needs to save. Should you need to roll a saving throw, I'll post a spoiler with the effect (should you fail the save) in the post that mentions you need to roll. Subsequent rolls to save for the same spell or effect will also be rolled by the affected player(s). Any saving throw that needs to be rolled should be rolled at the start of a player’s combat post. In the event a player needs to roll a saving throw, knowledge check, and/or spellcraft check in the same post, the saving throw should be rolled first, then the knowledge check, then the spellcraft check – all at the start of the post.

8. Keep in mind that ranged attack factors like shooting into melee and cover will be applied as normal.

9. Also keep in mind pathing when assigning move actions to your character as attacks of opportunity will happen if not purposefully avoided. Be sure to include acrobatics roll(s) if your pathing requires moving through a square that will provoke an attack of opportunity.

10. Once everyone has acted for each "block", the GM will post a summary of the players’ actions and their effects along with the action(s) of hostile and/or neutral NPCs. If a PC or NPC provokes an attack of opportunity, the GM will roll for NPCs and offer PCs the chance to make the attack of opportunity at the beginning of their next turn. Should an attack of opportunity prevent a subsequent action of a PC or NPC, that action will no longer be considered to have taken place.

11. If a character needs to select a different set of actions due to the results of an action or actions earlier in the round, the GM will change who the character is attacking or targeting, if appropriate. If not, the GM will ask that character’s player to post an alternate set of actions.

12. Simple clarifications or corrections like, “That enemy rolled a 15, but my AC is 16. Wouldn’t the attack have missed?” are fine in the gameplay thread. Please mention it if a modifier was missed or you were given an incorrect bonus on a roll. I’m perfectly fine with retroactively changing the roll, when necessary. Questions about combat mechanics or how a specific spell or effect works should be asked in the discussion thread.

13. Repeat steps 4-12 till combat is over.

And yes, I was talking about myself in the third person. See why I need someone to track loot to maintain a shred of sanity? : )

tl;dr - We’ll be using the “block” combat system, more or less.

Character Creation:

Starting Level: 4 (Note that the campaign will take characters to level 20.)

Starting Wealth: 6,000 gp. No single item should be worth more than 3,000 gp. All items should be from official Pathfinder resources. Links are appreciated for particularly obscure items.

Alignment: Any non-evil. That said, good-aligned characters will have an easier time explaining why they would want to kill the Mantis God, a LE entity. Characters with neutral alignments are fine, but will need compelling backstories to explain their motivation(s).

Races: Humans, elves, half-elves, and dwarves make the most sense given the monarchs involved in the Pact, but I’m willing to consider other races, especially other core races. As a race other than those four, you’ll need to incorporate an explanation into your backstory as to why you would have pledged yourself to a pact made between five monarchs of races other than your own. If you decide to apply with an Aasimar or a Tiefling, you may select a variant heritage without the feat. No rolling on the d100 charts, though.

Classes: Anything Paizo. Summoners must be unchained, but you may use the evolution points progression for eidolons from the base summoner. No templates, no VMC, no Gestalt, no leadership feat.

Archetypes: I won’t be banning any specific archetypes as I think bans are often arbitrary and unwarranted. Use your best judgment and don’t try to submit things that are commonly considered overpowered (e.g. Synthesist Summoner) as that will significantly reduce your chance of being selected.

Ability Scores: 20 point buy. No individual score should be lower than 7 or higher than 18 after all modifiers have been applied. Note, however, that your level 4 ability score increase is allowed to push a score to 19. No adjustments due to age.

Hit Points: Max for first level, half+1 for subsequent levels.

Traits: Two, one of which must be a campaign trait. See below for a list of the available campaign traits. You may take a third trait if you also take a drawback. Be sure to incorporate your traits and drawback (if applicable) into your character’s backstory.

Background Skills: 2 per level.

Rules (RAW/RAI): I tend to think the spirit of the law matters more than the letter of the law, but reserve the right to adjudicate disputes on a case-by-case basis.

Experience: We won’t be using the standard Pathfinder experience system. Instead, I’ll be leveling everyone when it seems most appropriate.

House Rules: No player-versus-player combat will be allowed at all. Arguments and disagreements will of course occur, but they should be resolved with words not swords. The players are on the same side.

Miscellaneous: Item creation feats may be selected and will likely be particularly useful for this campaign as some items will be very difficult or costly to obtain on Mediogalti Island. In the interest of having an equal playing field, please do not use item creation feats to reduce the cost of your starting items.

Campaign Traits:

Avenger: A close family member or friend was assassinated by the Red Mantis. You have taken it upon yourself to avenge their death by slaying the Mantis God. As such, you have done what you can to study the Red Mantis and learn how to counter their tactics. You receive a +1 trait bonus to damage rolls and rolls to confirm critical hits against Red Mantis members. Additionally, when you are flanked by a member of the Red Mantis, the bonus to their attack rolls is only +1.

Driven: Someone you love was targeted by the Red Mantis. So far, you’ve managed to keep them safe with your keen senses, but it may only be a matter of time before the assassins find their mark. You receive a +1 trait bonus on Perception and Sense Motive checks and one of them is a class skill for you. This bonus increases to +3 when searching for uniformed Red Mantis members or when sensing the motives of uniformed Red Mantis members.

Duty-bound: Because of your loyalty to your nation or city, you feel it is your duty to help bring about the Mantis God’s demise. You have either interacted at length with the nobility or government of your nation or city or count yourself as one of them. Consequently, you are well-versed in how to deal with situations in a non-violent manner. You receive a +1 trait bonus on Diplomacy and Intimidate checks and one of them is a class skill for you. This bonus increases to +3 when interacting with members of races represented by the Mantisbane Pact’s monarchs (humans, elves, and dwarves).

Ex-Recruit: You were recruited by the Red Mantis and were an initiate for a short time. You learned some of the ways of the Red Mantis, but never visited Mediogalti Island. Perhaps you became disillusioned with the Mantis God and realized the Red Mantis’s goals were antithetical to your way of life or perhaps someone showed you the error of your ways. Whatever the case, you abandoned the Red Mantis to forge your own path. However, your time with the Red Mantis did impart you with some specialized skills. You receive a +1 trait bonus on Disable Device, Escape Artist, and Stealth checks and one of them is a class skill for you. When you take 20 on Disable Device and Escape Artist checks, you may do so in half the time normally needed.

Experienced Healer: You have personally treated someone wounded by Red Mantis assassins. Though you may or may not have been successful in keeping that person alive, you learned valuable information about how to treat wounds inflicted by the Red Mantis. You receive a +1 trait bonus on Heal checks and Heal is a class skill for you. This bonus increases to +3 when making Heal checks to provide first aid or to treat poison. Additionally, if you are able to detect poison, you add a +3 trait bonus to Wisdom and Craft (alchemy) checks made to identify poisons used by the Red Mantis.

Lost Family/Friend: You have a family member or friend who was recruited into the Red Mantis. They may have been forced to join or joined willingly, but they are now training to be an assassin on Mediogalti Island. You are determined to find your family member or friend and have done what you can to study the geography of the island and to learn more about the Red Mantis. You receive a +2 trait bonus on Knowledge (geography) checks and it is a class skill for you. Additionally, you receive a +1 trait bonus on Diplomacy checks to gather information. What's more, in order to learn about the Red Mantis, you have taught yourself how to speak their preferred language and so receive Infernal as a bonus language.

Marked: You were marked for assassination by the Red Mantis. In order to survive, you became an expert at blending in and convincing others you were someone that you weren’t. You receive a +2 trait bonus on Bluff and Disguise checks and one of them is a class skill for you. In addition, once per week, you may roll twice for a Bluff or Disguise check and take the better result. The extra roll must be made before the result(s) of the check are declared.

Naturalist: You have lived in the wild for a significant portion of your life and only recently learned of the Red Mantis. You find them an affront to the natural order of things and feel they and their god must be stopped. You receive a +1 trait bonus on Knowledge (nature) checks and may attempt Knowledge (nature) checks untrained. Additionally, you are skilled at surviving in the wild and have a natural connection to the animals of the wild, so you receive a +1 trait bonus on Survival and Handle Animal checks and one of them is a class skill for you.

Red Mantis Historian: You have done all you can to learn about the history of the Red Mantis. There is frustratingly little to uncover. You feel you’ll need to travel to Mediogalti Island both to unravel the mysteries of the Red Mantis and to see that they, their beliefs, and their god are relegated to history books. You receive a +2 trait bonus on Knowledge (history) checks and it is a class skill for you. Additionally, your specialized knowledge of the Red Mantis gives you a +1 trait bonus on all will saves made against attacks, spells, and spell-like abilities used by members of the Red Mantis.

Religious Conviction: Your religious beliefs obligate you to slay the Mantis God. Though your god and the rest of the pantheon have refused to act against Achaekek, you feel convicted to act on your god’s behalf. You receive a +1 trait bonus on Knowledge (religion) checks and Knowledge (religion) is a class skill for you. You have particularly applied yourself to studying your religion and the religion of the Red Mantis, so the trait bonus increases to +3 when the check relates to your religion or to the religion of the Red Mantis.

Backstory:
I’m not a fan of lists. I want an actual story. Tell me about an episode from your character’s past – in story form. Give me a sample of what your character sounds like when interacting with others – in narrative as well as in dialogue. Please err on the side of creativity rather than legalistically following a formula.

Besides what was just mentioned, I want to offer some guidelines to aid in crafting your character’s backstory.

Your character’s backstory should include how they came to be level 4. In other words, your character may be very young or very old, but they’ve had some combat experience (or lots of experience dealing diplomatically with otherwise hostile beings), so explain how that came about. Tell me how your character came to the place they are in life and why they would be willing to risk life and limb to take down the Red Mantis and their god. The campaign trait you select should provide a good starting point for this.

Your character’s backstory should also include some explanation as to how you arrived in Iadara, whether by chance or by invitation from one of the rulers. Or perhaps your character snuck into the city just to get a chance to fight the Red Mantis. There are a variety of ways your character could have ended up in the city, so tell me how in your character’s backstory.

Your character should be willing to work with legitimate government authorities (the five rulers of the Pact, in this case). While you’re certainly free to give your character a non-lawful alignment and for them to have qualms about following the law, they should be willing to work with the rulers of the Pact when push comes to shove.

Your character shouldn’t be from Mediogalti Island, so Lore skills and other skills related to Mediogalti Island should not be selected. Knowledge (local) will work normally, but given the remoteness of Mediogalti Island and the mystique surrounding it, DCs will likely be higher than usual.

Grammar matters. While everyone will inevitably make the occasional mistake, players and myself alike should actively strive to write in good English. Just previewing your post before officially posting it can make a world of difference. Grammar won’t be my main factor in character selection, but if you misspell multiple words in a sentence, write in sentence fragments and run-on sentences constantly, or exhibit similar grammatical faux pas, I’ll be forced to think you didn’t care much when you were putting together your character.

Speaking of character, I value your character’s story, personality, and uniqueness more than their stat block. Play-by-posts succeed when they have good stories. Write a character that you’ll care about and that will care about bringing down the Mantis God and his followers. I plan to incorporate the selected characters’ backstories into the story of the campaign, so crafting a unique character will enhance the experience of the adventure for everyone.

That said, party composition will be at least a small factor in my decision. I’m open to the possibility of having multiples of one class, but I won’t be selecting four fighters just because they have the best backstories of all the submissions. Having a unique character, class, and role will increase your chance of being selected.

About Me:
I have a fair bit of experience with Pathfinder in face-to-face settings through Pathfinder Society, an ongoing Adventure Path, and a few different homebrew games. I’m also playing in a few different play-by-post games and am currently GM’ing an Adventure Path. As I’m sure many of you will be doing already, please feel free to look over my aliases to see my track record.

It’s important to note that while this is a homebrew game, it’s still a Pathfinder game, through and through. The campaign is set in the Inner Sea Region of Golarion and I will be using over a dozen different Paizo resources to help craft it. Those materials include (but are not limited to) The Inner Sea World Guide, Pathfinder Chronicles: Cities of Golarion (for Ilizmagorti), Pathfinder Chronicles: Faction Guide, Inner Sea Faiths, and the Adventurer’s Guide. Note that this campaign takes place in a Golarion where the Second Darkness and Wrath of the Righteous Adventure Paths have already taken place and where the player characters in both adventures succeeded.

I plan to select at least one player who is new (or at least newer) to the play-by-post genre, so if you’re new to play-by-post games, please don’t let that keep you from submitting a character for consideration.

Thank you to everyone who read everything up to this point! I look forward to seeing everyone’s submissions. I plan to take 4-6 players for this adventure. Recruitment will be open until October 9th at 1 pm eastern. Once recruitment closes, I’ll message the accepted applicants and verify their acceptance before posting a formal list in this thread. Please don’t hesitate to ask if you have any questions.


This adventure seems really interesting! However are you sure about the non-evil alignment? I have an idea for a Cleric of Norgober who considers The Red Mantis an heresy, for secrecy and murder belong to the Reaper of Reputation, not to a giant red insect. I can imagine him being tied to Taldor's nobility. And of course he will be a teamplayer, loyal to the group and the mission. Maybe neutral.

If you dislike this concept I will submit something else.


Dot! This game looks very interesting.


This looks really good, however as I can't consistently post every day, sadly I cannot join. However good luck to all and happy god hunting


Interesting. I'll have to think about a character that would fit the campaign. It would need to be someone very driven, facing a society of assassins to end a god isn't your standard adventurers goal.


Looks very cool. I will see what I can come up with.

Dark Archive

GM, since the mission is to kill/destroy a god, this is a mythic campaign, right?


SteelGuts wrote:

This adventure seems really interesting! However are you sure about the non-evil alignment? I have an idea for a Cleric of Norgober who considers The Red Mantis an heresy, for secrecy and murder belong to the Reaper of Reputation, not to a giant red insect. I can imagine him being tied to Taldor's nobility. And of course he will be a teamplayer, loyal to the group and the mission. Maybe neutral.

If you dislike this concept I will submit something else.

While I do like the concept, and it’s certainly unique, I will have to say no. There will be other evil creatures that you face over the course of the campaign, so an evil character will be too disruptive. Not to mention that one of the rulers the party will be working with is a paladin.

Radavel wrote:
GM, since the mission is to kill/destroy a god, this is a mythic campaign, right?

Spoilering my reply for the sake of those who hate spoilers of any kind.

Spoiler:
We won’t be using the Paizo mythic rules. That said, there will be opportunities for significant power increases in the latter half of the campaign. There may also be other ways for the party to make taking down the Mantis God possible.

Grand Lodge

Interesting seems like a fun campaign that has a lot of potential. Will see what exactly I am wanting to do.


So i have an idea for a Dhampir but not really, the idea is basically is that she's artificial created life using amalgamations of various bloods. Vampire being the most dominant, though elf, dragon, really anything could be involved.

Her ''father'' sought to create life, suceed but Illya ran away taking her younger sister with her. dad being more concerned with getting little sister back, being a more successful experiment.

so for the trait i'd use driven to work with this, using the idea that dad hired the red mantis.

my general build idea is she's a walking apocalypse of destruction. Some type of bloodrager sorcerer type thing.

Sovereign Court

Dotting


Dotting.

A Taldorian knight-errant (Samurai class) popped up into my head right away, but since there's still plenty of time, I'll stew on it for now. I'm pretty much playing martial-esque characters in the three campaigns I'm enrolled in now so a pure caster might be more fun, to balance things out a little.

ps - I had to study regicide in early modern history and still own a book on the matter so the whole idea of kings rebelling against the righteous divine is .. peculiar :D


Kill Achaekek? Blasphemy! (Dot)


Uh, nice interesting one. Sadly, I'm waiting for acceptance in a pair of other games. Since their deadline happens about the end of the month (and yours the 9th), if I don't get to play them I'll submit something here. I hope that doesn't sound as making you play second fiddle, it's just only that I have to stop somewhere if I want to give certain quality to the characters.


Dot.


Ammon Knight of Ragathiel wrote:

So i have an idea for a Dhampir but not really, the idea is basically is that she's artificial created life using amalgamations of various bloods. Vampire being the most dominant, though elf, dragon, really anything could be involved.

Her ''father'' sought to create life, suceed but Illya ran away taking her younger sister with her. dad being more concerned with getting little sister back, being a more successful experiment.

so for the trait i'd use driven to work with this, using the idea that dad hired the red mantis.

my general build idea is she's a walking apocalypse of destruction. Some type of bloodrager sorcerer type thing.

I'm intrigued. So, mechanically, your character would be a Dhampir, but you would be closer to Frankenstein's monster in terms of story? So Ilya, the older sister, would be your character? Also, Dhampir tend toward an evil alignment, so what's pulling her in the other direction?

Solicitor wrote:

Dotting.

A Taldorian knight-errant (Samurai class) popped up into my head right away, but since there's still plenty of time, I'll stew on it for now. I'm pretty much playing martial-esque characters in the three campaigns I'm enrolled in now so a pure caster might be more fun, to balance things out a little.

ps - I had to study regicide in early modern history and still own a book on the matter so the whole idea of kings rebelling against the righteous divine is .. peculiar :D

A Samurai sounds neat. But, like you said, you have plenty of time to think about it.

As for your own studies, it should give you a unique perspective on the matter. I'm not sure I would apply the term 'righteous' to Achaekek, though. ; )

Sa'Kage wrote:
Kill Achaekek? Blasphemy! (Dot)

Some would consider it so, yes. Hopefully not your character, though. : )

Jereru wrote:
Uh, nice interesting one. Sadly, I'm waiting for acceptance in a pair of other games. Since their deadline happens about the end of the month (and yours the 9th), if I don't get to play them I'll submit something here. I hope that doesn't sound as making you play second fiddle, it's just only that I have to stop somewhere if I want to give certain quality to the characters.

Certainly understandable. I completely agree that quality is more important than quantity. Your quandary is also one of the many reason I'm leaving recruitment open for two weeks. I want to give everyone a chance to submit that wants to.


GM_Zek wrote:
Sa'Kage wrote:
Kill Achaekek? Blasphemy! (Dot)
Some would consider it so, yes. Hopefully not your character, though. : )

Sa'Kage most definitely would ;) If you've got time it might be worth skimming the game thread Sa'Kage plays in...

It would be interesting to play the other side of the field, I think I have a strong concept - just need to find some free time to write it up.


Basically yeah Dhampir mechanically but more a frankestein's monster situation, your one of the first gm's to get that.

Illya is the elder sister and the character, oddly enough what keeps her away from evil is spite and hatred of her father, a sense of honor and loyalty, and her love for her younger sister and comrades. She protects and cares for her own.

Alignment terms she's true neutral- She's a greater good type person, willing to kill or torture if it means saving people. She's loyal to those who are friends, but could care less about others.


Putting in Arryn for consideration. I'll keep tweaking him and his backstory a bit longer, but here are the basics.


Dotting. Definitely interested, not sure exactly what I am going for yet.


I LOVE everything you have here, so I am super excited.

I have a rather crazy character idea for this campaign. The question I need answered is: Would the Red Mantis accept an assassination upon a Prince or Princess who is not yet a monarch? If not, what if they also weren't the heir or were even a bastard so they could never rule?

Technically Stavian III only has one child so that rules him out as the parent of my character, but Khemet or Galfrey could be possible, though I don't believe either of them have children in canon. Would you prefer one over the others?


Sa'Kage wrote:
GM_Zek wrote:
Sa'Kage wrote:
Kill Achaekek? Blasphemy! (Dot)
Some would consider it so, yes. Hopefully not your character, though. : )

Sa'Kage most definitely would ;) If you've got time it might be worth skimming the game thread Sa'Kage plays in...

It would be interesting to play the other side of the field, I think I have a strong concept - just need to find some free time to write it up.

I actually stumbled upon that campaign while doing research for mine. I believe that's the only currently active campaign that focuses on the Red Mantis. It's quite fascinating to see things from the other side.

Ammon Knight of Ragathiel wrote:

Basically yeah Dhampir mechanically but more a frankestein's monster situation, your one of the first gm's to get that.

Illya is the elder sister and the character, oddly enough what keeps her away from evil is spite and hatred of her father, a sense of honor and loyalty, and her love for her younger sister and comrades. She protects and cares for her own.

Alignment terms she's true neutral- She's a greater good type person, willing to kill or torture if it means saving people. She's loyal to those who are friends, but could care less about others.

I'm open to the possibility. I think I would want to see a bit more detail before weighing in definitively, though.

Arryn Dawood wrote:
Putting in Arryn for consideration. I'll keep tweaking him and his backstory a bit longer, but here are the basics.

Arryn looks good overall, though feel free to continue making revisions. One thing I was wondering about was the drawback you took - Pride. Based on Arryn's current backstory, he doesn't actually seem that sure of himself. Was there something in particular that he's prideful about? I also like the dialogue/narrative sample you've got, though I suspect you intend to expand on it.

The Pale King wrote:

I LOVE everything you have here, so I am super excited.

I have a rather crazy character idea for this campaign. The question I need answered is: Would the Red Mantis accept an assassination upon a Prince or Princess who is not yet a monarch? If not, what if they also weren't the heir or were even a bastard so they could never rule?

Technically Stavian III only has one child so that rules him out as the parent of my character, but Khemet or Galfrey could be possible, though I don't believe either of them have children in canon. Would you prefer one over the others?

Thank you for the kind words. Khemet or Galfrey could theoretically work. Neither have lovers or spouses in the lore as far as I know. With the Wrath of the Righteous AP having already taken place, both would make sense story-wise. It probably depends more on what kind of character you're going for in terms of which to pick. You would basically be inventing a parent along with your character.

The Exchange

This is a pretty interesting idea. I'm curious though, as a player who likes a little inter-party conflict where appropriate, would you allow non-lethal combat in especially escalated situations?
For instance, I once grappled a party member to prevent her from being suicidal-good (my character was neutral). I also once had a brawler that started a bar fight just for fun, and we all took some non-lethal damage. I had a 1v1 with a stubborn, provincial barbarian to earn his respect (IC of course).

Also, I noticed you don't have a very extensive posting history. How might a concerned player be reassured you're in it for the long haul?

Preliminary concept: A Varisian monk/cleric of Erastil, deadly hunter, walker of the wilds, defender of nature and natural life.


i'll have something more complete in a day or so, i have more. i just don't usually post it all at once, it tend to scare some gm's. That and i like to make small adjustments from game to game with my characters to fit the adventure better.


D-Kal wrote:

This is a pretty interesting idea. I'm curious though, as a player who likes a little inter-party conflict where appropriate, would you allow non-lethal combat in especially escalated situations?

For instance, I once grappled a party member to prevent her from being suicidal-good (my character was neutral). I also once had a brawler that started a bar fight just for fun, and we all took some non-lethal damage. I had a 1v1 with a stubborn, provincial barbarian to earn his respect (IC of course).

Also, I noticed you don't have a very extensive posting history. How might a concerned player be reassured you're in it for the long haul?

I don’t know the exact contexts of the situations you mentioned, but I could see how in a situation where a character had been mind-controlled it might be necessary to deal non-lethal damage. From what I can tell, most of the other situations you mentioned wouldn’t necessitate pvp combat. So no, as a general rule, inter-party conflict should be resolved diplomatically. There will always be exceptions, of course, like the mind-control scenario, but those should indeed be exceptions.

As for assuring you I’m in it for the long-haul, I would simply point you to my posting history for the AP I’m GM’ing. I’ve consistently posted nearly everyday (with the exception of the occasional weekend day) since the campaign began.

Ammon Knight of Ragathiel wrote:

i'll have something more complete in a day or so, i have more. i just don't usually post it all at once, it tend to scare some gm's. That and i like to make small adjustments from game to game with my characters to fit the adventure better.

No worries. Take your time. And I prefer more details than less, so feel to add and adjust as you see fit.

The Exchange

I assure you, none of the scenarios I posted involved mind control. I have seen some really awful stuff happen from mind control. I just think that every great fellowship of adventurers story has some kind of inter-party friction, and restricting conflicts to words can be a little flat. But I understand the reason for the rule and I will defer to your preference of course.


The gist of my idea is my character would be the sickly son of Galfrey or Khemet (leaning towards Galfrey) and would have this crazy dream of being granted power by some powerful being (I was leaning towards one of the Eldest when writing the backstory, bceause I didn't want the being to be good aligned, but would leave it up to GM discretion) and would wake up to find himself under attack by a Red Mantis Assassin. Since he is known to be sickly the Assassin was not expecting a fight, but the dream my character had was not just a dream. He had become an Oracle (or possibly a Witch or similar class) and been granted power beyond his ken. He defeats the assassin with these new powers (a surprise to both of them). In the following days as he learns more about the Red Mantis (and is unbeknownst to him pushed in that direction by his new, unknown patron) he finds out about the Mantisbane Pact and after an argument with his father or mother decides to volunteer himself for the job.

So, TL;DR sickly Prince of one of the Kingdoms participating in the Mantisbane Pact granted powers he doesn't understand by a powerful being that seems to have a grudge against the Red Mantis or perhaps Achaekek.


Dotted.


Dotting.


Dotting. Potential interest for a Rogue/Warpriest Ex-Recruit. The righteousness shall be furious!


D-Kal wrote:
I assure you, none of the scenarios I posted involved mind control. I have seen some really awful stuff happen from mind control. I just think that every great fellowship of adventurers story has some kind of inter-party friction, and restricting conflicts to words can be a little flat. But I understand the reason for the rule and I will defer to your preference of course.

I've been convinced to change my mind on things before and your case isn't without merit. And you're right, great fellowships do include conflict (the fellowship of the ring comes to mind). On the other hand, it's not a one-to-one equivalency as a lot of those stories were written by a single person who could control how they played out.

That said, it's something that could be readdressed once selections have been made depending on what the majority of those selected prefer. I just know I've never personally had a good experience with allowing pvp.

The Pale King wrote:

The gist of my idea is my character would be the sickly son of Galfrey or Khemet (leaning towards Galfrey) and would have this crazy dream of being granted power by some powerful being (I was leaning towards one of the Eldest when writing the backstory, bceause I didn't want the being to be good aligned, but would leave it up to GM discretion) and would wake up to find himself under attack by a Red Mantis Assassin. Since he is known to be sickly the Assassin was not expecting a fight, but the dream my character had was not just a dream. He had become an Oracle (or possibly a Witch or similar class) and been granted power beyond his ken. He defeats the assassin with these new powers (a surprise to both of them). In the following days as he learns more about the Red Mantis (and is unbeknownst to him pushed in that direction by his new, unknown patron) he finds out about the Mantisbane Pact and after an argument with his father or mother decides to volunteer himself for the job.

So, TL;DR sickly Prince of one of the Kingdoms participating in the Mantisbane Pact granted powers he doesn't understand by a powerful being that seems to have a grudge against the Red Mantis or perhaps Achaekek.

I like the concept and it does seem to work better with Queen Galfrey based on what you've stated. I will note that, should you be selected, we'll likely have to retcon some of Galfrey's backstory to include a husband. Otherwise, you would only be about 3 or 4 if the marriage took place after the events of Wrath of the Righteous.

And I don't think I specifically mentioned it before, but the Red Mantis have a very legalistic approach to not killing legitimate monarchs and it only extends to those who are actually in power. So yes, they would not be above making a contract to kill the son (or another relative) of a legitimate king or queen.


GM_Zek wrote:


Arryn Dawood wrote:
Putting in Arryn for consideration. I'll keep tweaking him and his backstory a bit longer, but here are the basics.

Arryn looks good overall, though feel free to continue making revisions. One thing I was wondering about was the drawback you took - Pride. Based on Arryn's current backstory, he doesn't actually seem that sure of himself. Was there something in particular that he's prideful about? I also like the dialogue/narrative sample you've got, though I suspect you intend to expand on it.

Consider it expanded upon. I don't know if that setup was anything like what you had in mind for this meeting, but it gives an example of how Arryn would crash the party.

I had selected Pride as his drawback when he was built for a Wrath of the Righteous game, to represent that he was still barely removed from the life of a wealthy entitled hothead. But at level 4 now, he has grown considerably. He has daddy issues and is always trying to measure up, but I really don't like the Family Ties drawback. I certainly could go with Doubt as a drawback if you like that better, or would you be open to a custom drawback? Perhaps...

Unrealistic Expectations: you are always trying to live up to someone else's ideal or standard of how you should live your life. Whenever you commit an act of which you believe that person would disapprove, you suffer a -1 penalty to skill and ability checks for one hour.


I have written my backstory up to the point where my character (who needs a name... Hmm) has to fight the assassin and realized I need to choose a class so he has the powers to face his enemy. Right now I have four possibilities 1. Caster Oracle, still sickly but it doesn't matter because divine power. 2. Battle Oracle, he is still sickly (represented by the lame curse and maybe a drawback, is there one for sickness?), but the newfound power coursing through his veins lets him fight with a blade for far longer and with far more power than he ever could before. 3. Witch, his new powers are more arcane and dangerous. He takes out the assassin by disabling them with a hex and knifing them in the heart. 4. A phantom blade spiritualist, the blade is both a manifestation of his patron's power and something of a guide and a spy on him.

Silver Crusade

Dot, pending how another recruitment turns out


I have an idea for a member of the Risen Guard, but that seems a little bit too much for only 4 levels.

What is the stance of Mendev about interrogations and inquisition? I think a Mesmerist or an Inquisitor who does the crusader's dirty work could work with your story.


A well-written homebrew recruitment sparks my interest! Let me know how this idea sounds:

In Kyonin, a weather-savvy druid put on the naturalist path by deferred dreams looks for another path through life. This expedition not only acts as an escape from grievances within his land, yet also functions as a venue for redemption. The assassins and mantis lord themselves are silhouettes of the character's own emotional turmoil, which - despite his fit and youthful exterior - have begun to wear on his true age, felt more acutely on the inside. Accomplishing their rejection will remedy much of the political barbed wire preventing his self-healing. It will also lead to dynamic development as he moves towards self-actualization.

This character would be selected by the queen (or more likely, one of her agents) due to his ability to navigate and mitigate hazards of weather and water, both important for any travel in the inner sea region. Mechanically, he would be a storm druid whose primary role is healing/debuffing. Socially, he'll play out the wisdom attribute well as his age is not that of a budding adventurer; specifically, as a half-elf, this gives him half a century of worldly experience.

At any rate, let me know what you think. Two questions I have:

1. Are you willing to develop organic NPC relationships with PCs?

2. How do you feel about platypi?


Arryn Dawood wrote:

Consider it expanded upon. I don't know if that setup was anything like what you had in mind for this meeting, but it gives an example of how Arryn would crash the party.

I had selected Pride as his drawback when he was built for a Wrath of the Righteous game, to represent that he was still barely removed from the life of a wealthy entitled hothead. But at level 4 now, he has grown considerably. He has daddy issues and is always trying to measure up, but I really don't like the Family Ties drawback. I certainly could go with Doubt as a drawback if you like that better, or would you be open to a custom drawback? Perhaps...

Unrealistic Expectations: you are always trying to live up to someone else's ideal or standard of how you should live your life. Whenever you commit an act of which you believe that person would disapprove, you suffer a -1 penalty to skill and ability checks for one hour.

I like the expansions. And I can't exactly complain about your introduction to the meeting since I mentioned sneaking in as one way to get into Iadara. If selected, I'll work your arrival into the story.

As for your drawback, I'm open to the custom one. If selected, we would need to work out the specifics of what 'an act of which you believe that person would disapprove' means.

The Pale King wrote:
I have written my backstory up to the point where my character (who needs a name... Hmm) has to fight the assassin and realized I need to choose a class so he has the powers to face his enemy. Right now I have four possibilities 1. Caster Oracle, still sickly but it doesn't matter because divine power. 2. Battle Oracle, he is still sickly (represented by the lame curse and maybe a drawback, is there one for sickness?), but the newfound power coursing through his veins lets him fight with a blade for far longer and with far more power than he ever could before. 3. Witch, his new powers are more arcane and dangerous. He takes out the assassin by disabling them with a hex and knifing them in the heart. 4. A phantom blade spiritualist, the blade is both a manifestation of his patron's power and something of a guide and a spy on him.

I like the overall backstory idea, but I would like to see how it looks in a bit longer form. As for your class, all of the options you mentioned would work. I would rather not persuade you one way or the other and just say 'pick the one you think works best with your backstory and that you'll have the most fun with.'

SteelGuts wrote:

I have an idea for a member of the Risen Guard, but that seems a little bit too much for only 4 levels.

What is the stance of Mendev about interrogations and inquisition? I think a Mesmerist or an Inquisitor who does the crusader's dirty work could work with your story.

For the record, I think the Risen Guard idea could work. You would just need to come up with a compelling reason why Khemet would have bothered to resurrect someone of such a relatively low level.

As for Mendev, I think it's safe to say the crusaders were willing to take a variety of folks as long as they were willing to fight against the demons of the Worldwound. A mesmerist or an inquisitor could work for what you've mentioned so far.

Galoria Ginodesa wrote:

A well-written homebrew recruitment sparks my interest! Let me know how this idea sounds:

In Kyonin, a weather-savvy druid put on the naturalist path by deferred dreams looks for another path through life. This expedition not only acts as an escape from grievances within his land, yet also functions as a venue for redemption. The assassins and mantis lord themselves are silhouettes of the character's own emotional turmoil, which - despite his fit and youthful exterior - have begun to wear on his true age, felt more acutely on the inside. Accomplishing their rejection will remedy much of the political barbed wire preventing his self-healing. It will also lead to dynamic development as he moves towards self-actualization.

This character would be selected by the queen (or more likely, one of her agents) due to his ability to navigate and mitigate hazards of weather and water, both important for any travel in the inner sea region. Mechanically, he would be a storm druid whose primary role is healing/debuffing. Socially, he'll play out the wisdom attribute well as his age is not that of a budding adventurer; specifically, as a half-elf, this gives him half a century of worldly experience.

At any rate, let me know what you think. Two questions I have:

1. Are you willing to develop organic NPC relationships with PCs?

2. How do you feel about platypi?

I like the concept. The idea is quite philosophical, so it would be good to see how the character's philosophy works out in day-to-day life.

I think the archetype would work just fine.

1. Absolutely. Besides the monarchs themselves, I already have several NPCs I plan to incorporate into the adventure. Depending on how the party takes to them, their role can be increased or decreased as needed.

2. How strange. I don't think I've ever been asked that before. They're quite unique and seem like nice enough fellows. The only think I'm curious about is how that will work with a storm druid since they don't get an animal companion and I'm not sure how you plan to get a familiar.


I saw Sa'Kage chime in and couldn't resist :)

Where he goes, I follow~

I'll think of something and see if I can work on something good.

Dark Archive

gonna submit a student of one of the Vudran Houses of Perfection.

i'm looking at a human scaled monk 1/ascetic oracle 3 (dual-cursed build) and see if it works. final stats may change though.

Grand Lodge

Thinking a Halfling Unchained Rogue, who once a recruit until she found the idea of killing instead of infiltration, and the occasional theft. She left the training and headed to the safety of the River kingdoms. Instead she was apprehended and thrown in a jail for theft. There is was discovered she had been a potential recruit for the Red Mantis The Kyonins and Dwarves brought her in and drilled her. After that she was offered freedom in exchange for helping them against the Red Matis Assassins.

Grand Lodge

But I am working on a few other ideas, Like a Dwarven Hunter and an Elven Arcanist


Eris Triguna wrote:

I saw Sa'Kage chime in and couldn't resist :)

Where he goes, I follow~

I'll think of something and see if I can work on something good.

:)

The idea I'm toying with is this. My character was originally just an ordinary person with a fairly extraordinary wife. She was working against some particularly egregious injustice through peaceful means. This really ticked somebody off who hired the RMA. My character tried to stop them, but the RMA laughed at him and stole his daughter to become a plaything in the Sivlamlik (also part of the contract).

After the RMA left my character felt such utter rage well up that he unlocked latent powers. Probably some kind of blaster, maybe a sorcerer. Problem is there are so many bloodlines now and I can't decide what would be cooler, orcish rage, throwing elemental spells, or draconic themed elemental spells, or psychic spells. Thanks to bloodline mutations more than just the usual suspects work well for blasting too. Argh! Too much choice and that's without considering blood arcanists ;) I may actually have to roll a dice here.


Eris Triguna wrote:

I saw Sa'Kage chime in and couldn't resist :)

Where he goes, I follow~

I'll think of something and see if I can work on something good.

Looking forward to seeing what both of you submit!

Radavel wrote:

gonna submit a student of one of the Vudran Houses of Perfection.

i'm looking at a human scaled monk 1/ascetic oracle 3 (dual-cursed build) and see if it works. final stats may change though.

I like the concept. I would like to see a bit more of the backstory before providing more feedback.

I'm really liking the variety of characters everyone's coming up with. It makes sense given the near universal threat the Red Mantis pose to Golarion.

Critzible wrote:

Thinking a Halfling Unchained Rogue, who once a recruit until she found the idea of killing instead of infiltration, and the occasional theft. She left the training and headed to the safety of the River kingdoms. Instead she was apprehended and thrown in a jail for theft. There is was discovered she had been a potential recruit for the Red Mantis The Kyonins and Dwarves brought her in and drilled her. After that she was offered freedom in exchange for helping them against the Red Matis Assassins.

Was there something in particular that caused her to leave? I like the idea and would like to know more.

Your other ideas could also be good. Apply with what you prefer.

Sa'Kage wrote:

The idea I'm toying with is this. My character was originally just an ordinary person with a fairly extraordinary wife. She was working against some particularly egregious injustice through peaceful means. This really ticked somebody off who hired the RMA. My character tried to stop them, but the RMA laughed at him and stole his daughter to become a plaything in the Sivlamlik (also part of the contract).

After the RMA left my character felt such utter rage well up that he unlocked latent powers. Probably some kind of blaster, maybe a sorcerer. Problem is there are so many bloodlines now and I can't decide what would be cooler, orcish rage, throwing elemental spells, or draconic themed elemental spells, or psychic spells. Thanks to bloodline mutations more than just the usual suspects work well for blasting too. Argh! Too much choice and that's without considering blood arcanists ;) I may actually have to roll a dice here.

I like the backstory. So, to clarify, your wife is extraordinary and your daughter was captured. What's your wife's response to all this?

Yeah, it's both a blessing and a curse that there are so many options now. You've got time to think about it, though.

Liberty's Edge

I think I have everything nice and ready for inspection. I'll add a touch more or just clean up things as time goes on.


The wife's response was something like, Aieeeeeerk, squelch. (They killed her)

Revenge is a dish best served cold.

What damage type to use?:
1 = Acid
2 = Bludgeoning
3 = Electricity
4 = Cold
5 = Fire
5 = Force
6 = Piercing
7 = Slashing
8 = Sonic
9 = Psychic
1d9 ⇒ 1 -> Acid, nasty! Yes lets dissolve the Red Mantis Assassins...

But which bloodline? Several are acid focused...
1. Elemental Bloodline: Earth
2. Draconic (Kinda)
3. Shaitan
1d3 ⇒ 1 -> Elemental Bloodline

OK that's fixed my analysis paralysis!

Grand Lodge

Deep down she thought that the assassins were more spys or scouts but as she began to learn more and more she found herself realizing that she was more doing this to prove to herself she was more than a weak halfling and found herself noting that she really wanted was to be successful and you know money. Cause she needs money to help her people.


Hmm, decisions, decisons. I'm currently trying to decide beetween a ninja/rouge or a Poison focused alchemist, with maybe a few levels in rouge. Can you say whether or not there will be a lot of poison immune enemies GM Zek?


Akkuya Steelhammer wrote:
I think I have everything nice and ready for inspection. I'll add a touch more or just clean up things as time goes on.

I like your backstory. So Akkuya never knew his biological parents? Did you have a name in mind for the elf he encountered? And thank you for the detailed item list.

Sa'Kage wrote:

The wife's response was something like, Aieeeeeerk, squelch. (They killed her)

Revenge is a dish best served cold.

Well, then. Sorry for your loss. So you've got double the motivation to bring them down.

And I guess that's one way to decide on your damage type and bloodline. Haha. Are you mainly going to be focusing on damage?

Critzible wrote:
Deep down she thought that the assassins were more spys or scouts but as she began to learn more and more she found herself realizing that she was more doing this to prove to herself she was more than a weak halfling and found herself noting that she really wanted was to be successful and you know money. Cause she needs money to help her people.

Alright, then. I'm interested to see the build and the backstory in detail. Where is your character originally from?

BeastMasterFTW wrote:
Hmm, decisions, decisons. I'm currently trying to decide beetween a ninja/rouge or a Poison focused alchemist, with maybe a few levels in rouge. Can you say whether or not there will be a lot of poison immune enemies GM Zek?

Either could work, though I would note that one of the things the Red Mantis specialize in is poison. So while you won't likely encounter many enemies with poison immunity early on, all bets are off at higher level, so it would probably be good to have a bit of flexibility.

Liberty's Edge

Nope, he was too young to remember them when he was taken in by the Steelhammers. We'll go with Lanliss Genthyra for the elf, though I don't particularly mind if it changes.


For the record: I am thinking of a Half-Elven Sacred Shield Paladin from Erages. Trained on the Blackash Training Grounds, he is duty-bound to protect members of the Academy, as well as any who are put under his care. In battle, he will steadfastly aid others and put himself in harm's way to ensure the survival of his allies. Disciplined and headstrong, he is a stoic and serious sort of person.

Not sure which of the Elven Gods would be most appropriate, if any... Are paladins all LG in your world, or do they follow the alignment of their chosen deity?

In any case, details and backstory to come!

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