The City of Sasserine is recovering from a century of oppressive rule. The thieves guilds have been destroyed and many unsavory elements eliminated. It is a place of opportunity for the prospective knave and a heroic battleground for the prospective knight.
(1) You are recruited by a desperate noble of the city of Sasserine, one Lavinia Vanderboren. After her parents recently perished in a freak accident, she inherited a large number of debts along with the rest of the estate. Yet her real problem is not financial, but personal.
Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9
Mal nods to Lavinia, "Indeed, I think we have begun to form a unit together I would see what more we can do together. I will accompany you to these vaults".
Mal chips in 25 GP for the healing.
We received 300 for the retrieval of the signet ring correct?
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3
Bowing deeply after waking up Katarina looks at the others. "You did not desert me. I will not forget this. From now on, you have a sister!"
After hearing the offer from Lavinia, Kat smiles, showing her mismatched teeth. "I will.. gladly enter your service. I am ready for the vaults.
You take the coach to the Noble District, where you then take a ferry over to Castle Teraknian. You spend little time in the castle itself, stopping only to speak to a clerk who verifies Lavinia's identity and her signet, and who then escorts you down a spiral staircase in to a large circular chamber under the castle.
Over a dozen five-foot-wide hallways radiate out from the central vault chamber; each of these halls is ten feet long and ends at a single iron door - the entrance to the family vaults. The clerk does not accompany you and Lavinia into the vault; he instead bids you good day and returns to his office in the castle above.
The short passageway ends at a solid looking iron door. The portal is emblazoned with a rune of the Pathfinder Society. Above the door, inscribed in flowing script on a polished silver plaque, is the name "Vanderboren." A single handle protrudes from the door, just below a circular depression bearing the mark of the Vanderboren signet.
Lavinia turn to you and says, "Once I insert this ring into the depression here on the door it will open for us. What is your plan once it is open? I assume you will go in ahead of me and take care of any danger that may await us."
M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16
Remember the riddle we found on the ship,
Chimera looks to sunrise
Cyclops looks to sunset
Medua looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise
I assume that means east and west for something. I'll head in first unless we want Garn to check things out for hidden hazards.
Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |
If its okay, I'd like to have purchased two potions of cure light wounds before leaving for the vault.
"Yes, milady. Once you open the door, we will proceed. It may be best if you wait here at the entrance while we investigate, at least initially. One of us shall return for you once we've found our way through, or once we've made a decent amount of progress. And, of course, whatever obstacles we find and overcome, we shall give you a full report for future forays into your vault should we be unable to escort you for future visits."
Pulling a bit of string and wood from his pouch, Mahath does cast a spell in preparation for going in. Casting Unseen Servant.
Once the door opens, Mahath will ask "Garnst and Malstei, will you kindly take the lead? Kat, if you would be ready to step up if things turn physical? Dain and I will follow behind, using our spells and blessings as we can to support."
Proposing a 10' wide marching order of Garnst/Malstei, Kat, Dain/Mahath. 5' wide marching roder of Garnst, Malstei, Kat, Mahath and Dain. Does that sound good to everyone?
Lavinia puts her signet room into the depression and the door opens revealing the room beyond.
The floor of this domed chamber is of polished green marble. Two fifteen-foot wide alcoves have lower ceilings and feature marble pillars carved to resemble coiling snakes. In the center of the room, five similar pillars are embedded into the walls, rising up thirty feet to a dome overhead. Looking up, the dome bears a huge representation of the same eight-pointed star that was engraved on the door to the south.
Kn:Local DC 15:
The symbol on Lavinia's ring matches that of the Seekers. A local guild of explorers and treasure hunters.
Garnstn and Malstei step first into the atrium, not seeing where it leads to the vault. All of a sudden a metallic cobra, similar to all the carvings in this room, strikes without warning.
The iron cobra is really a construct not an animal
Kn arcane DC17:
The iron cobra is filled with poison, up to three doses, and hard to damage with magic and traditional weapons.
The cobra bites the ranger in the neck as he moves past it. Nobody noticed it was more than a carving or sculpture.
Mal is injured badly (11 damage + FORT DC 14 or 4 STR loss)
Garnstn is just ahead of the ranger and Kat just behind. The new map is updated and in the link at the top. Feel free to put your tokens on the map in your marching order and act. You should have edit privileges, so right click on your character icon and copy it or control c and paste it or control Y and size it on the map and place it.
When they first walk in, Mahath comments to the others "I just noticed. The insignia on her ring is that of the Seekers. The guild for explorers. Well, as much treasure hunters as explorers, from what I've heard. Interesting."
When the snake comes to life and attacks, Mahath calls out "Iron cobra! It is metal, not an animal, but it is still poisonous!"
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3
Kat will wait for an opening and move in the battle, trying to hurt the iron... thing with her glaiveusing her battle anger.
Attack:1d20 + 8 ⇒ (10) + 8 = 181d10 + 10 ⇒ (4) + 10 = 14
HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)
Know Local:1d20 + 5 ⇒ (20) + 5 = 25
Garnstn shifts around trying for a flank with the metal thing, and draws his big axe rather than little blades thinking it will take hard hits to make a difference.
Flanking with whoever is still behind Mal. Others need to get their tokens up.
Garnstn moves away to flank the construct, he avoids a nasty bite by dodging away with a quick tumble and moves around to flanking spot, hammering the creature. The barbarian slams the creature too with a mighty blow while raging. The two blows destroy the creature.
Acrobatics:1d20 + 5 ⇒ (19) + 5 = 24 Disable Garnstn:1d20 + 6 ⇒ (16) + 6 = 22 Kn:1d20 ⇒ 20
Garnstn recovers two doses of a nasty poison from the reservoir in the construct without damaging, placing them in a waterskin if he has not spare vials or stone flasks.
Lavinia informs you she was surprised about the attack.
Mahath:
You know that the creature was programmed to react to a condition, probably the lack of a signet ring like the one Lavinia used to open the vault.
The creature quickly defeated, all but the ranger seem none the worse for wear.
Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |
"Dain, he looks like he's barely with us. Can you help with the wound? Or maybe poison? I've read that these things can have reservoirs of poison in them. Can you... check him over?"
You decide to search the room with Lavinia. Garnstn and Malstei soon find that the northern pillar's snake patterns are different than the rest of the room. After calling everyone over Garnstn notices one of the snake heads is actually a switch. A quick search for it being trap reveals nothing so he activates it.
Per:5d20 ⇒ (18, 12, 17, 12, 14) = 73
As soon as the switch is triggered, the snake designs begin to animate, writhing aside to reveal an archway to another room. "You found the vault! Excellent!"
This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses.
Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eye stalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes.
Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.
Knowledge checks for the creatures in the bas-relief starting on the west side of the room ending on the east side
Knowledge (dungeoneering) DC 22 for a tentacled monster with a glaring red eye and a mouth full of teeth:
This is a roper
Knowledge (arcana) DC 15 for a looming dragon:
This is a Red Dragon
Knowledge (dungeoneering) DC 17 for a fish-like creature with three eyes and four tentacles:
This is an Aboleth
Knowledge (local) DC 16 for a two-headed giant wielding a pair of immense clubs:
This is an Ettin
Knowledge (arcana) DC 23 for a spherical creature with four eye stalks and a bulging central eye over a drooling maw:
This is a Beholder
Knowledge (dungeoneering) DC 18 for a gorilla-like beast with a fanged maw and six eyes:
This is a Grey Render
Knowledge (nature) DC 11 for a towering black spider with seven eyes:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3
Kat repeats the riddle:"Chimera looks to sunrise
Cyclops looks to sunset
Medua looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise" Looking at the monsters she looks for anything special before counting the gemstones in each monsters face representing the eyes. "Well that shows one to seven eyes."
HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)
Garnstn ignores the puzzle for now, looking carefully around the room for other threats. He didn't much like that metal snake thing almost killing one of them on his watch.
You find the central pillar rotates allowing the red arm, which is currently pointing to the entrance and not any of the walls, to move as the pillar is rotated in each of eight possible positions, its current position, or seven new ones pointing to a creature.
The dragon has two eyes, the rest the amount described.
Thinking about the paper:
Knowledge (arcana) DC 17 Chimera:
This is a magical beast that has a head of a lion, dragon, and goat
Knowledge (Local) DC 15 Cyclops:
This is a large one eyed giant.
Knowledge (arcana) DC 17 Medusa:
This is a humanoid creature that looks like a woman, but she can turn you to stone.
Knowledge (dungeoneering)DC 17 Chimera :
This is a 4 eyed aberration that burrows underground.
Knowledge (arcana) DC 15 Basilisk:
This is a magical beast that has eight legs and can turn you to stone with a gaze from its pair of eyes.
Mahath will share what he recalls of the three creatures.
"So, the five lines alternative sunrise and sunset. Maybe if we turn the column here left and right, it will open the vault."
"As Kat said, there are creatures depicted here with between one and seven eyes. Maybe that's the number of times we need to turn it? Chimera would be six, cyclops one, medusa two and basilisk two. I'm not sure about an umber hulk, though."
With Mahath's suggestion, the column is turned to the right then to the left five times. Not knowing the fourth number in the combination, various numbers are tried. There appears to be no problem with putting in a wrong combination, just nothing happens.
So, when four is used for the fourth number, the vault opens.
The combination also lands on the correct number of eyes as first, your group turns the pillar to the right until it rests on the six eyed gorilla, then turns it left until it rests on the one eyed roper, then turn it right one click to the dragon, then left to the 4 eyed umber hulk, then finishes turning it right to the dragon once again.
As the last correct number clicks in place, there is a rumbling, and the other pillars in the room rotate revealing 5 alcoves with small chests and coffers inside.
Lavinia begins to go through the chests and as she opens up each one, there is nothing but a few coins scattered on the bottom. She keeps going alcove to alcove getting more desperate each time she opens a chest.
Finally in the last alcove there is a reprieve. Several of the chests here remain untouched. One of the iron coffers contains a number of documents and she pages through them quickly. She also find a ledger, but she flips through it with a frown unable to read it. She counts out the coins and gives each of you 200gp. "I am concerned that there seems to be a lot of my family's money missing. There is a stack of IOUs that I can collect on that will allow me to pay my back taxes and get my estate in order. I will need to think about what is next, especially with my finances not what I thought they would be."
With mixed feelings Lavinia gathers here stuff together and you return in the hired coach to her estate for a cold dinner.
"I am worried it was my brother. He has got to be found!!" Lavinia confesses in exasperation.
HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)
Garntstn can't help the expression of amazement that spreads across his face as he holds 200 gold in his hand. The weight is significant, but it seems even more so.
Could feed everyone in the crew for a year with this... But those times are done. Have a new crew now.
As he eats the cold meal, some notice that Garnstn secrets away bits of food - perhaps saving them for later. As the brother is mentioned, Garnstn nods. "We could look to find him. Streets might know somethin. Seems we got a good crew here for that sorta stuff."And with food like this and real gold flowing, there is little I wouldn't do for this lady... Even if it gets bloody.
Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |
Mahath nods in agreement. "It is a wise investment, I believe. I'll put my payment for this last job in as well. If we end up with more than we need for just the wand, then I think Dain should just hold it for common expenses, like hiring a boat when we need one."
As you finish up dinner, a message is delivered to Lavinia.
She explains: "I have been informed Vanthus checked into the family vault before me. I need him found."
Lavinia explains to you: "The two of us were quite close growing up, since our parents were rarely around. We grew to depend on each other, and got into a fair amount of trouble together. After one particularly complex prank involving several elixirs of love being emptied into the nearby water tower, our childhoods came to an end. I was sent to the Thenalar Academy to live out the next five years of mylife, and Vanthus was shipped out to work on a plantation. When we returned to live in the family manor a year ago, we had both changed. I think Vanthus returned bitter. He no longer had time for me, slept all day, and spent the nights with associates of doubtful character. Eventually, he moved out of the house entirely-I believe he took up with a lover in Azure District, but I never learned the details. When our parents died, Vanthus returned for a week to live at the manor, but he had changed even more. Gone was the easy sense of humor I recalled fondly from our childhood, and in its place was a bitter cynicism and a morbid streak that sent chills up my spine. After several arguments, Vanthus struck me with his fist. We were shocked for a few seconds, but an instant later he was back to his new self, all scowls and menace. He gathered his belongings and left-I haven't seen him since. Something profound happened to my brother at some point to change him, but I'm not sure what this was. He's fallen in with a bad crowd, perhaps smugglers or thieves or even killers."
Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9
I can toss in another 150 for the fund.
"Agreed Dain, the faster we go the faster we will locate him and uncover what happened to your family fortune Lavinia. I am not from here are there any taverns that we should look into first which he may frequent?"
Before there was Shackled Skulls, some of the best writers at Dungeon magazine put an AP in Dungeon magazine. It involved some pirate ships and, eventually, a trip to defeat Demogorgon, one of the ultimate bada$$e$ in D&D history.
The City of Sasserine is recovering from a century of oppressive rule. The thieves guilds have been destroyed and many unsavory elements eliminated. It is a place of opportunity for the prospective knave and a heroic battleground for the prospective knight.
I am recruiting a tight group (four -- maybe 5 PCs) to defeat the evil threatening the world.
Since the group will be small, players will be starting with 25pt builds and maximum wealth. No materials outside the Core Rulebook will be use to create characters (this includes archetypes and traits). No characters will be evil. Lawful good may be a difficult, you would have to be a flexible lawful good to succeed.
The players guide may be a $1 download. It will help, but not be essential, to make a good character.
The intent is to make this a long term campaign with characters progressing from Level 1 to Level 20. The AP comes in twelve installments. This will be a marathon and not a sprint.
Recruiting will close December 13 game will start January 2 with sufficient interest.
I'd be crazy not to at least try for something fantastic and good like this! =D
I've had experience in the Wold, so I've no problem with Core. But, odd question: Do you also restrict equipment outside of Core? I'm just asking because neat things like bandoliers and the masterwork backpack and wandermeal are in Ultimate Equipment.
I've been waiting years for someone to run this for me. I wanted to play it instead of DM it and so, as each month of Dungeon came in the mail I had to avoid 1/3 of the issue -- you can imagine how painful that was when WotC announced they were cancelling the mags. The last issues were coming in the mail and I couldn't even read them cover-to-cover.
I am REALLY stoked for this! I'll be making a Paladin for proposal.
Can we take the "District Feats" from the Player's Guide? (I haven't fully read it yet, so I don't know necessarily if I'd actually be interested in any of them.)
I am also interested, and will probably submit either a wizard or a bard.
Hello all! I'm a big fan of the Dungeon APs. I'm interested in submitting Isadriewen, a half-elven sorcerer (arcane blood-line). Her profile needs a bit of work.
We will be using Greyhawk deities using the link above. As we are using CRB, that means no archetypes or traits and all equipment, spells or races not listed in the CRB will be available. If you are using the online reference documents, CRB denotes Core Rulebook content.
As we will not be using traits, a district feat will be available to everyone.
We will be using Greyhawk deities using the link above. As we are using CRB, that means no archetypes or traits and all equipment, spells or races not listed in the CRB will be available. If you are using the online reference documents, CRB denotes Core Rulebook content.
So, I am a bit confused, are we using CRB only for everything?
^ Phrased a bit oddly, but I'm pretty sure he meant that if it doesn't come from the CRB, then it's out, whether it's equipment, feats, races, etc. So...no archetypes, core classes and races only, no traits, etc.
Feats:Toughness +3 hp and+1/level after 3,
Special Abilities:+2 Appraise for Metal/Gemstone. +1 attack orc/goblins.+2 vs poison/spells/spell-like abilities
Darkvision 60 ft.+4 CMD vs. Bullrush/Trip.+2 Perception vs. stone traps/doors Auto-check within 10 ft.
Proficant with battleaxes,heavypicks,warhammers
Channel 1d6 3/day DC 10
GoodTouch of Good +1 attack/skill/ability/saves for 1 round 6/day
Protection+1 Resistance saves +1 5/levels. Resistant touch. grant saves to another for 1 minute 6/day
spells per day Unlimited/2+1////
Known
0.Stabilize,Light,Detect Magic
1. Bless,Divine Favor(d)Protection from Evil
2
3
4
Equipment
Scale Mail (50)
Heavy wooden shield (7)
Warhammer (12)
Dagger (2)
Light Crossbow (35)
Cleric Kit
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
10 bolts (1)
117 gp
History:Dain grew up in Sasserine with the misfortune to be inept at the forge and thus unable to take his place in the
business with his father and brothers. Normally, this would end up heaps of scorn inflicted upon him but his father new Dain
had an aptitude with clerical matters and had him sent to the temple of Kord for his acolyte training and thus Dain found his calling.
Dain has taken to supporting himself with bodyguard work, his keen eye and senses turning out to be quite valuable on the
streets of Sasserine.
What about animal companions for druids? The core rule book has a list, but it states that the list is not exhaustive, and references the bestiary. Are you limiting choices to only those in the list, or only those in the list and from the first bestiary, or some other choice?
Attikus is a member of the Scarlet Brotherhood, sent to Sasserine as an infiltrator to keep an eye on things. He is a member of the Farseekers faction, and much more interested in gathering information instead of conquest... or at least before conquest.
Attikus is very fair skinned, with very light orange hair that he keeps shaved close. He has light blue almost white eyes, and keeps himself covered in loose fitting, mostly red robes when he is exposed to the sun. All visible areas of his skin are covered in tatoo's many serpent themed. His ears, nose, and lip are pierced with brass jewelry, and his tongue has been slit at the end like a snakes. He keeps quiet, and many find his unwavering gaze unsettling. Still he is a skilled sailor, and has no trouble finding work. He is often referred to on the docks as "White snake".
Love the hard-core, all-core, Greyhawk. Would be the closest thing to playing 2e that I've done in ages.
Classic half-orc thug rogue here.
Description:
A few layers of ratty clothes and the old, worn hat would be enough to make you wonder if this hulking beast of a half-orc was a beggar. But seeing the solid, sinewy bulk on him, its clear that he’s too well fed for that. Also, he doesn’t stink. And there is nothing about him that has that cowering, beggar-feel to it. He doesn’t slouch, that’s a crouch… intentionally balanced that way, like a coiled spring. Still, with that nasty red scar down his left cheek leaving the eye cloudy white on that side makes it a bit hard to look at him. Its all twice as nasty with his green orc-skin. You notice he keeps his head cocked to the right a bit, either he’s trying to hide the bad eye a bit or looking for a better field of vision with his one good eye. As he turns, you two hilts, almost big enough for swords but each is gripped like a big knife hanging from under his thready coat, the look set to grab quick and inconspicous. Definitely not a beggar. Definitely something more dangerous.
Background:
Garnstn did’nt know why he was called Garnstn. Just what they always called him in the Crew. White-eye, he knew why they called him that… it was what most who knew him called him around Shadowshore. The guard who kicked him in the face enough times to break his eye for no good reason than he was in the way. Iron-shod boots tore him up good, red scars, torn lip and all. The Crew took care of him then, got him healthy enough to earn again. He was little enough back then that sneaking was the main thing he did, snatch-and-grabs, break-ins. He was good at that as the dark didn’t bother him. Even now, big as he was, he could move quiet and quick enough to do a second-story job. He liked those old jobs. Kord knew the folks in those fancy houses could afford what they snuck out, probably barely even missed it. And it brought food for the Crew, food for the kids and that was worth it. It was fun. F@*% those rich folk, anyhow, they should get better locks and keep an eye on their sh!t...
Now that he was big and just as quick as always, the jobs were different. Bloodier. He was good with the long knives he always wore behind him, and a White-Eyed-Stare often made it so things didn’t have to get bloody. But when they did get bloody, he had proved his new value to the Crew. The Shadowshore had been brutal to him since he was a pup, so he just gave some of the brutality back. There was a lot of brutality to go around the ‘Shore. The guard had been brutal to him for no reason – and at least Garnstn always had a reason to be brutal. He used to think that anyhow. He kept the crew safe. Kept the kids safe. But it was starting to get too bloody. The Crew was different under Redlif. The people they went after now were usually just in different Crews. Different but the same – just trying get by in the Shadowshore… and that meant they were hungry and tired. Not like the old second-story jobs. The people they took from lately would miss it… would miss it dearly. Especially since they took it brutal now, most always brutal now. And you can’t be brutal to the rich folk. The guard comes then. So you’re brutal to those who the guards won’t help.
Garnstn looked down at his bruised and cut knuckles. He picked out a bit of white from one cut. A bit of tooth. That kid would never talk right again. Never eat right again. Just like Garnstn would never see right again. The kid had just been hungry, swiping a bit to eat. But he did it in the Crew’s streets. And Redlif wanted Garnstn to make a lesson outta the kid. Maybe like that guard with the iron-shod boots wanted to make a lesson outta Garnstn once upon a time. Then Redlif told Garnstn to use the Big Axe on the kid. Reflif wanted to make real a lesson of the kid. Slice and dice. But the kid was already done, broken teeth and bleeding out. More than brutal, that. Even for the ‘Shore.
So Garnstn stopped and walked away. Redlif called out, cursed, swore at him. Garnstn kept walking. That was that. No more. He was getting old for the crew now anyhow. Older than anyone but Redlif. The kids could start doing second story jobs now, get enough to eat… to get by. Maybe Garnstn could sneak back and help them out from time to time when Redlif wasn’t around. Maybe. Garnstn stopped back at the Fort. Said goodbye to the kids one last time. Grabbed his gear, his best best picks, and his coin-stash. Left a few silvers and coppers for the kids. Redlif would be pissed. Best the kids have a little to tide them by.
Time for something different, something new. He could be still be brutal when needed, but Garnstn would decide for himself when to be brutal now. He walked out of the ‘Shore looking for the next thing. Hopefully a better thing. Kord knew it would be hard to find worse. Maybe back to second-story jobs… or at least being sure that if he was going to be brutal there was a reason for it.
Personality:
Gruff, mean, difficult, and sometimes brutal. Garnstn White-Eye made sure people knew that was what he was like, always made things easier when people saw what they wanted. Loyal, kind, caring. Only a few knew all the things that he keeps in his core. The ratty clothes are good to keep people from seeing the mail shirt and long knives hiding beneath. The gruff, mean, difficult, and sometimes brutal are good for keeping people from seeing the loyal, kind, and caring beneath. People see those things, they might try to take advantage. But Garnstn was the one who took advantage now, if an advantage needed to be taken. Though if someone really needed help… deserved help, well things could get brutal for the right reason.
I shall be submitting Jerrick Jonder, a low life rapscalian who always seems to find himself on the wrong side of the law lest his best intentions.
I will make an alias if selected
Jerrick Jonder:
Jerrick Jonder
Human rogue 1
CG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +1, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
light mace +5 (1d6+1) or
rapier +5 (1d6+1/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 12, Int 12, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 17
Feats Dodge, Weapon Finesse, Child of The Shadow
Skills Acrobatics +8, Bluff +4, Climb +4, Disable Device +11, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5, Sleight of Hand +8, Stealth +8, Swim +4
Languages Common, Elven
SQ trapfinding +1
Combat Gear potion of cure light wounds; Other Gear studded leather, arrows (20), dagger, light mace, rapier, shortbow, backpack, belt pouch, masterwork thieves' tools, torch, waterskin, 12 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
description:
Jerrick grew up in the slums of Shadowshore. His father an injured miner unable to work and mother too weak from desease to work. Jerrick learned to steal early and grew up as a pick pocket stealing enough to to feed his family. After they passed, Jerrick continued to scrape by, somehow barely avoiding the grip of the guard or any of the newly formed small thieves guilds that have begun to take root.
Jerrick is plain, but he knows how to throw a smile when the need suits him. He prefers to work alone and unseen, but those who have spent time with him say he gas a morbid whit which contrasts with his optimistic approach to jobs.
He has brown hair and blue eyes, stands just under 6 feet, and wears well worn leathers. He keeps a number of different colored scarves to hide his face should the need arise.
Paizo actually seems to have an available web pdf of the AP's Player's Guide. So, you're welcome and stuff.
Hey GM, how extensive of a background do you prefer from your applicants; are you the kind of person who wants a three to five sentence blurb or would you like a novella?
Here's a gnome druid if you like. the important stuff's all finished, and the extra's will be done well within time.
background:
D'veetch was known around the docks as, if not one of the best shipboard cooks around, at least one of the most creative. That can mean quite a lot to a bored crew toward the end of a voyage when stocks are running low and variety is worth its metaphorical weight in gold. That was just fine with D'veetch as it made him a popular commodity and that kept him working which in turn kept him riding the salt. He loved the ocean, the ceaseless motion, the unending expanse and the animals which grew more and more bizarre the further from shore he was, and each had such stories to tell.
It's true that not every voyage revealed some oceanic wonder or mystery to him, in fact some voyages were just plain boring no matter what, but it's at those times it's still always at least interesting to speculate about how long it will take that one sailor who inexplicably finds himself tasting horse piss at five minutes past midday every day to go mad.
I would be interested in trying a paladin in this adventure path. I noted what you said about LG being a hard alignment here, and was thinking of aiming for a character who hovers right on the LG to NG border. Also, I'm hoping that you'll allow an alternate paladin code, perhaps one that emphasizes teamwork and second chances over the law of man. In other words, I want the 'lawful' to refer to a divine law or set of principles, rather than the local human laws.
Also, are paladins in this setting/in your game supposed to choose specific deities, or just general principles?
All elves use the same template. Maps will be using google docs, first combat map appears at top of page as all combat maps will. Players will move their icons by cutting and pasting their avatar to the map. Campaign Tab has begun.
Bad guys will be on, at most, two initiative numbers to make combat easier. Bolded text by your name will indicate you have an action due.
Backgrounds should be detailed but not too long.
Daily posting is expected. And, players will be expected to track their own resources such as wand charges and potions. I am hoping players will track their own treasure found.
Party will have a standard procedure for moving around so I can move the party from encounter to encounter.
Throwing my hat into the ring.
Cassandra Taskerhill, at your service.
Human Female Barbarian. Black well gray shee, well lets just say she doesn´t care much for needlework and fancy dancing and it is known that she has some anger issues.
Katharina barbarian (human)
Clubsen druid (gnome)
Garnst rogue(half orc)
Attikus monk(human)
Isadriewn half elf sorcerer
Cain = dwarf cleric
Jerrick Jonder = human rogue
Radelia = possible paladin
Alchemists are not CRB
Paladins will serve a diety and are expected to uphold the laws of the land. As paragons of their faith, they are expected to avoid deviation toward neutral good. Deceit and trickery are not part of the paladin code, and would be options a party with a paladin will not have. Lawful neutral characters are expected to uphold the laws of the land too.
Honestly, I would be intrigued to see how Garnstn might interact with a Paldin. I don't think he would even understand the concept of telling the truth because you're supposed to. Nor the idea of obeying the rules when no one is looking. I don't know if it would ever come to blows, but I don't know that Garnstn would ever act the way the Paladin would expect. He would likely just be really confused.
I think my idea of paladin and yours are different enough we would clash and not have a very good time, so I think I will make a ranger instead. I'll start work on the character tomorrow.
I've been considering a ranged focused ranger, possibly going arcane archer, but I was wondering about how crafting, or the access to purchase magic weapons, would work. It seems to me if I could get my hands on a decent bow, going full ranger would be best, but if not, the abilities of the arcane archer could be useful. Will we be limited to items the AP has to offer or ones we can craft, or will we be able to pay an NPC to craft something?
Here's the submission for markofbane. Mahath Kishion is a human wizard (evoker). His background and stats are in his profile, and I've copied his background here as well for your convenience.
Background:
Mahath’s time in Sasserine is approaching a decade, and it is troubling him greatly. When he came here in his youth, he was excited for adventure. This city, on the edge of the mysterious wild, seemed the perfect place to find power, wealth and (most of all) adventure. As a lowly apprentice and scribe in distant Greyhawk, he read stories of great men, powerful and daring, that defeated evils, founded great nations or rose to great levels of power and wealth. To follow that urge for something more in his dull life, as soon as he was old enough, Mahath made for distant lands. He worked his way as he went, until he reached Sasserine.
Once in the city, however, he did not find the adventure he craved. He settled in the merchant’s quarter and sold his modest arcane abilities and lore to make a living. In the mornings and evenings, he would wonder the city looking for the unknown that would draw him onto an exciting path, but nothing seemed to materialize. As days turned into years, he never forgot his desire for adventure and a place in the history books, but he started to wonder if such opportunity would present itself.
Each day as he leaves his small, tidy room at the inn, he looks at the backpack there, which is ready to grab at a moment’s notice. He has long since stopped carrying it with him each day, though he makes sure to put in fresh food, water and spell components periodically. He refuses to give up on his dreams, but leaves the pack because he’s sure today won’t be the day ‘it’ happens.