[Non-PFS] Pathfinder 1-Shot
Game Master
djpika
Maps
Plantation Basement
Full Moon Inn
Plantation House
Marais d'Tarascon
Cemetery
Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Lars Ulcaster wrote: "But how the hell are we supposed to do this?" "We work together."
FYI You can make craft checks untrained.
Morthak attempt to assist anyone who begins work on the raft.
Aid Another: Craft (boat) Take 10: 10 + 1 = 11
Not sure how difficult the overall task is, but thanks to the "Helpful" trait I grant a +4 to whoever I aid.
To save time, we'll say that the party is able to make a serviceable raft. If folks stranded on an island can make one, then it can be done untrained. It just won't win any beauty awards.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Samantha contributes her labor without complaint or issue, working well with the group as a whole.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
With the raft complete, Lars looks back at their goblin prisoner. "I say we just kill the creature, so that it doesn't harm anyone else. But I wouldn't want to offend the sensibilities of anyone present. Ladies, you didn't want me to scare it. Do you have any issue with me putting it down?"
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Lars Ulcaster wrote: With the raft complete, Lars looks back at their goblin prisoner. "I say we just kill the creature, so that it doesn't harm anyone else. But I wouldn't want to offend the sensibilities of anyone present. Ladies, you didn't want me to scare it. Do you have any issue with me putting it down?" Sam shakes her head. "I said have a problem with causing needless suffering." She says. "Otherwise you're just as bad as the murderer we're trying to capture. I don't like it, but it's unlikely the goblin will change its ways anytime soon."
For rules on piloting a raft, please see the Ultimate Combat section on piloting vehicles. Details for a raft can be found here, with the exception that the raft will be 10 x 15 to accommodate the party. At the very least, there will have to be one person designated as the driver.
*just in case it wasn't obvious, please designate a driver once you embark and a general order.
Slot 1:
Slot 2 (Driver):
Slot 3:
Slot 4:
Slot 5:
Slot 6:
<--Front [1][2][3]
<-- [4][5][6]
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Who has a good Survival skill? Navigating a small raft seems to use that. I have +2. Doesn't really matter where I stand but the halflings should probably be on the opposite sides for balance.
"We should also fashion long poles. To push against the bottom when the current does not suit us."
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
I have +4 in survival. Decent strength and dex if that ends up being needed
"A good idea. Here, deal with the goblin. I'll see what I can find."
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Atsushia tries to help, but she has no real clue about what to do and how or when to do it.
Then she places herself carefully in the middle of the boat. 5
I guess I'm not made for rowing either..I feel useless
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Survival: 1d20 + 4 ⇒ (13) + 4 = 17
Seeing that everyone else was also inexperienced with guiding a raft, Lars took the lead in attempting it. With his full concentration, he steered it down the river to the best of his abilities.
"Everyone, keep an eye out for any signs of where Trevol stopped."

Ok, I believe positioning is going to look like this:
Slot 1: Sam
Slot 2 (Driver): Lars
Slot 3:
Slot 4: Ourias
Slot 5: Atsushia
Slot 6: Morthak
Since this balances the sides weight-wise. Please feel free to change it.
The group pushes the raft into the river, creating a set of waves that ripple outward as it undulates up and down and people board. Muddy boot prints quickly mar the surface as people get settled int.
Travel through the swamp is difficult; in some spots, the river is several feet deep, but it's difficult to tell as the pole descends further into the silty bottom. Even worse, it tends to get tripped up on concealed roots, vines, and submerged pits.
Night begins to settle over the swamp, cloaking the dense undergrowth in darkness and turning the water’s surface to black. With it comes a clinging, creeping fog, rising from the water like spectral steam. The fog surrounds you, its dampness caressing you like cold, dead hands. The swamp seems to retreat from the mists, its sights and sounds disappearing into some unseen distance. All that remains visible is the cold, choking fog. Even your companions seem far away. For a moment, everything is quiet. What few sounds you can hear are amplified by the surrounding mists: your own breathing, your beating heart. Then the fog begins to dissipate, fading away as quickly as it appeared, leaving you and your companions alone in the dismal swamp.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
"Fog doesn't normally do that does it?"
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
That seems odd.
Atsushia licks her finger and tries to find some wind
Does anyone feels some drift that could explain the fog going away?
She starts to wonder if the fog was of a magical origin.. but its hard to tell
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
"Hard to see. We should stop for the night. I don't want to drift past wherever Trevol landed his raft. If we do that we are beyond screwed."
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
"Wow... that was, like, strangely Ustilavan." Samantha comments, looking around. "Anyone sure we're still in Varisia?"
Wisdom Check: 1d20 - 1 ⇒ (19) - 1 = 18
Atsushia Greyeyes wrote: That seems odd.
Atsushia licks her finger and tries to find some wind
Does anyone feels some drift that could explain the fog going away?
She starts to wonder if the fog was of a magical origin.. but its hard to tell
[dice=Spellcraft]1d20+7
Atsushia doesn't get the impression that there was a magical effect - no signs of implements, magical residue, or obvious components.
Morthak Bonerattle wrote: Are we lost? Just checking - was that a question to the party or to the DM?
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Wisdom, what's that?: 1d20 ⇒ 5
Samantha is actually a little grateful for the darkness falling. At least at night, she could see better than most.
She looks back to the group as she makes sure everyone's on the raft still.Strangely, inside her pupils are pinpricks of pure white light, too small to be noticed at anything but close range, but eerie in its own right.
"Okay fellas, raise your hand if you can see just fine." she says, raising her hand. "Or should I lead us from here?"
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Wisdom: 1d20 ⇒ 17
"I can't see for shyt. And if I'm not mistaken a storm is brewing. Let's beach this raft, secure it, and find some shelter. If I'm right, we'll all be swimming soon enough."
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
There's something coming towards us.. see that glimmering light here?
Atasushia tries to pinpoint what she just spotted
"Are you sure its coming at us?"
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
"Hmm... might just be a campfire hidden by grass. I'll lead the way. Stay near me, and keep any light behind me." Samantha says, taking the lead.
If their raft is landed, then she will cautiously move forward, her warflute and shield ready to go.
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Wisdom check,DC12: 1d20 + 1 ⇒ (4) + 1 = 5
We'll follow you.. but please be careful. I got an odd feeling, even if i can't say why. I'm not used to the outdoors. Even more at night. I should be in a cosy bed, burning the midnight oil and reading...
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
DM rel20 wrote: Morthak Bonerattle wrote: Are we lost? Just checking - was that a question to the party or to the DM? It's to the DM - Blue means 'out of character.' If Morthak is directing a question at the party he would do it in character. I'll preface it with "DM" next time if that will make it more clear.
"We are in the hands of fate now. But let us approach this fire quietly. I can go on ahead."
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
"Morthak, go ahead of me, but stick within 50 feet. You run into trouble, you get where I could see you." Samantha says.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Morthak nods, and moves forwards, trying to stay in Line-of-Sight of the rest of the group.
Ourias takes a position at the rear, due to not being stealthy
Morthak Bonerattle wrote: DM rel20 wrote: Morthak Bonerattle wrote: Are we lost? Just checking - was that a question to the party or to the DM? It's to the DM - Blue means 'out of character.' If Morthak is directing a question at the party he would do it in character. I'll preface it with "DM" next time if that will make it more clear.
"We are in the hands of fate now. But let us approach this fire quietly. I can go on ahead."
[dice=Stealth]1d20+12 Of all the Pbp's on the forums I've played in , OOC is merely OOC. It doesn't imply directing it toward the DM. It can be anything from commentary to coordination, etc. So please preface moving forward. At the time that you asked, Morthak might not have felt lost. But after losing visibility in the fog and the disorientation of the environment afterwards, the most prudent adventurer should feel doubt.
The light isn't moving towards the party; the party has to move torwards it. However, since the group is on the raft, it is all or nothing. Technically it's up to Lars as the driver of the raft.
...
Lars slowly paddles the raft towards the fading light, the sound of each stroke gurgling through the water resonating with the beating of your heart. The metallic taste of fear starts to build in the back of your throat as each shadow's jagged outline threatens danger. Eventually the craft reaches a bank, the front of the raft knocking down flora as it hits land. Behind a few feet of cattails is a clearing where remnants of a small fire lingers.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
perception: 1d20 + 8 ⇒ (7) + 8 = 15
Morthak picks up one of the fibers and examines it closely for a moment.
"Hm."
Not sure what to make of it, he then hands it to one of the others (whoever wants to have a look).
He then examines the area around the campfire.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
survival: 1d20 + 2 ⇒ (3) + 2 = 5
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Looking at the white strands
Some kind of cloth? Maybe the man we are pursuing? That's not my area of expertise, I'm afraid..
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Profession Watchman: 1d20 + 4 ⇒ (19) + 4 = 23
Lars went over to the cloth to examine it. He had been on the trail of the murderer for far too long. He examined it intently, looking to see if there was anything about it that matched any previous evidence gathered about Trevol. As he did this he also looked through the rest of the sparse camp with similar appraisal.
Lars recognizes the material to be close to what is used in the straight jackets Magnimar uses to transport prisoners.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Sam has darkvision, and will be looking out for anyone watching us in the dark.
-Posted with Wayfinder
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
DM rel20 wrote: Lars recognizes the material to be close to what is used in the straight jackets Magnimar uses to transport prisoners. Relaying the information, Lars grimaces. "The bastard was here. We are on his trail. Sam, can you follow his trail in the dark? If we have to wait for morning, but the sooner I have his head the better."
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
DM rel20 wrote: Lars recognizes the material to be close to what is used in the straight jackets Magnimar uses to transport prisoners. "Looks like he ran out... of material."
"YEAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!"
CSI: SANDPOINT
Ok, we'll assume the party camps here and waits for morning. Even with darkvision, I don't think the group would want to continue on the raft as the sky offers no reference points due to the clouds. Sam is able to investigate your surroundings and quickly informs you that you're on a dry land protrusion about 100' long.
The night is long and uncomfortable, although oddly quiet. The clouds eddy like milk in coffee, but there is no thunder or flashes of lightning. Morning arrives, but the sky remains overcast and you discover shades of grey that can only be divined by such a bleak place.
Searching the land mass during the day yields signs of previous residency, but you conclude that the person had to have returned to the water as there is no other way off it without resulting to the arcane or the occult.
The day is dark and dismal, painted gray by the mist and clouds. The sun has not shown its face since you arrived, and the air is clammy and cold. The water below the raft is several feet deep. To one side, black logs drift lazily atop the stagnant water. To the other, shadows slip through the trees and the underbrush, moving in time with the raft. The eyes of the swamp are upon you.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
"We should follow the current. See where it goes. I doubt our quarry had anything better in mind."
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
"Agreed." Samantha will help get everyone set up on the raft.
-Posted with Wayfinder
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Atsushia takes charge of the cooking in the evening and morning, giving everyone as good a meal as could be hoped in a swamp in the night.
Taking 10 for 15 in Profession cook
In the morning, listening to the others, she says
Do you think the fugitive will hide into the wilderness or try to get back into a town, hoping he wont be recognised?
Memorized spells
Lev0 (4): Daze, Resistance, Dancing lights, Detect Magic DC13
Lev1 (2+1 Abj) Mage Armor (Abj), Sleep, Color Spray DD14
Dayly energy resistance: Fire (5)
Timing wise, this happens shortly after the description above, which is about midday of traveling on the raft.
Catching everyone off guard, the large maw of some ancient reptile rises out of the water and attempts to pull pulls Ourias into the water.
bite: 1d20 + 5 ⇒ (20) + 5 = 25
bite damage: 1d8 + 4 ⇒ (6) + 4 = 10
Apparently the dicebot doesn't like Ourias... although note that Ourias should be at least 11 for the night of rest.
grab: 1d20 + 11 ⇒ (9) + 11 = 20
Atsushia Init: 1d20 + 2 ⇒ (20) + 2 = 22
Morthak Init: 1d20 + 4 ⇒ (11) + 4 = 15
Lars Init: 1d20 + 6 ⇒ (20) + 6 = 26
Samantha Init: 1d20 + 1 ⇒ (3) + 1 = 4
Ourias Init: 1d20 + 4 ⇒ (15) + 4 = 19
Round 1
Atsushia Init: 22
Morthak Init: 15
Lars Init: 26
Samantha Init: 4
Ourias Init: 19
Bold may act.
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Everyone, be ready to catch Ourias! Ourias, close your eyes, I'll try something!
Cast Color spray on the creature, DC 14 Will save
will: 1d20 ⇒ 3
The crocodile appears to go unconscious and the thrashing settles down to Ourias'.
Recent threads in Play-by-Post
As noted in the recruitment thread, the party is low on healing. Sam, did you want to swap out a spell?
Was there any changes to character creation like background Skills or anything
Atsushia had asked but it doesn't look like she used it. I'm ok with allowing it as long as everyone takes advantage of the tweak.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Good to be here and to be chosen!
I for one would vote in favor of Background Skills.
But...
Is Lazarus Bear intended as a magician who raises and controls undead?
If so, Morthak might not be the best fit for this party as he and Lazarus may end up enemies. Morthak is a devotee of Pharasma and thinks undead are an abomination.
Thought it best to put that out there now.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Aye, background skills are always fun. And hello one and all. :)
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Morthak Bonerattle wrote: Good to be here and to be chosen!
I for one would vote in favor of Background Skills.
But...
Is Lazarus Bear intended as a magician who raises and controls undead?
If so, Morthak might not be the best fit for this party as he and Lazarus may end up enemies. Morthak is a devotee of Pharasma and thinks undead are an abomination.
Thought it best to put that out there now.
What if he uses background skills to refluff a bit?
There is a Pharasmian Heresy, where they use alchemy to raise the dead. The idea behind it is that because it isn't using necromatic magic, the soul of the deceased is unharmed.
So background skill: Craft-Alchemy and Profession-Alchemist.
That might smooth things over.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
DM rel20 wrote: As noted in the recruitment thread, the party is low on healing. Sam, did you want to swap out a spell? Yeah I can do that. Swapped Enhance Water with Cure Light Wounds.
Male
Lazarus Baer checking in. Thanks for choosing me.
I'm ok with background skills as well. I can shift Knowledge (History) to a background skill and replace with Knowledge (Nature) and add Profession (Farming) as the second background skill, since it's in line with Lazarus's history before tragedy befell his family.
I see the potential conflict between Morthak and Lazarus as a good RP opportunity. Lazarus is trying to stay on an ethical line with his abilities over the undead, but he's very vulnerable to crossing that line. He'll need the occasional nudge to keep him honest.
So it looks like we're just waiting on Atushia to check in?
Everyone else, please update your characters with the background skills.
RE: the conflict between Lazarus and Morthak, I agree with Lazarus that it can make for some interesting RP. As long as Morthak doesn't see his presence alone as the need to start inter-party combat, I believe it can make for some interesting tension.
@Lazarus - for clarity, are you going down the minion-mancer path or more of a "white necromancer" approach?

Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
DM rel20 wrote: RE: the conflict between Lazarus and Morthak, I agree with Lazarus that it can make for some interesting RP. As long as Morthak doesn't see his presence alone as the need to start inter-party combat, I believe it can make for some interesting tension.
@Lazarus - for clarity, are you going down the minion-mancer path or more of a "white necromancer" approach?
I understand the appeal of wanting to play a "minion" necromancer - I have considered putting together my own.
But Morthak's whole concept as a faithful Pharasmin makes him an enemy of anyone involved in that. I have a hard time envisioning a way for him to let it go. Which is why I am saying that I am willing to bow out rather than disrupt the game.
Since creating undead is, as defined in Pathfinder, always an evil act, you should check to see how our Paladin thinks about that too.
If you are not planning on having undead minions, then there wouldn't be a problem.
Male
I see Lazarus as trying to be closer to a "white necromancer" even though his abilities control the undead. He'll be doing things like making undead stand still so his allies can cut them down, or ordering the undead to attack one another.
He sees it as a more novel approach to dealing with them. He wants to make them as helpless as his family was when the vampire slaughtered them.
But there's always the possibility he'll be seduced by the control he has over the undead and will seek to do more. As a first-level character, he's just getting the hang of his abilities and eager to test them and push the boundaries.
So is there the potential for conflict? Sure. Is he going to start the adventure with a couple zombie servants carrying his gear for him or anything like that? No.
TL;DR He's trying to be a white necromancer, but he's also captivated by power.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
For the record, Lars could care less if you summon a demon. Just so long as it leads to vengeance. And...well, only damn your own soul. If you are a necromancer and you cross the line, the gods will judge you. It's not his job.
Alright, updated with background skills and as far as I'm concerned he currently isn't raising dead so there will be no issues, and if he does later well we will burn that heretic when we get to it.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
As an aside, ive played a necromancy-specialized witch up to level 9, and there is a ton of fun things to do with necromancy that don't involve making undead. Curse spell specialization makes for a great "I do to the bad guys what they do to us" vibe.
-Posted with Wayfinder
@Morthak - it's entirely up to you. If you feel that your character concept prohibits you from journeying with anyone that uses necromantic magic, and you don't want to tweak/submit a variation of something else, please do what your most comfortable with. As it stands, with a paladin in the party, I believe that when push comes to shove, fear of the blade will keep Lazarus from performing any evil necromantic acts, but the constant moral grey area will create some interesting discussions before that.
@Lazarus - if I'm making some assumptions here, please feel free to add additional information.
I sent a direct message to Atushia. Hopefully I'll get a response soon.
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
DM rel20 wrote: @Morthak - it's entirely up to you. If you feel that your character concept prohibits you from journeying with anyone that uses necromantic magic, and you don't want to tweak/submit a variation of something else, please do what your most comfortable with. As it stands, with a paladin in the party, I believe that when push comes to shove, fear of the blade will keep Lazarus from performing any evil necromantic acts, but the constant moral grey area will create some interesting discussions before that.
@Lazarus - if I'm making some assumptions here, please feel free to add additional information.
Fair Enough. It sounds like Lazarus doesn't intend to be raising skeletons and zombies as his main thing. Morthak doesn't have a problem with other kinds of necromantic magic; it is strictly the animation of the dead that is an issue.
It could make some good RP if Lazarus starts to "fall" as it were, but it wouldn't do to surprise someone with it.
@All - please feel free to start posting. In classic fashion, we'll start the group at an inn waiting to meet Sheriff Hemlock to accept the task. I assume most folks on these boards are familiar with Sandpoint and the surrounding area, but if not I can provide more detail.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Goblins with bombs! We're doomed.
Also nice touch moving Lars in the opposite direction after rolling a 1 on track. :)
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Morthak's tactics:
Overall Morthak doesn't have the potential to do too much damage unless he is flanking and is able to do a full attack.
So most of the time if he is in melee he will use Aid Another to try to give someone else a boost. He has the Helpful trait so he gives a +4 instead of a +2.
So if we are engaging the same enemy let me know if you would prefer a boost to AC or to-hit.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
I'll be boosting using raging song, so don't worry!
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
Samantha Ozrick wrote: I'll be boosting using raging song, so don't worry! As a DEX-based character, raging song doesn't do that much for Morthak. Not sure if I'm willing to trade a +1 to damage for a -1 AC.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Well Lars will gladly accept it. He's a Str based two handed weapon user. So rushing forward and splatting goblins pretty much is his playbook.
You know I took Exotic Weapon Prof for flavor but FFS
Male
I apologize, but I'm afraid I'm going to have to bow out from this game. I've had some unanticipated things come up at work and I've had less time to give this the attention it needs.
Since this one's still getting off the ground it's easier for me to withdraw at this time and hopefully it'll be easier to bring in an alt.
I apologize for any inconvenience I've caused. I hope everyone has fun.
Thanks.
Best of luck to you and hope everything works out
No worries. Life comes first. Too bad it was before the "fun" stuff.
Ourias wrote: You know I took Exotic Weapon Prof for flavor but FFS FFS?
For F#%+ Sake in reference to rolling 2's for both damage rolls on a 1d10 weapon
Just an FYI, I'm going to let this play out to see how the party wants to handle the situation. Just let me know when you want to resolve the scene or move on.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Basically while Lars and Sam have the 'same' alignment, Sam's got an angel parent and there's some things she doesn't like. Like torture. Putting a defeated enemy down, that's fine. Inflicting pain and fear on someone needlessly? Not okay in her book.
A personal ethic, if anything. Out of character, I'm okay with Lars disagreeing, it's very likely from differing viewpoints. If he wants to discuss out of character here how we can resolve this situation before posting in gameplay, that'd be fine with me.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
The thing about Lars is that he is beyond obsessed. A year or two ago he'd have agreed with Sam. But Trevol murdered his daughter, which in turn led to alcoholism, loss of his job (and identity) and the destruction of his marriage. All he's driven by right now is inflicting painful justice on Trevol, because failing to do that would mean actually grieving and facing his failings in the tragedy's aftermath. That's why he is so brutal right now. And yes...he could become just as bad as Trevol given the way he is willing to torture these goblins.
For RPing, I tend not to plan anything out. Rather just writing whatever feels natural for the character. That said, I certainly invite you to try and either steer him to a better place, or to point him at our enemies and let him go.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Would that kind of pain be evident in his anger? Something that Sam could (with a decent roll) detect with sense motive?
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Just a check to see what you guys think so far...
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Its good!
-Posted with Wayfinder
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Samantha Ozrick wrote: Its good!
-Posted with Wayfinder
Seconded
Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30
Good to know. Pacing is difficult to judge via pbp, especially when the chapter calls for building atmosphere.
Sorry all - the wife went into labor last Friday and we were released late Monday. Sleep-wise, I'm still trying to recover and adjust to having a newborn around the house. Posts may be delayed a bit.
Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5
Oh god. Yeah i remember that. Take all the time you need. Get sleep, love your new family member, and congratulations!
-Posted with Wayfinder
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Been there before. I'll echo what Sam said. Take your time and put family first. Worst comes to worst just PM me and I'll be here for the campaign.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
I just thought I'd check to see what everyone thinks so far. You're in Chapter 2 of the adventure, so you have made progress despite what you might think. I understand the adventure isn't as lead-you-by-the-nose, which can cause some questioning. Still, it is intentional per the adventure design.
Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft | Current Conditions: -1 CON DRAIN
One thing I am finding a bit frustrating is that there are a lot of things that I speculate might be happening that would be totally out-of-character for Morthak to know about.
Also, the primary source of clues are coming from the "Luc" character in the form of prophetic riddles. But I am betting that the module was not written for Golarion, because in the current Age of Lost Omens, everyone on Golarion knows that prophecies fail and are a waste of time. So I also find it would be out-of-character to pay much attention to him, even though it looks like it is written into the adventure as a vital clue.
No comments from anyone else?
Out of character, it might be useful to share here, just to make sure the player experience is enjoyable. The setting is very gothic and follows that style. Ambiguity, uncertainty, and a sense of dread are intended. The primary source for clues is not the luc character, although he is one lead and acts as a source for ominous foreshadowing.
Wounds (0) HP (43) AC (21/17/18) Saves (9/8/8, -2 poison) Initiative (+4) Healer’s Hands (5/5) Vest (1/1) CMD (26) Minor Form - minutes (7/7) Major Form -hours (8/8) Kit (10/10)
Well I suppose this is more of a personal point of view. But this was billed as a hunt for a murderer. I designed my character specifically around said hunt. The campaign feels like we have wandered into fey woods, where time, space and reality have little meaning. Lots of ominous things are happening. Less in a 'oh no a bad cult' or 'big monster', but more of a 'nothing makes sense. We aren't in Kansas anymore' type vibe.
Lars is acting up so to speak because his identity is tied up in vengeance against Trevol. It feels like they have not only lost the trail but have lost a grip on reality as well. Hence why he is not into figuring out what is happening and is instead lashing out as a tenuous grip on sanity frays.
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