Shattered Star

Game Master Zesdead

'Shattered Star' - Part 2, 'Curse of the Lady's Light'

...in which our adventurers explore the Thassilonian Chambers beneath the Lady's Light.

Party Health
Ziomarra Callinovo 46/46HP, 1 Hero Point, 1 Blessing of Desna
Josephina Annabella Whitehall 31/59HP, 1 Hero Point, 1 Blessing of Iomedae
Halli, 54/54HP
Teldon Moore 52/52HP, 3 Hero Points, 1 Blessing of Pharasma
Briana Kaddren 60/60HP, 1 Hero Point, 1 Blessing of Pharasma
Arsith D'Arabiane, 65/65HP, 3 Hero Points
Shadlah Broken-Earth, 63/63HP, 30NL, 2 Hero Points

Maps / Images
The Lady's Cape
Varisia


701 to 750 of 7,586 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Female Tiefling (Spitespawn) Swashbuckler (Dashing Thief) 1 | AC: 17/14/13 | HP: 12/12 | Fort +2, Ref +6, Will +1 | CMB +1 (+8 to disarm/steal, +7 to dirty trick/feint/reposition/trip), CMD 15 | Perception +1 | Init +4 | Panache: 2/2

She shakes her head at Ziomarra. "It might work, but if they've set up an ambush or something I'm guessing you wouldn't want to get caught by it. I have an idea. We can let them see you first, but I'll be in front of you. I have a knack for going places without being seen. That way, if there's something waiting for us, I can warn you." Or maybe spoil their surprise, she adds to herself. She looks at the ladder. I'll probably have to wait and use my magic only at the top. Don't think I can keep it going for very long.


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

"Good idea, Nalathi," Teldon encourages as he tries move out of the way enough for her and Zee to get to the ladder.


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

"Agreed. Nalathi, you head up first, and signal me if it's clear. Then I'll climb the ladder and try to talk Natalya into surrendering."


Taking Joanna and Nalathi’s discussion as a Plan

Climbing the ladder, which creaks under the weight of the climbers, you wordlessly make your way into the roof space…looking to the south, you can see the entire length of the building and the many holes in the roof over areas of collapsed ceiling whilst, to the west, there is a firewall that prevents you seeing into the next room until you move from the ladder. Nalathi is first to carefully traverse the rafters, moving stealthily to a position nestled against the northern wall of the building whilst waiting for Ziomarra to join her…

As the female voice continues to espouse the virtues of Underbridge and starts to talk about her ideas for a new flag for Magnimar, the other voices break into song…

”Muckdigger tribe say Mistress Great,
All other Longshanks we hate,
When all the P**’s been thrown and hurled
Then Mistress will be Queen of World”

Looking beyond the wall and into the room to the west, Nalathi and Ziomarra see that, like elsewhere, the ceiling has collapsed into the room below but that, worse than the other areas, quite a lot of the rafters have also fallen into the sewage pool below leaving large gaps of empty space over the drop. A large fireplace in the room below climbs the wall as a wide chimney into here. The crumbling, charred brick of the chimney has been chipped away to create a large hollow within, with a tangle of discarded planks and other rubbish forming a platform around it.

Sitting cross-legged on the platform, attended by two filthy goblins (who are sat with their legs straddling the exposed beams of the ceiling), is a archetypally Varisian woman. In her later twenties, the woman is somehow meticulously clean with her hair tied back by a vivid red bank of fabric…from your vantage point you can see that she, and her attendants, are somehow oblivious to the fighting that has occurred through the building and are, instead, concentrating on a scrap of paper that the woman has drawn upon. Every now and again, the woman reaches for a shard of metal that is hanging on a cord around her neck…smiling to herself, she strokes it and then returns to her pronouncements…

I have updated the map to show current positions (as I see it)…any further movement in the roofspace will require stealth checks (and acrobatics checks where appropriate)


Female Tiefling (Spitespawn) Swashbuckler (Dashing Thief) 1 | AC: 17/14/13 | HP: 12/12 | Fort +2, Ref +6, Will +1 | CMB +1 (+8 to disarm/steal, +7 to dirty trick/feint/reposition/trip), CMD 15 | Perception +1 | Init +4 | Panache: 2/2

Wow. Looking at her, you wouldn't think she's even in this filthy place. Wondering briefly how the woman has managed to stay so clean, Nalathi signals to Ziomarra. All clear. Then she takes a few steps closer so as to be within striking distance should Zee's spell go awry.

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29


As Nalathi moves closer, the goblins chitter chatter away to the Varisian woman, ”Is a great flag, Mistress…yes, yes, yes…very pretty flag, Mistress”

Natalya, Perception (distracted): 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14
Sewer Goblins, Perception (distracted): 1d20 - 1 - 5 ⇒ (4) - 1 - 5 = -2


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna waits, knowing that she'd just get in the way in a scouting mission.


Inactive

Briana waits as well, hoping that if things take a turn for the worse, she and the rest of the group will be able to get to Nalathi and Zee quickly.


Waiting on actions from you guys...think it's probably Ziomarra to set your plan in action?


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Sorry for lack of updates. Life threw me a curveball Thursday afternoon. I think I'm back now.

With a deep breath, Zee climbs the ladder, poking her head high enough to see. --I wish I had prepared different spells today. I hope I can convince her to come with us by my charming personality. Natalya seems to have gone mad, and thinks she can rule the city. Perhaps I can use her madness to our advantage...--

Trying her best to remain in the shadows and make as little noise as possible, she moves to the right of the ladder and stands on a floor joist.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3 ...so much for stealth!
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 ...at least she doesn't fall!

In a loud voice, and with a broad smile, she calls out, "Natalya Vancaskerkin! Thank Desna I found you! For those who have heard of your magnificence, you are a difficult person to find! Tales of your greatness are spreading through Underbridge-- the people here need a leader, and they want you!"

Bluff: 1d20 + 1 ⇒ (14) + 1 = 15 ...hoping for a big circumstance bonus: I think she'll want to believe this lie.

Assuming Natalya doesn't immediately attack... Zee continues, "We have a mutual friend. Lady Heidmarch is very impressed by your leadership and she wants to support your cause. She wants to meet with you in person discuss how the Pathfinder Society can assist your plans."

Zee continues to try to convince Natalya to come with her to Alabaster to meet with Lady Heidmarch.

Diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9


When Ziomarra moves onto one of the ceiling joists, she steadies herself against the firewall...and accidentally puts her fist through the rotten plaster, a solid lump of which falls with a wet 'splat' into the sewage below...

Consequently, when Ziomarra pokes her head around the corner, she finds herself looking at two goblins who, having turned to face her, have their short bows raised and arrows trained upon her. Her confidence though saves her...Natalya holds her hand up to stay the goblin's attacks, at least until she has heard what Ziomarra has to say...

Listening to the praise bestowed upon her, the Varisian Woman's chest puffs out in pride and she starts to preen herself quite unashamedly, "Yes, yes, that is what I have been saying to my troops...the people of Magnimar...no, the people of Varisia need me...too long have they paid homage to false lords, corrupt governments and syndicates...only I can bring this nation prosperity...all I ask is their worship...is that too much to ask?"

Natalya, Sense Motive vs Ziomarra's Bluff (with a +5 bonus to Ziomarra for Natalya 'Wanting to Believe', DC20): 1d20 + 1 ⇒ (9) + 1 = 10, Natalya fails Sense Motive

Natalya, keen to listen more to Ziomarra, indicates to the goblins to lower their weapons, "Do go on..."

Natalya's attitude starts at Indifferent, Diplamacy Check to acquire aid / information, etc is DC17...Ziomarra fails by more than 5 lowering Natalya's attitude to Unfriendly

"Lady Heidmarch!!! That puppet?!?! That poltroon?!?! That incompetent ingrate... no...no...no... That won't do at all... There is no place for that gang of puffed up treasure seekers in my world... No....you go back to the summit and you warn them what is coming... There can be no deals... This is my city now..."

Talking to the goblins, "Spittlenose and Rotguts...the lady is leaving now...escort her to the entrance if you wouldn't mind"

"Yes Mistress...we didn't trust her Mistress...not one bit Mistress"

The goblins raise their bows again and start to make their way towards Ziomarra... Meanwhile, with an exaggerated flounce, Natalya turns her back on Ziomarra...


Nalathi, there is only one viable beam between the goblins' position and Ziomarra...if the goblins do approach Ziomarra to escort her from the building, they will walk straight past you...and discover you...


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

"So much for talking our way out of this one." Joanna mutters as she starts loading her crossbow.

"Zee! Get down here! We're going with Plan B!" The cleric calls out.

Plan B of course being wing it and hope it works. Right know, Joanna's first thought is get the unarmored lady and the scout out of the line of fire, then put herself into it and pray that the RNG is being nice today.


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

Teldon readies his longspear and prepares to stab any goblin that comes in range. with my reach weapon I should be able to reach them in the rafters pretty easily, right?


Female Tiefling (Spitespawn) Swashbuckler (Dashing Thief) 1 | AC: 17/14/13 | HP: 12/12 | Fort +2, Ref +6, Will +1 | CMB +1 (+8 to disarm/steal, +7 to dirty trick/feint/reposition/trip), CMD 15 | Perception +1 | Init +4 | Panache: 2/2

Should we roll initiative? Cause I'd like to do combat-y things, like the following.

She knows her hiding place is solid, but as the goblins head her way she's fairly sure they'll spot her if they get too close. She holds her breath and vanishes, praying it doesn't take them more than a few seconds to pass her by.

Acrobatics (to avoid accidentally bumping into them while invisible, if you'll allow it): 1d20 + 5 ⇒ (12) + 5 = 17


Inactive

Hate to sound like a broken record, but...

Briana tightens her grip on her crossbow and waits for a target to present itself.


I don’t think we are into Combat Rounds just yet…I want to hold off to make sure that you get any surprise rounds as appropriate

Disappearing into the shadows, Nalathi silently hoists herself against the exposed roof tiles….holding her breath and squeezing herself tightly against the roof, she ensures that the goblins won’t bump into her whilst they march along the beams of the ceiling…

As Joanna calls out to Ziomarra, Natalya spins around, "Who's down there? Have you brought that snivelling lackey Heidmarch with you?”

The goblins look to Natalya for further direction…and she starts shouting orders, ”Rotguts, you get over there and see who it is… Spittlenose, you stay here and keep your weapon on that one…”

”Okay Mistress, Right you are Mistress”, one of the goblins starts to balance along the roof beam towards Ziomarra…whilst the other raises it’s short bow…with it’s aim directly on Ziomarra.

Waiting on a response from Ziomarra to see how far the goblins get before the situation descends into combat…note that the moment they get past Nalathi and the firewall in the roofspace, they will be able to see everyone at the bottom of the ladder

Teldon, your long spear will give you enough vertical reach to stab at anyone in the roofspace


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Preparing Action to shoot the goblin as soon as it pokes his head where Joanna can aim at it.

Crossbow: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 ⇒ 7

Joanna raises the crossbow and waits. She forces her breathing to remain calm and steady, even though her heart was racing in her chest.

Not good! This is not good! Why didn't I come up with a better plan before this?


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

One more chance to not let this end in violence...

With one hand, Zee removes one of her scarves, letting one end dangle near her knees. Those below her notice the razor blades woven into the ends of it. She fixes the goblin pointing an arrow at her with an angry glare.

"Îmi pare rău că a ajuns la acest lucru. Natalya, ne-am confruntat deja cu alte polițiștii tau: două Sczarni în magazie și cinci de patetic ta, mirositoare spiriduși. Ești singur și înconjurat. Vino cu noi în mod pașnic la Bunuri Heidmarch, și nimeni altcineva nu va avea să moară!"

Varisian:
"I am sorry it has come to this. Natalya, we have already dealt with your other guards: your two Sczarni in the shed and five of your pathetic, stinking goblins. You are alone and surrounded. Come with us peacefully to Heidmarch Manor, and nobody else will have to die!"

Indimidate: 1d20 + 8 ⇒ (6) + 8 = 14 Note that Zee isn't bluffing, FWIW.

And when I need a very good roll...nope! (I would have burned a Hero Point before that roll if we were using Hero Points.)

I think it might be time to roll initiative...


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

it looks like some of the creature placement on the map might be out of date... if combat is immanent, could we please update that real quick? it looks to me like Zee needs to be 1 square N or NW, and that one of the goblins should be adjacent to Nalathi (or possibly squeezed into her square)?

As Zee speaks to the woman in Varisian, Teldon grimaces slightly and whispers to Jo and Briana, "It doesn't sound like its going particularly well... we may need to head up if we're going to be of any assistance..."


Goblin placement certainly isn't accurate for the start of combat...my next post, which will initiate combat (taking into account readied actions, etc) will place the goblins appropriately (I didn't move them earlier as I wasn't sure how you guys were responding to them approaching and you being escorted from the building)... I can't do the map at work though so it'll be a few hours yet...


Natalya either doesn't understand what Ziomarra has threatened her with....or merely doesn't care, preening to herself, "You should have brought a gift...I'm worth a gift...I'd have granted you audience if you'd brought me something..."

The first goblin manages to saunter directly beneath Nalathi, utterly oblivious to the swashbuckler suspended above it, it growls at Ziomarra, "Right Lady, the Mistress says you ain't welcome...and who's around there anyhows?"...it's curiosity is answered with Joanna's crossbow bolt...which, with lethal accuracy, spears Natalya's first guard through the throat. As it falls backwards from the ledge, it manages to sadly croak, "Sorry Mistress" before it splashes into the cesspool...

Indignant with rage, Natalya screams, "Kill them!!!"

Initiative Order for Party / Enemy

Briana, Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Nalathi, Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Ziomarra, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Joanna, Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Teldon, Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Sewer Goblins, Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Natalya, Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Initiative Order
Natalya, Sewer Goblins then
Ziomarra, Teldon, Joanna, Briana and Nalathi

Nalathi, Teldon and Briana may all take surprise actions before normal initiative starts


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

I might not get a chance to post again until either very late tonight or tomorrow morining. Assuming she isn't knocked out first, Zee's next action will be to hit Natalya with Evil Eye to reduce her saving throws, then hit her with daze until it works. Then, she'll approach along a rafter and cast beguiling gift, offering Natalya the manacles.


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

So, it's a DC 10 Acrobatics check to move along the rafters, correct? Planning for Joanna's first round actions.


DC10 Acrobatics to move along the rafters at Half Speed / Automatic Success to move at Quarter Speed - if you are feeling really brave, you could move at full speed with a DC20 check!!!

Also, note to everyone, whilst you are balancing in the rafters, you lose your DEX bonus to your AC and, if you take damage, you will need to make another Acrobatics check to avoid falling


Inactive

Sorry to sound like a dope, but even with the map I'm having a little trouble visualizing what Briana is able to see from her current position. I'm guessing she might be able to see Zee up in the rafters and possibly Nalathi (once she pops into view) but that's all at this point, yes?


Yeah, it's a bit difficult to visualise on a 3-d basis...but you are right, you can see Ziomarra and you did see the goblin briefly before Joanna used it for target practice...


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

"Zee," Teldon calls up, giving up any hope for an ambush, "οι περισσότεροι από εμάς θα είναι πολύ μικρή χρήση μέχρι εκεί , αλλά αν μπορεί να τους παρασύρει εδώ μπορούμε να επιτεθούν με βαλλίστρες και το δόρυ μου ."

Thassilonian:
"most of us will be of very little use up there but if you can lure them over here we can attack with crossbows and my spear."

Teldon continues readying an action to attack any enemy that comes in range


Female Tiefling (Spitespawn) Swashbuckler (Dashing Thief) 1 | AC: 17/14/13 | HP: 12/12 | Fort +2, Ref +6, Will +1 | CMB +1 (+8 to disarm/steal, +7 to dirty trick/feint/reposition/trip), CMD 15 | Perception +1 | Init +4 | Panache: 2/2

Blinking back into view, Nalathi drops from the rafters and swings at the remaining goblin.

Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21 To land on a beam and not fall through them.

Short sword slice (flat-footed): 1d20 + 4 ⇒ (20) + 4 = 24 BAM!
Crit confirm: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Crit damage: 1d4 + 2 ⇒ (3) + 2 = 5

"You should've just handed over whatever it is you've got. Then this thing could've lived."


Nalathi appears from the shadow, dropping down onto the beam in front of the astonished goblin…whatever words it was going to exclaim are left unsaid as the swashbuckler’s blade pierces the creature’s heart. With a gurgle, it slides backwards off of Nalathi’s blood reddened sword and, with another large splash, falls into the sewage below.

Natalya, in a full blown rage, screams at Nalathi, ”HOW…DARE…YOU?!?!?!”

With her arms outstretched, she shouts an incantation, ”Πνεύματα της Thassilon, Παρατηρήστε την κυριαρχία μου, όπως έχω επιστρέψει αυτά τα αρχέτυπα στο βάλτο”

Thassilonian:
” Spirits of Thassilon, Observe my dominion as I return these primitives to the swamp”

…and the beam below Nalathi becomes treacherously slippery.

Natalya cast Grease on the roof beam that Nalathi is on

Nalathi, you need to make a Reflex Save, DC13, to avoid falling into the Sewage Pool below you

Everyone may take their turn now


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

"Οι Θασιλονιαν είναι νεκροί. Θα πρέπει να ασχοληθεί με τους ζωντανούς!"

Thassilonian:
"The Thassilonians are dead. You must deal with the living!"

Ziomarra fixes Natalya with a baleful glare.

Evil Eye hex. -2 to saving throws for the next 6 rounds. Will save DC 13 reduces duration to 1 round.


Natalya, Will Save vs Evil Eye: 1d20 + 2 ⇒ (14) + 2 = 16, save made, Natalya takes -2 to saves for 1 round only

Natalya looks confused for a moment, her mouth silently repeating Ziomarra's words, until, holding the metal shard around her neck, her befuddlement lifts, ”I will deal with you…oh yes, I WILL deal with you!!!!”


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna clambers up the ladder and begins to load her crossbow.

"Last chance. Surrender and come with us, or have some sense beat into you."


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

if someone's not thinking clearly/acting normally because they're being influenced by like a charm/compulsion or something, do you automatically get a sense motive check to notice or do you have to make some effort to observe that? (and if the latter, what kind of action is it?)

Hearing a second splash and discovering that Natalya understands Thassilonian too, Teldon drops all pretense and shouts to Zee and Nalathi in common, "are all the goblins dead? We have her escape completely cut off down here, do you need any further assistance up there?" rather than readying an action, I'll hold my turn until something happens to merit a response...


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Zee calls down to her friends, "She's all alone now, but she has a ladder up the chimney. Signal the men outside to watch the roof in case she tries to escape that way!"

Bluff: 1d20 + 2 ⇒ (19) + 2 = 21

And I roll well on a throwaway line...

She adds, "And I think she's wearing the artifact around her neck!"


Inactive

Briana chants a prayer to Desna and to the spirits, asking for aid for herself and her companions. As she finishes, everyone feels a surge of courage in their hearts as well as a certainty that there's a little extra something on their side in terms of combat prowess.

Casting Bless, +1 to attack rolls and saves vs. fear effects.


Female Tiefling (Spitespawn) Swashbuckler (Dashing Thief) 1 | AC: 17/14/13 | HP: 12/12 | Fort +2, Ref +6, Will +1 | CMB +1 (+8 to disarm/steal, +7 to dirty trick/feint/reposition/trip), CMD 15 | Perception +1 | Init +4 | Panache: 2/2

Reflex save: 1d20 + 5 ⇒ (10) + 5 = 15

She feels the beam underneath her suddenly get very slippery. As her feet start to give out under her, she hurls herself forward onto safer footing.
As she does so, she lashes out at Natalya with her sword. One way or another... we're getting that artifact.

Short sword slice: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

I guess that's an appropriate roll, given what she was doing.


Ignoring all of the voices from across the rafters, Natalya is increasingly apoplectic about someone having the audacity to approach her..."You killed my bodyguards...It seems that they were not worthy of me...why don't you show me whether you could be of service to me? Defend yourself!!!", as Nalathi barely catches her balance, Natalya draws an immaculately polished sword and stabs at her...

Natalya, Short Sword vs Nalathi: 1d20 + 5 ⇒ (8) + 5 = 13, missing

Teldon, a Sense Motive or Perception check might reveal something however, given that you don't know whether Natalya is normally this 'Power Crazed', it will be difficult to tell of anything is 'off' - I think that you have heard enough to be able to make a check without it being a specific action... Ziomarra, Joanna and Nalathi would have a slightly lower DC as they have also visually observed her behaviour and mannerisms

Everyone may take their turn now


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Zee casts a spell. A ghostly Harrow card flies from her hand at Natalya, striking the imperious woman in the face. She also gingerly moves along a rafter toward the imperious woman.

casts daze. Will save DC 14 negates. Natalya is still hexed with -2 to her save through the end of my turn.

Zed: For those with a 30 ft. move, is quarter speed 1 square or 2?Could someone move my token toward Natalya? I'm posting from my phone, and can't move it myself. Thanks!


Natalya, Will Save vs Daze, (Penalty for Evil Eye Hex): 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15, Save Made

”Your Parlour Tricks won’t help you here…Peasant!!!!”

I think we should round up quarter speeds to two squares (but three squares if double move in your turn…pretty much the same as diagonals)


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

"Be careful, if her corpse falls in the sewage we'll have to go digging in it to retrieve that for which we came" Teldon calls out, still wrestling with whether he should try to head into the rafters or stay put to cut off her escape (or run outside in case she tries to flee up the chimney)... still holding for now

Zee, it looks on the map like maybe 2 squares forward is not a viable option... there seems to be a big hole in the rafters... although, perhaps having the rafter on the north side of the square is enough? I'll move you 2 straight forward and if GM has concerns about that spot we can switch you elsewhere.


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Repositioning Zee's token along unbroken rafters to where she can cross to Natalya's position.

Zed: Can Zee tell that Natalya greased the rafters? The spell description doesn't say anything about how difficult it is to notice the effect. I don't think Nalathi actually said anything about it.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17 ...to notice the greased rafter.


It is a Perception DC10 to see the area of Grease on the rafters and Acrobatics DC10 to move through it


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

"Alright, I tried to warn you."

Crossbow: 1d20 + 1 - 4 ⇒ (4) + 1 - 4 = 1

Seeing her shot go wide, she drops the crossbow and gets ready to move in close.

Well this is a fine mess you've gotten yourself into. It may have been Papa's but this armor is not helping in these kinds of situations!


Inactive

"I'll go circle around and watch the chimney too!" Briana calls out, unable to stand standing around any longer. "If she tries to get out that way, maybe I can slow her down long enough for the rest of you to catch her!"

She then turns and hustles towards the outside, moving around until she can get the best vantage point of the chimney as possible.

Unless Teldon wants to stop her or one of the others calls out with a better idea, Briana will move double her speed to get back outside. I think the walkways we rigged up are sturdy/wide enough to not warrant making Acrobatics checks...


GMPC For Nalathi to keep things moving

Regaining her footing and seeing a gap in the defence of the over-confident Natalya, Nalathi lunges forward.

Nalathi, Short Sword vs Natalya, 1d20 + 4 ⇒ (19) + 4 = 23, Critical Threat
Confirming Critical, 1d20 + 4 ⇒ (1) + 4 = 5, Critical Not Confirmed, 1d4 + 2 ⇒ (3) + 2 = 5 Damage

With a crimson ribbon slashed across her leg, Natalya steps backwards and, holding the shard of metal around her neck, intones, "Χορός για μένα Κουκλοθέατρο!!!"

Thassilonian:
"Dance for me Puppet!!!"

Natalya, Charm Person vs Nalathi, Will Save DC14

Nalathi, Will Save (bonus due to being threatened / attacked): 1d20 - 1 + 5 ⇒ (3) - 1 + 5 = 7, Will Save Failed - Nalathi treats Natalya as Friendly

Natalya instructs Nalathi to dance upon the Greased Rafter, Opposed CHA check required to give orders

Natalya, CHA Check: 1d20 + 2 ⇒ (4) + 2 = 6 vs Nalathi, CHA Check: 1d20 + 2 ⇒ (14) + 2 = 16

Nalathi's eyes glaze over and she lowers her sword but when Natalya starts shouting at her, she just looks confused...

Everyone may take their turn now...note, if you have any ideas, you can attempt to 'snap Nalathi out of it'...

GM Only:
Natalya = 15/20HP, 2 of 5/day spels used


male Human Investigator [empirist] (VMC Magus) 7 | HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)

obviously it's ultimately up to you how spells work but it seems like dancing on a greased rafter may fall into the category of "obviously harmful" (especially given that Nalathi has already stepped on it and is aware of the danger, and quite possibly short enough to drown in the sewage...)

Hearing things take a turn for the obviously worse upstairs, Teldon waits for some space to clear up at the top of the ladder and then apprehensively heads up.


CG Female Human (Azlanti) Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2
stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

With a look of horror, Zee sees Natalya ensorcell Nalathi.

Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13 ...to identify the spell as it's cast, DC 16... Failure!

Unsure what spell Nalathi is under, Zee is certain it can't be good... especially when the gnome breaks of her attack.

Responding to Natalya's recent taunt, Zee's face becomes a mask of fury. "Peasant?! I am the seer Ziomarra, harrower of Clan Callinovo, the third of her name! You are the whelp of a disgraced petty thief with delusions of grandeur, plotting to rule this city from a falling-down, sewage-filled shack! Surrender now while you still live!"

Intimidate to demoralize: 1d20 + 5 ⇒ (18) + 5 = 23


Female Aasimar (Angelkin, Scion of Humanity) Bard 1 | HP: 9/9, NL: 0 | AC: 15/12/13, CMD: 15/13 | F: +1, R: +4, W: +3 (+4 vs. Charm and Compulsion)| Resist: Acid 5, Cold 5, Electricity 5 | Spells: 1st - 2/2 | Bardic Performance: 6/6 | Alter-Self: 1/1 | Init: +2, Per: +5 (Darkvision)

Joanna moves carefully along the rafters.

Double move at a quarter speed, so ten feet.


Teldon, there is also the issue that Nalathi wouldn't have a clue what Natalya is ordering her to do anyway...Nalathi doesn't speak Thassilonian!!! So, the order could never have been followed...Natalya isn't necessarily being played with optimised tactics... The delusions of grandeur are clouding her judgement somewhat!!!

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RPG Superstar 2012 Top 32

AdamWarnock wrote:
Haven't made a character that didn't want to play yet. :D

lol- i sure have, but i toss them instead of playing them, and definitely wouldn't ever submit one


Adam's second submission: Josephina Annabelle Whitehall, a young Cleric of Iomedae and the eldest child of the late Lord Whitehall. She prefers to be called Jo or Joanna

Just the background and the basic stats for now.

Stats:

STR: 14 (5 pt)
DEX: 12 (2 pt)
CON: 11 (1 pt)
INT: 10 (0 pt)
WIS: 16 (5 pt) +2 for human
CHA: 14 (2 pt) +2 for Dual talent (Missing that feat's gonna hurt, but I think this will be worth it.)

Campaign Trait: Alabaster outcast (Her item's a breastplate that belonged to her father.)

Alternate Racial Traits: Dual Talant (I think that's the one, don't have the book with me.) Bonus going to CHA.

I'll figure out the rest when I get home.


Background:

The Whitehalls were never a prominent family, but they were known for being honest merchants and good folk to have at your back. Joanna's father was no exception. He was a a goodly man of stout integrity, and a flair for tweaking the decadent nobility's collective nose. His first act was to instate an Iomedaean priest to replace the previous Abadarian one as the family chaplain. The second was to take a commoner as his wife.

Joanna's mother was a lovely woman with a kind heart and nerves of steel. She too was a follower of the Inheritor and despite the occasional heated argument, their marriage was a happy one, that caused the more haughty of the nobility to look down their noses with jealous eyes. Lord and Lady Whitehall, for their part did what they felt was right and left the gossip to the other houses.

About three years after they were wed, Joanna was born, but her birth was bittersweet for the couple. Her mother tool ill right after the delivery, and soon passed away. Now alone with a little girl to raise, Lord Whitehall was soon married again. Unfortunately for Joanna, and Lord WHitehall, the woman he married was one of the most decadent nobles of her generation, although her family's station was far below that which she believed was hers.

When her father was away, her step-mother, a shrill and jealous woman, picked and needled at her. Her half-sisters, who took after their mother, soon joined in and Joanna found herself dreading the times her father had to leave her behind. Her only other source of comfort during this time was the family chaplain, who treated her like she was his own daughter. As she grew older, she spent more and more time with the chaplain, learning about Iomedae and her tenets. She even began to take an interest in swordplay, an interest her father and the chaplain were all to happy to encourage. Her step-mother was a different story.

On her thirteenth birthday, tragedy once again struck House Whitehall. Her father had returned from a long trip to Absolom deathly ill. On his deathbed, he apologized for all of the things he put Joanna through, and told her about her mother. The stories lasted hours, and the chaplain suffered no interruptions, especially from the girl's step-mother. As the days wore on, Joanna's father's life faded. His last words were of how proud he was of the young lady she was becoming. That night, he passed away.

The next three years passed with agonizing slowness for Joanna. The Council of Ushers would not stand to have a "mere commoner" as the young Lady Whitehall's regent, so it came to pass that her step-mother was named her regent, and her first act was to close off Joanna from all contact from the outside world. She couldn't very well get rid of the chaplain her late husband had named, due to the terms of the contract, but she did her best to limit his influence on her step-daughter. On Joanna's sixteenth birthday, the day she came of age, things got immeasurably worse.

Joanna was sent to ball after ball, gala after gala, party after party, all while having her two younger half-sisters tag along. At first Joanna looked forward to those outings, but as her mother belittled her, her sisters spread rumors, and her peers did both, she grew to hate them and dread them with a passion she didn't think was possible. Despite all of this, she remained true to her faith and endured it with kindness, and civility.

The chaplain also continued his lessons, and as Joanna progressed through the ranks of an acolyte, he became more and more like the father she had lost. Kind, caring, and noble. On her seventeenth birthday, he anointed her as a full priestess of Iomedae, a move that made Joanna's mother furious. The argument and screaming that followed Joanna made a decision. Begging forgiveness for stealing the few things she took, she left that night, giving the chaplain a heartfelt embrace and thank you before leaving the Alabaster District for what she hoped was a better life. The next morning, she was at the newly formed Pathfinder Lodge, hoping for a chance to bring light where darkness had been for too long.

Her step-mother, meanwhile, was forced to lie to cover up the fact that her only link to any real power had ran away from home. Claiming Joanna had taken ill, and was unable to assume her duties, she remained as regent, and silently worried about the day when Joanna would come back and claim her rightful place as Lady Whitehall, and secretly hoped that she could find the girl and lock her up until she could arrange a marriage to further her own position.


Grenwell Heidmarch - a late answer to your question...as long as your background justifies it (and I think it does for your character), ancient languages are acceptable.

All - thanks for the response to my 'healing conundrum'...looks like I have a few options for building a more 'survivable' team!!!


A simple wand of Cure Light Wounds goes a very long way, haha.


GM Viskous wrote:

I'd like a real healer for this AP, I've heard it's quite deadly.

I might be off base here, but I bet if a healer spec person applied they'd have a fairly damn good chance of getting in.

I'd swap, but I am already doing a healer for another game, and one at a time for me. I want some smashy action to offset the healing role.

Challenge accepted.

Compared to some of the paths, it is really not overly deadly.

Cake walk, no, but not as bad as some.


I really didn't realize that some of the AP's were deadlier than others. Is there an ordered list. I'd like to check this out. I've only ever lost one character in game and I'm convinced that the GM kind of fudged it because he/she didn't want me there.


Amy Unwin wrote:
I really didn't realize that some of the AP's were deadlier than others. Is there an ordered list. I'd like to check this out. I've only ever lost one character in game and I'm convinced that the GM kind of fudged it because he/she didn't want me there.

Little of topic, but, yes some are far more unforgiving than others and some can be meat grinders. Some one has a list some where I am sure, or you may check out the deaths under the various threads, warning though, SPOILERS!!!


Don't know if there's a list, but some APs are TPK machines. I know Part 2 of Rise of the Runelords was pretty bad, and I've heard the finale of Part of Legacy of fire is notorious for TPKs, but I'm not sure about the others.

Another factor is probably the GM. I've had a character go kaputzki because the GM was being a jerk (Character was unconscious and bleeding out, Gm had the gorilla bash her head in, despite she wasn't a threat,) and I know that I tend to use some of the encounters more as guidelines.


Okay, Got the basics done, I'll work on the other bits (Personality and Appearance) tomorrow.

Stats:

Josephina Annabella Whitehall
Human (chelaxian) cleric of Iomedae 1
LG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) and
. . longsword +2 (1d8+2/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good
Cleric Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, protection from evil{super}D{/super}, shield of faith
. . 0 (at will)—create water, light, purify food and drink (DC 13)
. . D Domain spell; Domains Good, Sun
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 11, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Extra Channel
Traits alabaster outcast, mediator, sacred touch
Skills Diplomacy +7, Knowledge (nobility) +4, Knowledge (religion) +4
Languages Common
SQ aura, sheltered
Other Gear breastplate, heavy wooden shield, dagger, longsword, backpack, masterwork, bedroll, blanket, cleric's vestments, silver holy symbol (Holy Symbol of Iomedae), noble's outfit, signet ring, waterskin, 34 gp, 4 sp
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sheltered You become shaken when you have less than half your maximum hit points.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Background:

The Whitehalls were never a prominent family, but they were known for being honest merchants and good folk to have at your back. Joanna's father was no exception. He was a a goodly man of stout integrity, and a flair for tweaking the decadent nobility's collective nose. His first act was to instate an Iomedaean priest to replace the previous Abadarian one as the family chaplain. The second was to take a commoner as his wife.
Joanna's mother was a lovely woman with a kind heart and nerves of steel. She too was a follower of the Inheritor and despite the occasional heated argument, their marriage was a happy one, that caused the more haughty of the nobility to look down their noses with jealous eyes. Lord and Lady Whitehall, for their part did what they felt was right and left the gossip to the other houses.

About three years after they were wed, Joanna was born, but her birth was bittersweet for the couple. Her mother tool ill right after the delivery, and soon passed away. Now alone with a little girl to raise, Lord Whitehall was soon married again. Unfortunately for Joanna, and Lord WHitehall, the woman he married was one of the most decadent nobles of her generation, although her family's station was far below that which she believed was hers.

When her father was away, her step-mother, a shrill and jealous woman, picked and needled at her. Her half-sisters, who took after their mother, soon joined in and Joanna found herself dreading the times her father had to leave her behind. Her only other source of comfort during this time was the family chaplain, who treated her like she was his own daughter. As she grew older, she spent more and more time with the chaplain, learning about Iomedae and her tenets. She even began to take an interest in swordplay, an interest her father and the chaplain were all to happy to encourage. Her step-mother was a different story.

On her thirteenth birthday, tragedy once again struck House Whitehall. Her father had returned from a long trip to Absolom deathly ill. On his deathbed, he apologized for all of the things he put Joanna through, and told her about her mother. The stories lasted hours, and the chaplain suffered no interruptions, especially from the girl's step-mother. As the days wore on, Joanna's father's life faded. His last words were of how proud he was of the young lady she was becoming. That night, he passed away.

The next three years passed with agonizing slowness for Joanna. The Council of Ushers would not stand to have a "mere commoner" as the young Lady Whitehall's regent, so it came to pass that her step-mother was named her regent, and her first act was to close off Joanna from all contact from the outside world. She couldn't very well get rid of the chaplain her late husband had named, due to the terms of the contract, but she did her best to limit his influence on her step-daughter. On Joanna's sixteenth birthday, the day she came of age, things got immeasurably worse.

Joanna was sent to ball after ball, gala after gala, party after party, all while having her two younger half-sisters tag along. At first Joanna looked forward to those outings, but as her mother belittled her, her sisters spread rumors, and her peers did both, she grew to hate them and dread them with a passion she didn't think was possible. Despite all of this, she remained true to her faith and endured it with kindness, and civility.

The chaplain also continued his lessons, and as Joanna progressed through the ranks of an acolyte, he became more and more like the father she had lost. Kind, caring, and noble. On her seventeenth birthday, he anointed her as a full priestess of Iomedae, a move that made Joanna's mother furious. The argument and screaming that followed Joanna made a decision. Begging forgiveness for stealing the few things she took, she left that night, giving the chaplain a heartfelt embrace and thank you before leaving the Alabaster District for what she hoped was a better life. The next morning, she was at the newly formed Pathfinder Lodge, hoping for a chance to bring light where darkness had been for too long.

Her step-mother, meanwhile, was forced to lie to cover up the fact that her only link to any real power had ran away from home. Claiming Joanna had taken ill, and was unable to assume her duties, she remained as regent, and silently worried about the day when Joanna would come back and claim her rightful place as Lady Whitehall, and secretly hoped that she could find the girl and lock her up until she could arrange a marriage to further her own position.


Reign of Winter is really nasty in the first book, especially if you really follow the environment rules strictly.


AdamWarnock wrote:

Don't know if there's a list, but some APs are TPK machines. I know Part 2 of Rise of the Runelords was pretty bad, and I've heard the finale of Part of Legacy of fire is notorious for TPKs, but I'm not sure about the others.

Another factor is probably the GM. I've had a character go kaputzki because the GM was being a jerk (Character was unconscious and bleeding out, Gm had the gorilla bash her head in, despite she wasn't a threat,) and I know that I tend to use some of the encounters more as guidelines.

Even if this game is a little more deadly I think that Amy is up for the challenge.

This is probably the first character I've had in an Adventure Path that's this written well written for Golarion. I'm excited.


GM Zed wrote:
Haladir - sounds good although the Harrow Handbook was the one Player's Companion I decided to skip in the last year...is everything I need on 'Archives of Nethys' or similar? Also, does it rely on Cards? How would you propose to replicate that in PBP?

Just noticed your note. I may have answered your questions already by the stat block already, but in case I haven't...

1) All the rules for the archetype are on Archives of Nethys. I've linked just about all of Ziomarras's abilities to the rules from either the PRD or the Archives.

2) The archetype does rely on using Harrow cards. The deck is made of 54 cards. Six suits represent the six ability attributes. Each suit has nine cards, reach representing one of the nine alignments. To generate a card with dice, roll 1d6 for suit and 2d3 for alignment: 1d3 for the law/chaos axis and another 1d3 for the good/evil axis. I would then consult the book for the name of the card.

In play, I'd put the dice rolls behind a spoiler tag. After rolling, of put the name of the card in the tag, like this:

The Snakebite:
suit: 1d6 ⇒ 4 ...Books (Int)
ethic: 1d3 ⇒ 3 ...chaotic
moral: 1d3 ⇒ 3 ...evil


Couldn't help but stop in to give GM Zed a hearty endorsement. I especially like how he stays true to the rules and runs a structured game.

I made this cleric to be the primary healer for my party and I just used my last channel to go from 1 hp to 3hp. So, I would recommend a real healer. Wands of CLW are fine out of combat, but not so good to save the character death in combat.

Luther's wrinkle is he is a rare cleric that knows what is going around him. He could care less about the motives of others.

Cleric 1 Hit Points: 3/9 AC18/ff17/t11 F+4/R+2/W +7 Channel 0/6


Thanks to all for submissions...recruitment will close in about ten hours...and then I have a very difficult decision to make...some great characters proposed, and I need to trim down from 18 or so... to 5!!!!


Let me help whittle down the applicants, I've been selected in another PBP, so I will withdraw my entry from this game. I wish you all luck.

Give 'em hell GM Zed!


Okay, so I'm really tense and excited. Good luck to everyone though!

Dark Archive

Might help if I include his backstory :3

Backstory:

Born into the Labyrinthian Library city of Tarz-Kazmukh it became apparent at an early age that Dezco [REDACTED] would not be like the other dwarfs around him. While his brothers and sisters took to their studies of both the tome and forge quite well he on ther hand, while quite liking to read, never took to studying or to working the forge. Rather he would spend his time reading whatever tangential books he could find, usually those of an apocryphal or erotic nature, or exploring the Library or the wilderness above. His aloofness soon became too much for parents who expected too much of a strict regime from him and so they sent they begrudgingly sent him out into the world in hopes that he would find a purpose that narrow his wandering personality. Instead he found Calistria, whose doctrine appealed to him a hundredfold moreso than the entire Dwarven Pantheon did. Whereas the gods of the dwarves were all about long term goals, labor, and community, The Lady in The Room was much more intrinsic. He found the religion's hedonism was perfectly balanced against their keeping of secrets and other useful bits of know. His unique personality soon caught the attention of some worshippers who also happened to be pathfinders, and they happily referred him along to Mistriss Zarta, head of the Dark Archives faction of the Society. While he chaffed at thought of studying and work he was greatly intrigued by all the rumors and stories about his future "boss" and so he made out to Absalom and, surprising most of all himself, managed to become a Pathfinder. In this way his parents plan and hopes had both failed and succeeded, for while his wanderlust had not been curtailed he now had a purpose, a purpose which now brings him to Magnimar on his first official mission for the Pathfinder Society.

Personality:

Aloof and rarely bringing his voice above a whisper he does not come off as to what most people think of when they think of dwarves, unless they've met those from the libraries of Tar-Kazmukh. He can have a quickly rising but also quickly falling temper, easy to annoy but also easy for him to forgive, or more likely forget or simply lose interest. Although he is constantly reading and studying he never seems to be able to keep any of the information he tries to store in his head. What sets him apart most from his fellow dwarves is how much he detests manual labor, prone to constantly mumbling and complaining as he does any sort of work that doesn't require reading or offer an intrinsic reward.

Dark Archive

Also good luck to everyone as well!


Added a little more to certain parts of Briana's story to explain why she's with the Society and why they wanted her in the first place.

Good luck everyone! :D


Good luck to you all!

Voltaire "Three Walls" Versade (Reposted for our GM's convenience.)


GM Zed wrote:
Thanks to all for submissions...recruitment will close in about ten hours...and then I have a very difficult decision to make...some great characters proposed, and I need to trim down from 18 or so... to 5!!!!

Good luck! I'm running four games right now, and I always had a hard time deciding on who to pick once I got down to eight or so.


When I have had to run games on other forums it always seemed like the hardest part was picking the people who were going to be in it and just instructing them how to make chracters.

A friend of mine gave some good advice recently. He told me to tell them that they need to picture the cast of a show or book or movie or something and act as if the person they're making will be filling out that cast.

I like that advice and I think it holds just as true for picking the people in a game you're running.


So I should rename Grenwil Sheldon? Luckily he's not nearly that abrasive.


Is it too late to join?


1 person marked this as a favorite.

....and with that, a clock in the Heidmarch Manor struck Twelve...

Varisia's first Venture Captain looked out of her window at the moon lit rooftops of Magnimar, breathed a troubled sigh, and returned to sorting through her notes...

...but who should I approach? Who can be trusted? ...and more importantly, who has the courage to take up the reins of this challenge?

Recruitment is now CLOSED

As promised, I will consider each of your submissions over the weekend and let you all know my decision on Monday...


Just in the interest of full disclosure: I have read Shattered Star, and have run sections of it in my regular campaign. (I have cannibalized SS for parts more than any other AP.)

If it's important for you to have players who've never read or played it before, you'll need to count me out.

That said, I've been playing RPGs long enough to know how to separate player knowledge from character knowledge.

I really hope I make the cut! Good luck to everyone!


...So, the moment you have all been waiting for…

Apologies in advance to those who I didn’t select, there were three or four characters who I really agonised over and, if I wasn’t already running three other PbP’s (and playing in one) I would have considered running a second group…

The group I have selected is:

  • Nalathi Estrid, Wayang Swashbuckler – Sodium Telluride
  • Annabelle Whitehall, Human Cleric – Adam Warnock
  • Teldon Moore, Human Alchemist – Nate Lange
  • Ziomarra Callinovo, Human Witch – Haladir
  • Brianna Kadren, Aasimar Shaman – Lady Ladile

The gameplay and discussion threads will be up shortly…I look forward to our adventure together!!!!

Once again, thanks to all who submitted and, for those who I couldn’t take, good luck in finding another game….

Contributor

Congrats everyone! May the cards be forever in your favor.


Congratulations to those who were picked!

Aw...


Congrats to those that were picked.

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