M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9
"Well, let's start there. What I've heard of the manor is that a pit fiend is kept below the manor, that the mayor seems to be having troubles with his lights and water and while his majordomo seems to think it is just the stress of his job, she has her own worries. A servant has gone missing along with a rather valuable bust."
Well that is interesting, especially since I happen to know that the Asmodeon knot is a pocket plane of its own with devilish and undead guardians wandering it. Hmm very interesting indeed. I wonder if the pit fiend has something to do with magic fireplaces acting up.
If it seems that Miro is spotted, and there is that awkward silence of things about to go bad... Exxor will nudge the guy next to him - who ever it is and say just a little too loudly "About time, those guys requested that punch so long ago! as he nods to the largest group of young noble males he spots or largest group of people in general. Finally!
You take the opportunity (actually this was earleir but I dint get to it) to do some exploring and figure out how to enter the Knot. You find yourself in what appears to be the mayors office, one time just barely avoiding detection, you start to search the room and a servent walks in and grabs you by the shoulder
Miro jerks, shudders, and lowers his eyes. Oh I am so sorry sir, this Slip was delivering drinks for The Lord Mayor to enjoy after the party, but there is such a clutter that Slip was trying to find a good spot to place a tray. Slip was so worried that he would move something important was was trying to make a clean spot. Slip is so sorry if he did something appropriate and only wished to do his proper duty. Will there be the required caning in the backyard? Slip works so hard to avoid caning and remembers well his last time for chipping some fine china, ohh! That was such a reminder like watching Aunt Yertle at Perpridge Farm where she let the peppers get moldy. The master had us march out and gave us such a lecture about proper vegetable care and he then took his fine birch switch and...
Going into full Shaggy Dog mode here Bluff:1d20 + 10 ⇒ (2) + 10 = 12+3 to avoid punishment
ALMOST! I mean I almost had a record here. I mean is three critfails so much to ask?
Seeing he is in danger of getting tossed to the mayor, Miro tries a different tack.Look, tossing me to his lordship is going to get me tossed outside to the shadowbeasts, would you at least fob me off to Audi Jaw-jacker or Tramtris Arvanxi? I can assure you that getting collared has put the fear of Asmodeus into me and not want to do things without being told beforehand. Plus, I can scrape what little coin I have and give you a weeks wages7 gp for a valet AFAIK
Well I tried bargaining, anger seems to be a bad idea. How about denial?
Just can't believe this is going to happen to me after one little error, just trying to be a good slip and make sure the drinks are ready and the slippers warmed for the lord's comfort. Even if I can't be happy here I just want to find a spot for myself and maybe a room after I get used up. Just asking to give me some slack here, is that so wrong? Can't be happening, not like what happened to Aunt Yertle, just a little break? Bluff:1d20 + 10 ⇒ (6) + 10 = 16+3 to avoid punishment.
Well I am kinda tapped out of ideas, I am pretty sure shanking him is a very bad idea. If this is going to end up with me being tossed in the oven regardless, then I'm going to stealth out of my jacket and cue the yakkity-sax chase
Miro attempts to cause a distraction with several throw pillows, a curtain and a marble bust of the mayor!
Bluff to cause distraction:1d20 + 10 ⇒ (11) + 10 = 21
Miro then flees from the scene that is sure to have washerwomen gossiping for days!
Miro runs his furry little feet off and seeks to lose the servant in the depths of the mansion, preferably in the quiet and dark spots. He figures that if worse come to worse, he will attempt to subdue and tilt his pursuer out a window for the shadowbeasts to finish off. Or eventualy make his way back to Audri and stick to him like glue.
M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9
Audi circles back to the mayor, "Marvelous party sir. Surely your connections are unrivaled in the city. What do we have to look forward to the rest of the evening?" Diplomacy:1d20 + 18 ⇒ (2) + 18 = 20 What is the general state of inebriation at this point? Perception roll perhaps? Perception:1d20 + 10 ⇒ (4) + 10 = 14
oh more food and drinks, folks are starting to look woozy. I suspect they will be passed out within the hour. the master of gossip says as he downs a drink
M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9
Audi continues to feign drinking himself, but passes the time making small talk until the majority of guests seem to be passed out or well on their way there. Once they have, he motions to his companions and tries to slip away into the mansion to look around.
Bluff:1d20 + 12 ⇒ (16) + 12 = 28 Stealth:1d20 + 6 ⇒ (18) + 6 = 24
FAST FORWARD mostly everyone has either left or passed out. you have a moment to try to find the Knot...Miro sadly did not find it before he got caught
Miro pops up from out of a large vase. Got nabbed by a servant before I could find anything so that is why I am late, didn't look like there was anything in the mayor's office. Miro hands over a bottle of wine. Do a little splashing and smear some food on you, so you look like someone who overindulged and wandered off.
M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9
"Good to see you again Miro. Don't worry about me. I can do a very good drunk impression. Let's see if we can figure out where this entrance is." I'll definitely be using silver tongue for the +17 Bluff if we get caught.
Lately I have been really interested in low powered low magic games. Magic items are rare and cannot be bought all over the place.
Is anyone interested in playing either of the two AP's above with the following build rules
Stats 16, 14, 13, 12, 10, 10
Traits 3+1 campaign
Classes (this is where we get crazy) NPC classes. To offset the power difference characters get to start at level 2
Gear: 500 gp
Races: all common races. Ask about others, but things that are unusual will be vetoed
Hp: max at first half+1 thereafter
Alignment: no evil
Posting: 1 per day (note I am on PST)
Now looking at these restrictions I know that players are underpowered. To compensate I will adjust monsters as needed. For example DR will be lowered to make fighting things possible. There will also be teamwork feats granted to the party as we go through. This is not for everyone and might not be for anyone, but that is what I wish to discover.
Also I am willing to allow players to have a single item that has been in the family for generations, this item can be MW . So a warrior might have his great grandfathers sword or his breastplate or whatever.
Tieflings show up in the CoT players guide. While I'm not actually thinking of playing one right now, I might be struck with some sort of inspiration later if tiefling race is allowed. Yay or nay?
I'm interested in any AP campaign, regardless of theme or buy point or how things are done. Some I prefer more than others, but yeah, I'd be interested. I don't quit until I find an AP campaign.
Introducing Clothyard Shaft, human warrior/expert. His grandfather was Chelish nobility before the wars of succession that ended in the Thrune dynasty rise to power. Since his family fought for the other side, all their lands and titles were taken away.
Shaft has his grandfather's fine longbow (masterwork) which has been handed down from generations. He went to fight in the Chelish arm, but soon tired of the diabolical emphasis of that path. He has returned to his home village as a hunter and trapper, using the bow to make a living, but his feelings against the Thrune family are not far below the surface.
He is a large brawny man, quick to anger or to laugh. He has a dark beard, and long dark hair, sort of a woodsman ala Hawkeye, who comes to town mostly for supplies before heading back to the wilderness again.
He keeps his families signet ring in a pouch round his neck, and longs for the day when his families lands will be returned, but knows that's not likely to be in his lifetime.
Crunch:
Clothyard Shaft
Human (Chelaxian) Expert 1/Warrior 1
NG Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (1d10+1d8)
Fort +2, Ref +3, Will +3
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Offense
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Speed 30 ft.
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Statistics
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Str 16, Dex 16, Con 10, Int 10, Wis 12, Cha 13
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot, Weapon Focus (longbow)
Traits lost nobility, masterful demeanor, tactician, westcrown firebrand
Skills Climb +7, Handle Animal +5, Heal +5, Knowledge (local) +4, Knowledge (nature) +4, Perception +5, Profession (soldier) +5, Profession (trapper) +5, Stealth +7, Survival +5, Swim +7
Languages Common
Other Gear 500 gp
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Special Abilities
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Lost Nobility You gain a +1 trait bonus on attack and damage rolls against these officials.
Masterful Demeanor You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Westcrown Firebrand +1 Initiative, +1 attack rolls during a surprise round.
Any commments or criticisms? Happy to flesh out more as required.
also please include in your backstory how the government of west crown hs wronged you. This is vital as it serves as your reason for being willing to attend the meeting of concerned citizens that opens the AP.
NOTE this does not mean you must be chaotic, in fact one of the organizers is a paladin.
Mini, would you be ok with me reskinning the Freedom Fighter trait as follows:
You've developed a reputation as an outspoken advocate of the people of Westcrown. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with the criminal underground of Westcrown. Diplomacy becomes a class skill for you.
Normal is
You've developed a reputation as privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for you.
Source: Pirates of the Inner Sea
Thanks Mini! Pending equipment, here is Auði Jaw-Jacker.
Auði (short for Auðin) is a part-time actor and the owner and barkeep of the Jaw-Jacker brewery and restaurant in Rego Scripta, famed for its hot-spiced infusion of rare Minkaian spices with Ulfen brewing...at least until Auði refused to pay protection money to a bunch of criminals a month ago. Now the dottari have closed his doors over his supposedly "dangerous" ales. Its the final straw for Auði. For years, he's been putting up with having to save his patrons from the shadows that stalk the Wiscrani night or overzealous Hellknights. Now his very livelihood has been interrupted and after a couple weeks of trying in vain to negotiate the byzantine bureaucracy of Westcrown, he's a frustrated man and ready to talk with some other concerned citizens.
Auði's masterwork item is a beaten pewter tankard (+2 Diplomacy) said to have been one of the famed 23 tankards polished off by Cayden Cailean himself before he passed the test of the Starstone. In happier days, Auði won it as first prize for his Spicy Peanut Sauce Penne and Dragonmead combination at the Karhal Park festival five years ago.
Auði is also a huge aficionado of Chelish opera and the Westcrown theater scene. While his first love is brewing, he actually has quite the talent for singing, acting and storytelling as well and performs every chance he gets. He's picked up a few magic tricks from other performers over the years and perhaps his tankard really does have some connection with Cayden himself.
Mechanically, Auði is an Expert 1/Adept 1. I'm planning to take him along the Adept chain and if he eventually gets class levels they might be in cleric or bard or maybe inquisitor...we'll see. He'll be something of a virtuoso. Lots of skills, a few that he's really good at. Definitely a help in social situations, but we'll see about combat.
Lirandra is the daughter of the famous operatic dancer Lilandra "The Lily" Voralius. She grew up in the shadow of her mother, the unwanted result of the dancer's wild life of excess - a life of parties, drugs, casual relationships, and a life that a young daughter would never be welcome in. Lirandra always tried to be what her mother wanted, and trained with the best dancing and singing coaches money could afford, developing a talent for singing, dancing and acting that threatened to rival that of her mother.
It was only a short year ago, when she was 15 years old that, during one of her mother's wild parties, Lirandra's life changed. Darelen Thrune, a minor scion of the House, stumbled drunk into her bedchamber. Left bloody and sporting a vicious scar which now mars her once perfect features Lirandra's career is over before it even began and the government of Westcrown will do nothing. After all, the bribes have been paid and none wish to work against the House of Thrune.
Will be working out mechanics shortly - but intend an expert specializing in perform skills. Not sure on the Masterwork item but the Campaign Trait will be "Child of Infamy" - Does the extra 300GP from the trait still count? or only the 500GP you initially assigned? - not that it matters, 500GP should be more than enough.
Lately I have been really interested in low powered low magic games. Magic items are rare and cannot be bought all over the place.
Is anyone interested in playing either of the two AP's above with the following build rules
Stats 16, 14, 13, 12, 10, 10
Traits 3+1 campaign
Classes (this is where we get crazy) NPC classes. To offset the power difference characters get to start at level 2
Gear: 500 gp
Races: all common races. Ask about others, but things that are unusual will be vetoed
Hp: max at first half+1 thereafter
Alignment: no evil
Posting: 1 per day (note I am on PST)
Now looking at these restrictions I know that players are underpowered. To compensate I will adjust monsters as needed. For example DR will be lowered to make fighting things possible. There will also be teamwork feats granted to the party as we go through. This is not for everyone and might not be for anyone, but that is what I wish to discover. I love a good challange
dotting for interest.. i had to debate things in my head whether i got involved in this *lawls* Ive done a campaign like this before, though we got pc levels at 5 not ten. I assume you are okay with minor nobles?
Yes I am fine with that, of course I would expect some aristocrat in there if you were to be a noble. As to when I PC levels show up I don't noble. It could be 5, 8 10, or never honestly. I just have to see how it goes. My initial thought is to open it at 10 which would mean the last 3 levels or so could be PC
I do get the +2 bonus for being human I suppose? or the stat array as it is. I meant to say above I assume you are not okay with minor nobles, but then i read down a bit and saw you were only looking for experts, adepts, warriors and wildcards... whatever that is *lawl*
Aristocrat would fall into the wildcard area. Basically, anything with aristocrat levels or a mix of NPC classes is going to fall wildcard. The others would be single-classed - two levels of warrior, adept, or expert.