"A harpoon? Where are you going with this Breach?"
With a wry grin and a wink, Breach responds,"I've lost ma axe and ma shield. How else am I s'pposed to get more aboleth skin for the handle of my next weapon, Jason?"
With a wry grin and a wink, Breach responds,"I've lost ma axe and ma shield. How else am I s'pposed to get more aboleth skin for the handle of my next weapon, Jason?"
Jason just smiles and shakes his head.
"Crazy old coot," he mutters to himself under his breath.
Unless my math is wrong, which is quite possible, we won't have enough air to get to my next spell replenishment, but should be through the gate before that time assuming we don't all drown first. So my getting more spells might not be necessary.
It's certainly possible. You're probably assuming Donkor prayed at 12:000 and Hal at dawn though. The actual gap could be better (or worse).
As to whether you'll reach the gate there before Hal's spell expire, I suspect you're going by the range estimate Faren gave Donkor before he prayed. If he's right, you're right, maybe with even a little time to spare. But did you factor in the stop time, including two separate prayer sessions? Also, do give yourself some time to engage Deca-Jaws, though admittedly most combats don't work out to much more than seconds of game time.
Donkor Sooron wrote:
One thing I noticed looking at Hal's character was that he had taken Water Breathing for level 3 and for level 4. I didn't realize we could fill a higher level slot with a lower level spell. ack! Ah well.
I thought that was very clever of him - most people, myself included, rarely take advantage of this.
Donkor Sooron wrote:
I suppose Donkor will also ask Orchid and Untranslatable if there are any other sources of air around before he starts volunteering to be left behind. :)
There's nothing here, out in the open water, that they can think of. They assumed this was under control when you guys said goodbye to Schmoosh.
Already concerned, they have now clued in that their passengers are poised to drown. Orchid is distraught. Faren seems more annoyed - probably because you've gone and upset Orchid. Orchid's plan is stop talking and get moving. She wants to try to tax the Vonovoxen to move even faster.
“Because you had Forgotten Sceptre was still out There”
Behind Enemy Lines:
The dying monk staggered forward through the desert. He had convinced himself that if he could just make it over the next rise, he might somehow live. Although it was madness, it was the madness of a survivor.
His partner, however, no longer had such delusions. Although he trudged one foot in front of the other, the spark had long left his eyes and he was unlikely to make it over the hill.
Crunch! A wineskin plopped right in front of the first monk’s feet, landing in the soft sand. No doubt a mirage, but the monk decided to enjoy it none the less. He had been begging for a mirage for the last several hours, but none had come. By this point he had figured such glorious illusions were just tales.
But the wineskin was real. He greedily pulled the leather to his mouth and clumsily popped open the cap. It was water alright – cool liquid life. He drank and drank some more, willfully blind to his comrade struggling to reach his side for a share.
“Relax,” called a voice from the top of the rise. “I have one for you too.” A second canteen was thrown down the rise at the feet of the second monk. “Drink up, then we’ll have a talk. You’re just lucky I decided to follow you. Mercy’s not really my thing.”
“Who are you?” the first monk managed with a cough as he clutched his new-found treasure. He could barely see his savior. Whoever it was, the newcomer had decided to position himself so that the sun would be directly in their eyes while he held the high ground. The monk also had a distinct sensation that a weapon was trained upon him, expertly so.
“I’m the guy giving you water,” was the answer. Then after the monks grabbed a few more gulps the newcomer added, “I’m tracking the same two men you are, only competently.”
The monks stared, unsure what to do with this information other than to continue to drink.
The stranger continued. “I’m after the heads of Professor Hoffenburrow and Hurgah the so called Reaver. Earlier this morning, I watched them slip through your fingers. What I don’t know yet is whether that’s a good thing or a bad thing or even how the professor managed to get back here ahead of schedule without my knowing. For now though, I need to know who you people are and what’s going on at the dig site back there. You fill me in and I have more water for you – maybe we can even reach an understanding about where we go from here. If you don’t, I choose between leaving you out here to die, or shooting you for sport. Then I take care of that dividing pig-dog thing – what’s the deal with that?”
The monks just stood there, totally unsure of what to make of this development and the sun-shielded stranger.
“But really, please, take your time. It’s not like Hoffenburrow and his bodyguard are getting away.”
"Karek you may need to strongly consider how brave bunky must be. I do not relish the thought of losing any one of us but we will need to be at full strength of get past much less defeat Deca-jaws. My most powerful spells will have been expended keeping us alive by the time we arrive to confront the creature. One less of us will give the rest of us one more hour to breathe. Donkor will four or five hours be enough time for you to pray to Pharasma and regain more Water Breathing spells? If not we are doomed in any case".
"So pass the short straw to the badger? No draw for him, eh?"
"Too bad my powers don't include haste - I'd love to soup up the Vonovoxen and just get us there faster."
"I could try using slow on all of us. Maybe if we were slowed we'd breath slower and use less air. Not sure that would work though, I imagine Hal's spell simply ends when it ends, regardless of how much air you have used."
"If times of the essence, why don't we have this discussion while the Vonovoxen is moving. Gandel and I can relay messages to keep us in communication while it swims."
If you are inclined to try your luck burning more spells, monster summoning III will get you 1d3 small elementals (more checks), whereas a monster summoning IV gets you a Medium elemental with Knowledge of +2 or 1d4+1 small elementals
Moonpate decides he has no choice but to interview more earth elementals. He reaches deeper into his reserves of magic:
Roll to determine number of small elementals summoned:1d3 ⇒ 2
This time two elementals heed his call. Moonpate quickly questions the two clan brothers in the guttural mystical language that passes for the creatures’ tongue.
This time the wizard has more success. While the brothers fail to comprehend why Moonpate would want to travel to such a place they confirm there is indeed such a forbidden locale.
The elementals’ alien directions loosely translate as set out below. It requires quite a bit of deciphering as many of the landmarks they refer to are below ground, referring to sedimentary layers or subterranean markers you cannot see.
Start by following the direction of their earth glide – you are currently not travelling enough easterly. Before the magic expires they use their bodies to make a ripple in the sand showing the right direction.
When you first see the Heavenscape – a high mountain ridge, built by the Goanron, turn 45 degrees to your right, heading even more easterly. The sand quality should become even finer, less granular. The elementals describe the change as dramatic and obvious, but you suspect you may lack the senses to even detect it.
Follow the gradual lowering of the grade. The oasis is at the lowest point. Soon you will see patches of green and then finally water. There is a water lizard, a very big one. It does not let beings come in its water, which is just fine by the brothers.
If you pass the Heavenscape you have gone too far north. Beware – there are bulette zombies there, trolling the sands.
If you get stuck, call them again and they will draw you another earth glide trail.
There message relayed, the brothers crumble away back into the elements that spawned them.
Despite the fact that Hurgah can’t see a thing from the sky, he apparently is pretty solid at distinguishing different granules of sand, guiding them closer to their goal. And for his part, Moonpate has been holding out, he's able to correctly identify the Heavenscape and skillfully adjust their course.
A few hours later Moongah spots shoots of green protruding from the sand, punctuated by the occasional desert flower. A short while later, they finish tracing the slope and find water. A crystalline pool with a sandy beach stands before them. A few groves of stubby palm trees mark the water’s edge. It has been many weeks since the last rain, you can tell the water’s level has receded. If anything, it is surprising it hasn’t evaporated entirely—the desert heat here is as exceptional as it has been throughout your journey.
The oasis is immediately suspicious. There is almost nothing here. A pool of water in a cruel desert of this size should be densely populated. There should be tracks and birds overhead. There is none of that.
There is also no sign of the rest of the Dune Squad.
You know what? I don’t think we need to be “Behind Enemy Lines” anymore. Thank you for humoring me.
"Very well, then let us allow Bunky to draw straws if that is how you feel Jason I am sure Karek would agree with you. Hopefully the Gods will be with us".
The oasis is immediately suspicious. There is almost nothing here. A pool of water in a cruel desert of this size should be densely populated. There should be tracks and birds overhead. There is none of that.
There is also no sign of the rest of the Dune Squad.
Awesome, we made it! Now what...Moonpate will cast his Mage Armor and mull over their options, keeping away from the waters edge for now.
"Very well, then let us allow Bunky to draw straws if that is how you feel Jason I am sure Karek would agree with you. Hopefully the Gods will be with us".
"Hey, I'm just cracking jokes to release the tension, my friend. I don't think badgers actually can draw straws."
----------
OOC: Oh no, ain't no NPC deciding this one. Nice try though. This calls on you guys. : )
"Still you make a good point. I do not wish to condemn Bunky to death but an hour could mean the difference between life and death. On top of that we will need all the aid we can get against our foe. Remember this is the easy part of our journey".
Congrats - that turned out to be a very successful mini-mission for the two of you.
Moonpate wrote:
Now what...Moonpate will cast his Mage Armor and mull over their options, keeping away from the waters edge for now.
Good question.
Ideally, I'll want to know Moonpate and Hurgah's plan here before the posts start revealing what's happening on the other side (or happened - the time has been deliberately kept rather fuzzy). Otherwise the temptation to spontaneously metagame could become very strong.
"Still you make a good point. I do not wish to condemn Bunky to death but an hour could mean the difference between life and death. On top of that we will need all the aid we can get against our foe. Remember this is the easy part of our journey".
"We are just talking about a fuzz ball, right? I mean, if we have to, I'll buy him a new one. Heck, we get out of this, I'll buy him a whole pack of em. Maybe get him a bag of tricks and he can draw 10 new weasels a week. How about. . ."
Belleson sees Karek's death glare and abruptly stops. Then he sheepishly adds:
"Of course, that's a totally unacceptable way of looking at it."
"Faren.....you wouldn't happen to know where I can get my hands on a dose of aboleth slime. If you can keep me in this realm...permanently, I can fight for your glorious A'viss and my friends will have the resources necessary to make their escape attempt. I have made many enemies in my days and these dark creatures are most certainly amongst them. Perhaps a wish or some sort of speel to make my ability to survive in this plane permanent.....
The dwarf settles into a thoughtful comptemplation. The idea he would never see the Five King Mountains again or the feel the wamth of the forge weighed heavy on his soul, but the idea of not offering to stay behind was all the worse. Of all the Dune Squad he realizes he is likely the most hardy and prepared for the demands of the depths.
Everyone else read this after Beetle has responded
"Faren.....you wouldn't happen to know where I can get my hands on a dose of aboleth slime. If you can keep me in this realm...permanently, I can fight for your glorious A'viss and my friends will have the resources necessary to make their escape attempt. I have made many enemies in my days and these dark creatures are most certainly amongst them. Perhaps a wish or some sort of spell to make my ability to survive in this plane permanent.....
The dwarf settles into a thoughtful contemplation. The idea he would never see the Five King Mountains again or the feel the warmth of the forge weighed heavy on his soul, but the idea of not offering to stay behind was all the worse. Of all the Dune Squad he realizes he is likely the most hardy and prepared for the demands of the depths.
Faren dismisses the elder dwarf’s idea out of hand. The message comes back to Breach, relayed through Jason’s message spell as the Vonovoxen swims furiously.
“Listen, A’Viss is doomed,” he answers sharply. “A one-eyed dwarf with a death wish is not going to change that - all we can do now is try to save what knowledge the great city has, before it's lost forever.”
“And we’re not that kind of genie – there’s no wishes with common folk like us. So don't start rubbing a lamp and getting ideas.”
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OOC:
Man! What is with Breach and aboleth slime?!
I am trying to figure out how the bag of everlasting dung can assist here, but it’s not coming – I’m a bit stopped up.
P.S. The things people will do to try and get out of this game. . .
I didn't want out, I wanted to get a front row seat for our eventual to A'viss! I don't plan on givin' away Breach that easy,Beetle. Breach is a tough old bird that plans on hackin' his way through any and every thing you throw at him. And I am holding on to the shi* sack for something special. ;)
"So be it then, Faren." he says in the resolute tone of a hardened veteren.
Karek repeats himself. 'Ow much dime do ye sabe iv ye hab do casd yer spell on fibe? In his hard-to-understand words, you do not miss the building of the years of pent-up rage against spellcasters of all stripes.
Bunky came do me seekin' savedy. I will nod send'im 'way now. Iv ye won'd helb'im, Morgrym, den I hab no use fer yer accursed magic. Karek spits the last word like a venom.
"You would sacrifice all of us for Bunky? What if our death leads to whatever evil is buried at the dig site being loosed upon the world?" is Hal's calm response in the face of Karek's hostility.
Jason fires his message spells back and forth trying to keep everyone up to speed as Karek and Hal grapple with the gravity of the situation.
"Well whoever the recipients are going to be, I think we're going to need that next casting soon. The water's starting to feel a might stuffy again. There isn't much time!"
And ye'd sacrivice Bunky fer one measly 'our. D'ear our 'osd dell id, dad 'our won'd eben ged us dere. Ye don'd have do bring Bunky. Jes leave me oud, doo.
"I am proposing a solution to a possible dilemma. An hour less of air is not exactly one measly hour Karek it is possibly the difference between life and death, for all of us. Times like these lead to difficult choices. I want everyone to know that by extending the spell to one more recipient we may all die. I don't want to have to make that choice without input from all of you. If we can't reach a consensus I will make the call myself".
The debate rages over the message lines of Gandel and Jason. No doubt if circumstances were different, there would be some very dramatic body language at hand.
As is, however, Karek can only simmer and growl. Yer brobosin' dad I see my vriend die. Ye hab my inbud. Breach? Sooron? Drabsbringer? Do you stand wi'dis baragon ov good?
"Master Sooron? Correct me if I'm wrong, but when you communed with the Lady of Graves in A'Viss, Her divine guidance was: 'The Last Oasis of Tumen will salvage the separate goals of the Shar of Kren, the Ab Scar and the Grym of Mor, but the Deca-Jaws will also deliver at least one among you to the bone yard', was it not?" Gandel asks slowly, pondering the priest's words of prophecy as he strokes the stubble on his chin before continuing.
"So the Lady Herself has foreseen that we will survive long enough to reach the Oasis and Deca-Jaws. Ergo, logic dictates that our water-breathing spells will last long enough for us to reach our destination even if we include all seven of us in the castings," the halfling adds, with a respectful nod toward Karek and Bunky.
"The Goddess of Prophecy Herself has promised it!" the diminutive scholar concludes with a beaming smile.
"Well then. That is three votes for Bunky, me, Karek, and Gandel and no votes against him. Based on Breach's feelings I think we know he is voting for Bunky too. Very well we all make it out alive or none at all". Hal casts his second to last water breathing spell including the spunky Bunky.
You didn't think I was going to kill a poor little weasel did you! What kind of hero do you think Hal is anyway?
And yes, I realize that Gandel's logic is about as sturdy as a straw house in a hurricane...
OOC:
True, but still I thought it was pretty clever way to attempt to analyze the situation.
I suppose a Golarion-phile would point out that prophesy has failed following the death of Aroden, or the cautionary text in the divination spell, but it's still Pharasma dag nab it.
Thank you though for reminding me of what needs to be done to protect her honor. Deca-Jaws has some work to do.
. . . "Very well we all make it out alive or none at all". Hal casts his second to last water breathing spell including the spunky Bunky.
Belleson relaxes as the dense water suddenly becomes easier to breath once more. He fires off another message spell to indicate his appreciation, adding:
Hurgah sits in the hot sand, watching the oasis...
Suddenly, he feels a slight rumble in the pit of his belly. Not really hunger, just a craving for a small snack....some kind of small, furry animal perhaps.
Out of hand, he dismisses the thought....what are the chances that a small furry animal should happen by within the next few hours, out here in the middle of the sand...but still...nom, nom.
Suddenly Orchid rises higher in her seat, pointing directly ahead, as her unnaturally long ponytail snakes behind her in the Vonovoxen’s wake.
“It’s the gate!” she says, “We’re almost there!”
The Dune Squad, however, cannot see anything from their positions lashed to the creature’s wings. You can only hope Orchid’s eyes are better adapted to these waters.
A few minutes later and you’re pretty sure you’ve reached the Oasis Gate – or at least what’s left of it.
The Vonovoxen comes to a halt. Orchid and Faren are already swimming out of their seats to get a better look.
In the distance, a few hundred feet away, you can see an unnatural looking rift. It looks like a scar suspended in the water. Although it seems to somehow be immune to the force of the various competing currents, it does not seem to be attached or connected to anything.
At the same time, the rift is slowly twisting on its own axis, as though it were alive. Its pattern of rotation appears to be rather random. First it twists end over end, then it slowly moves clockwise, turning in on itself. Then it begins to rotate at a new angle altogether.
There is though, no sign a giant sea monster worthy of the name Dec-Jaws. There is a dark reef a few hundred feet or so below with dozens of tendrils of sharp coral. No doubt, a lot of ugly could be hiding in that abyss. There’s also the possibility that the creature is simply on the other side of the “Oasis Gate”. After all, you certainly don’t see any oasis here.
The return to your world beckons. You have made it this far.
“Alright everyone. This is as far as the Vonovoxen goes. I can’t risk bringing him any closer to Deca-Jaws. It’s time for Orchid and I to return to A’Viss to finish our work while we still can.”
“If you can get through that rift, you’ll find yourselves back in Osirion’s desert. Home sweet home. Just remember, whoever you might talk to, don’t tell anyone we were transporting ‘The Sooron’ – it would be a might hard for us to explain.”
Suddenly reflective, Faren adds:
“You are interesting people, o’ aquatic dwarves, I hope our paths will cross again one day.”
Turning to Faren the seasoned warrior smiles a rather devious smile and says,"I got a bone to pick with them nasties, friend. Don't be surprised if one day a group dwarves in strange helms come calling in this realm." Returning his attention to the task at hand Breach looks to his friends and says,"I have a plan...."
Cliffhanger in place due to need to get to work, haha.
Hal dismounts or unthethers, whichever one is more dignified and swims towards Faren and Orchid.
"Thank you for the sacrifice you have made to your work for us. I will pray that Angradd bless you in the dangers you are about to return to".
Hal turns to Breach. "A plan eh? Good. I have some tactics which rely on my magic that I want to fold into your plan". Hal practically shivers with excitement to finally face something...
“Alright everyone. This is as far as the Vonovoxen goes. I can’t risk bringing him any closer to Deca-Jaws. It’s time for Orchid and I to return to A’Viss to finish our work while we still can.”
“If you can get through that rift, you’ll find yourselves back in Osirion’s desert. Home sweet home. Just remember, whoever you might talk to, don’t tell anyone we were transporting ‘The Sooron’ – it would be a might hard for us to explain.”
Suddenly reflective, Faren adds:
“You are interesting people, o’ aquatic dwarves, I hope our paths will cross again one day.”
"The Sooron? Seriously, never heard of the guy until a few short hours ago. Is there anything we need to do to trigger the gate?"
Donkor additionally thanks their companions for the help and transport, and listens attentively to the dwarvish plans.
Hurgah sits in the hot sand, watching the oasis...
Suddenly, he feels a slight rumble in the pit of his belly. Not really hunger, just a craving for a small snack....some kind of small, furry animal perhaps.
Moonpate plops down next to Hurgah, his own stomach's rumblings joining the chorus. He looks aimlessly around at the forlorn surroundings and wonders what they can possibly do should their friends materialize in the midst of this cursed place with a terrible ten-jawed beast ready to feast on them all.
"Friend Hurgah, this is indeed a sorry excuse for an oasis, one that would not play host to any gen's conclave. According to wee Schmoosh, though, this here be the lair of some foul Deca-Jaws, no doubt swimming in yonder pool waiting to make chowder of our friends and us. <rumble, rumble> We will need to act fast if there be any hope of savin' us all, though I du know what we can possibly do. I can summon a fierce water elemental, or some sharks, maybe a pair of killer octopi, or even a swarm of tasty shrimp perhaps to tempt its ten jaws." <rumble, rumble>
Moonpate rubs his big belly and looks at the large sack containing their friends gear.
"Gads, I hate waiting to eat, or in our probable case, to be eaten. Maybe we should take stock of our friends gear an' see if their be any weapons or such we could use. Maybe that blasted traitor left behind something useful, or at least tasty."
He then lets his hungry eyes linger for a dazed bit on their summoned mounts when suddenly a crazy idea pops into his prodigious head.
"Hurgah, what if we can lure this Deca-Jaws on to the shore with some bait and then slay the foul beast ourselves, like that pair of ancient heroes Soof and Zan-al Zweeb, the Sand Craw Slayers of Katapesh!"
Once the nightmare ride finally comes to an end, Karek tears through the straps connecting him to the Vonovoxen, still shaking with rage and fear over a reliance on something he does not want or understand. He takes Bunky from his pack and talks gently to him in a low, rumbling language, before putting him away again.
He bows respectfully towards Faren and Orchid, or at least as respectfully as awkward aquatic dwarf who knows nothing of the rules of nobility can muster.
Danky, Varen. Orchid. Iv ye need m'serbices, I'm in yer ded. Iv we survive, dad is.
Karek grasps his longspear, and turns towards the rift, letting Breach's plan float through his mind. No more than a suggestion. His muscles are tense, but he seems to grow more serene as the chance for death and glory in battle against a true foe grow near.
"Alright, boys. Here was what I got. When I was searching for gear in A'Viss, I found this beaut' when I was in a house with an aquatic garden of some sort." he says pulling the squid shaped back in front him. "We will need to make a break rift as soon as possible. The longer we lurk here, the longer the Deca-Jaws has to prepare its attack. We will need to move as one as quickly as possible to gate. I will swim in the middle and once we are within a sprint distance I will turn this bag on full blast. One its functions is to fertilize large swaths of land, but underwater it should produce a silty cloud providing us concealment when viewed from below if I aim it down or all around if I swing it around a bit. A bit ironic that it is in the form of a squid and all, but it seems to fit. I really don't much more a plan than that, but from what Gandel has told us, I assume a break for it is likely our best defense. Any thoughts?"
Assuming Gandel briefed us on the threat we were facing....hope this is so. lol.
Assuming Gandel briefed us on the threat we were facing....hope this is so. lol.
Oh, most certainly Gandel has informed you all of all he knows about about hydras. From what he can tell from its description, the Deca-Jaws is likely at least twice as deadly as a standard hydra since it is presumably a 10-headed specimen - so 10 HD+40 hp, fast healing 10 (applying only to damage inflicted to the hydra's body), each head is considered a separate weapon with hit points equal to the hydra's current HD, need at least 5 points of fire or acid damage to the stump of a severed head to keep it from regenerating two heads within 1d4 rounds, etc. Plus, it also has a unique ability – its heads can detach at the base of their neck. The disembodied heads and necks sprout fins. They swim and attack independently. Deca-Jaw’s intelligence score is also higher than a normal hydra – the beast has a high-order predator’s cunning, refined from decades spent at the top of the food chain.
As far as helpful equipment goes, Gandel has 2 flasks of Alchemist's Fire, 2 flasks of Acid, and 2 flasks of Alkali (which does Acid damage).
Gandel graciously thanks Orchid and Faren for all of their help, wishing them well on their dangerous mission back to A'Viss, and promising to treat them to an extravagant meal if they ever venture to Absalom or Sothis (that is, if the halfling scholar survives long enough to return to either city, of course).
"The Sooron? Seriously, never heard of the guy until a few short hours ago. Is there anything we need to do to trigger the gate?"
No, just swim through it - I'm fairly certain there will be water on the other side, but it will be your water - water from your home world I mean - water from our home, I mean.
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OOC: That may be a bit trickier than Faren makes it sound, the "gate" is a jagged narrow shape and it is slowly spinning on an unpredictable axis.
The Janni accept the individual thanks from the Dune Squad as they prepare for their return trip. Orchid, however, has one last gesture.
"Before we go, there might a small boon we can offer."
I know from my travels that mortals like you are normally born very tiny and then grow to a certain size. From there you will then hold that state for most of your lives.
Our people do not quite have such a concept of size and growth over time. Though there are limits, we exist as big or small as we need to be, changing our size with the season, the temperature or even our temperament. It is our proportions that we are born with.
Some of our tribe with particular talent, such as Faren, can share this gift with mortals. If you think it would help to be larger or smaller, we could provide you with such a change – though the transformation would only be temporary.
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OOC: Translation – anyone want an enlarge or reduce person? Think of Deca-Jaws. Maybe you want to be a bigger meal? Unclear how long it will last.
Few pyramids in Osirion are more legendary than the lost pyramid of Ahn’Selota. Hidden inside is the very key to the ancient power that once gave rise to the rule of the fabled Four Pharaohs of Ascension. Flash forward thousands of years to present day Golarion where we ask: what if that ancient key were to now fall into the wrong hands?
Player 1: Would they put the key in the ignition and go joy riding all over the Osirion desert?
GM: It’s not a literal key. It’s an ancient magic called the Pact Stone – a magic of such power that. . .
Player 1: Power, like horse power? These days you gotta consider fuel economy too. How many miles to the gallon does this Pact Stone get?
GM: (Sigh) OK, we’ll take a stab at building some atmosphere later. Let’s just cut to the Gamer Recruitment FAQ already.
I am now recruiting players for a Pathfinder adventure based on “The Pact Stone Pyramid” an older 3.5 module set in Osirion, Golarion. I will be converting the module to the Pathfinder rules system.
Here are the essentials:
What level?
We’re going to go with level 7 on account of the conversion. This will also leave room for the potential for a slightly larger party as well.
What a second – isn’t this module the sequel to “Entombed with the Pharaohs”? I haven’t played that one yet.
It is, but it’s a stand alone adventure. If you have read or played “Entombed” that’s a bonus as you will appreciate some of the reoccurring themes a little better, but it’s not at all necessary. You should alert me if you have already played or read “Entombed”, so I’ll know how much to emphasize any tie-ins.
Ok, I’ll bite: can you tell us what the adventure is about?
I can only tell you a little bit. The first part takes place at a massive pyramid dig site. It’s likely to unfold as a spy operation that requires a bit of skill/stealth or savvy. Part two is a pyramid-style dungeon crawl which acquaints the PCs with the lore of Osirion’s Four Pharaohs of Ascension. It is deadly and requires caution. Part three? Things potentially go nuts when the PCs exit the pyramid and what happens from there depends completely on what the PCs have done up to that point. It will probably be tailored to the party.
What is the posting commitment?
Let’s say a minimum of every second day. I think that’s necessary to keep things interesting, though posts alerting of absences are always accepted and appreciated – I know it can’t be perfect. I expect to be away for periods myself.
I heard the Osirion mods are prefaced on the PCs being Pathfinders. Does my PC have to be a Pathfinder?
No, while you may choose for your PC to be a Pathfinder, it is not necessary. In fact, I expect most PCs won’t be Pathfinders. But the module involves working with the semi-secret Pathfinder Society. So your PC concept must be flexible enough that your PC would either accept a job from a Pathfinder Venture Captain or would at least happily tag along with another PC who will. I find most players worth their salt are pretty good at working with their GM to come up with something plausible to kick an adventure off. Also, you should expect to meet Pathfinder NPCs at various points in the adventure and your life will be easier if such NPC are allies as opposed to rivals. But hey, who’s to say where this thing will go?
Does my PC need to be an Osirian?
Not at all. Present day Osirion has just been recently opened to foreign explorers for the first time. Your PC can come from anywhere in Golarion and be of any background. Playing an Osirion will provide a minor cultural advantage (and it’s a lot of fun), but nothing other players will be particularly envious of. That said, having Osirion as a bonus language on your character sheet will likely come in handy, but again, not necessary, somebody will cover that.
What kind of Players are you looking for?
The beginning of the adventure in particular is a little bit ‘sand boxy’. Players who need lots of nudging or consider themselves the type who prefer to “react” to what’s going on will loose interest quickly as they won’t get what they need to excel. We’ll need a couple of planners especially. ‘Wheels-within-wheels’ types and conspiracy theorists will have a lot of fun with this game. I’ll also need chatters: players who love to engage the NPCs and work hard to give their own PC a unique voice. There will be combat at various points as well. So if you can’t endure round-by-round PBeM action, maybe think twice. I’ll do what I can to speed it up where possible but there will be die rolls – I like em.
How do I sign up?
I am pretty stoked about this game, so I am afraid it will not be first come first serve. I’ll be selecting based on my nebulous premonitions of “fit” as well as what I think will help make a relatively balanced party. I’d like for all involved to have a good time.
Please contact me by posting your proposed PC concept to this thread. If you have a PC already generated, feel free to send that too (PC creation FAQ to follow), but it is not required. Next, if you have posting cred, such as a demonstrated commitment to other PBeM’s on this board don’t hesitate to toot your horn with a link. I am a little bit shy about selecting a bunch of players who could disappear early and while I’ll be happily taking a few newcomers I am also particularly interested in proven keeners.
My apologies in advance if I can’t squeeze you in. It is my loss and I know there are a ton of good players around these parts. I look forward to running something for you another time.
How will you be handling die rolls?
Let’s use the Paizo dice roller. If folks prefer invisible castle though, I am a fan of that too and could be easily persuaded.
How do you handle initiative?
Typically, I roll initiative for all concerned just to speed things up. However, if a player is expecting combat and gets their roll in, I will happily accept that.
As long as we’re talking die rolls, be warned: I roll a lot of Perception checks for PCs (off-screen). That way the player’s don’t know if they’ve loused up or there’s actually nothing there to notice. Sometimes, the situation requires that I call for the players to make the checks themselves – usually a game time decision.
Do you run my PC while I am away?
Yes, I can, but I love it when players provide me with “instructions” or “goals” before they go on hiatus.
OK, thanks for posting this FAQ. Did I mention you are witty and handsome?
Why thank you! I look forward to seeing some responses. I’m hoping for a fun game!
With the point-buy system on p.15 of the rulebook (Table 1-1 on p.16).
Sure, what is the specific point buy for this game?
20 points (“High Fantasy”). Please remember that no score can be reduced below 7 or raised above 18 using
this method. Racial modifiers are applied after the points are spent, so it is possible to begin play with a low ability score of 5 and a high ability score of 20, depending on your race choice.
Can I play a non-core race?
I would try to keep it to Core, just so it’s accessible to everyone. That means: humans, dwarves, elves, half-elves, halflings, gnomes and half-orcs. If you need to go funkier, we can also do the 0-level adjustment options in the Bestiary such as tielfling, tengu and aasimar. (You do know that aasimar spell their race name with two a’s just so they can get to the front of the bestiary – right?)
If you really want something else let me know and I’ll give it a look over. If there’s no level adjustment I’d probably be willing to consider it, especially if it works for the theme of the game. Note that your PC will need to interact with a lot of humans, especially in the early parts of the mod, so anything too off the wall will place you at a disadvantage. If you’re playing something off the wall, make sure you’re comfortable with that disadvantage.
What books can I draw upon when I design my PC?
No need to go crazy. Core rules are just fine. But I’m quite happy to let people stretch their legs a bit if they want to try the Advanced player’s Guide options. Also, the Pathfinder Companion: Osirion – Land of Pharaohs might have some flavour-appropriate choices to consider. But none of that is necessary – core has you covered. Anything other than the above and you should run it by me first. Feel free to give it a shot – if it won’t mess with the party’s balance internally and it gets you jazzed then I’m probably good with it. I would need to have a copy, but I’ve got a fair amount of stuff. I would try to avoid 3.5 splat this time around though, if we go there things could get a little bit confusing.
Starting Treasure and Equipment?
Use the starting value in table 12-4 from the Core Rules, p.399 which is 23,500 gp. You can spend it anyway you like, except that:
1. No single item you purchase can cost more than half (11,750 gp); and
2. You may not spend more than 25% (5,875) on consumables (i.e. potions, scrolls and wands etc).
3. Your purchases need to come from Core or the APG (or check with me).
Can I play a paladin?
Definitely, but be warned that paladins will face the usual onslaught of moral dilemmas. There’s a lot of ‘kill people and take their stuff’ as well as the thorny issue of looting priceless treasures from Osirion. I know some players love working through this stuff which is great. Just make sure that’s you before you decide to go with a paladin.
Do we get traits?
Yes. 2 traits each. In case you are not up on it, there’s a free download with all of the basic Pathfinder traits to choose from as well as more comprehensive lists out on the net. I’ll accept any trait which is legal for org play. Also, if you are playing an Osirian-flavoured PC, feel free to use any of the Osirion traits in Wayfinder #1, p.2-3 which is also a free download.
Do I make one of those groovy on-line profile character sheets?
Yes please! Check existing PBeM’s for examples if you are not sure what this is. Other players should be able to click on your PC and see your stats. You update this sheet as the game progresses.
I look forward to seeing your PC appear in the game discussion thread – to be created shortly with a link to be found in here.
Thanks for reading, please indicate your interest below!
I have a 7th level Dwarven Cleric of Angradd from a now defunct PBP that I like a lot. I will modify him based upon your character character creation rules and submit him tomorrow.
I have been in Kalderaan's Dawn of Defiance Campaign Star Wars for a while (but not since the beginning)and have 250 posts in the thread.
Ohhhh.....very, very tempting. Absolutely love the write-up and FAQ. I'm a player in two PbP's here on the paizo forums and running another, so adding another one might be pushing the envelope a bit, but I can probably manage.
Let me toss it around in my head a bit, and I'll drop a character concept for consideration.
This sounds like fun! I'd like to throw my hat into the ring as well. I like playing the knowledge/skill monkey/party support role, so I'm thinking Bard with possibly a couple of levels in the Pathfinder Delver prestige class from Seekers of Secrets. I'm currently active in a few PbP's here on the Paizo forums, including:
I also am definitely interested in joining up. It's a convenient weekend for me to work on a character, as the family is gloriously absent for a couple of days. Perhaps this new character will be a bachelor, so I can live out my wildest sitting alone being bored fantasies through him!
Will have something up here in terms of concept soonish.
I would love to join this expedition as some sort of spell chucker. I'll post a schmoe by tomorrow, but if you would like me to do a specific flavor let me know.
Okay, so here is my character I'm throwing in the ring. I have no idea what the Pathfinder Venture Society or anything like that is so I'm gonna take a guess as to what my characeter should be like.
Movie plot spoiler:
Name: Falishol Ithran
Age: 28
Race: Human
Class: Spellblade (Tome of Secrets, a mix between an arcane caster and a warrior)
Alignment: Chaotic Good
Biography:
The perfect warrior - a man who can not only use his fists but his mind as well, a soldier capable of dealing with any situation, the perfect loyal companion.
That is me. That is my goal. I'm not there yet, I have perhaps years of training ahead. But in the meantime my skills allow to go anywhere, do anything. Model soldier, bodyguard, mercenary, I endeavour to be the best at what I do and I do everything. Where my blade is needed is where I want to be.
And now I am called forth to wander, my previous mission done. There is always the next task, even if that taks is not where I currently am. I hear that there is a call for people to explore some unearthed work to the West. A mind does not grow on trivia and simple questions so I have decided to go there and see this unearthing for myself. If I'm lucky my body as well as my mind may end up being used.
How did I get this way? What drives a man to train as hard as I do?
I suppose I have my parents to thank for that. My father, a wizard schooled in magic, taught me that every situation can be solved with wits and calm thinking. My mother, a ranger for the guard, taught me that a swift sword was the best solution to any dillemma.
So what was else was I to become? I recieved the best of both worlds thanks to them, and through their guidance I learned a few tricks of my own and became more than they ever dreamt could be achieved.
Truly it is also in their honour that I do what I do. Though I could not settle down and remain in my homeland, though I am always driven by the need to perfect my art, I am forever guided by the compassion they taught - as a man with skills beyond most it is my duty to do what I can to make lives better. My parents taught me that and I thank them for it.
So I press on. If I am not needed one place I shall be needed somewhere else. As I approach my destination I will open my mind and see all that I can, experience what I can, help whom I can, and come away hopefully a better person.
I am Falishol, and I open my heart and my mind to the world.
Breach is well known throughout Glorian for his fine trapcrafting/disabling skills. Driven by the most classic of dwarven loves for treasure, Breach is more than willing to lend tool and axe to most any treasure hunt,for the right price and company that is. While gruff in nature, the dwarf has a soft side for the smaller races, having dealt with numerous halflings and gnomes in his apprentice days. In a group of like minded individuals,Breach is sure to put himself between the most dangerous opponent be it real or mechanical.
I will have a full write up and character sheet on this guy together no later than the end of next week. I am in the Army and have to participate in an exercise that willhave me away from my computer for the next several days.
Currently playing in this one
http://paizo.com/paizo/messageboards/community/gaming/playByPost/aTaleOfThe RiverKingdoms as Seamus Fleetfoot, rogue
Neutral priest of Pharasma, who landed on the positive side of energy channeling. So he can heal; but Pharasma is a goddess of fate, and people die in their allotted time and place. Just sayin'. :)
He is something of a fatalist, but I will try not to take that to ridiculous extremes. maybe. Pharasma does not help those who help themselves, but those who don't help themselves end up looking quite foolish in the end.
Not sure how much detail the GM wants us to go into here, so I'll leave it at that for now, and go try to learn a new game system and figure out clickable character sheets!
Here is my character concept. Jason is a Sorcerer originally from Varisia...
Flashback...
Jason slumped down in his chair. He wanted to disappear into the smokey air that filled the tavern. A serving girl approached and he mumbled an order for ale.
He had just ended his briefing with Venture Captain Adril Hestram. The mission to recover the stolen artifact had been a setup. The Consortum members had his team right where they wanted them. The Pathfinders really had no chance.
“Jason…there was nothing you could do. You fought bravely, but every Pathfinder knows the risks.”, Hestram told him. “Listen, I know this is hard for you. Your team was together for almost three years. Maybe you should take a break….”
Background
Jason is a member of the Pathfinder Society. He is on indefinite leave after being the sole survivor of his most recent mission. The team had been together for several years, so losing his friends so suddenly was quite a shock.
Several of their previous missions had taken them to Osirion. Jason was intrigued by the ancient culture and people of that nation. The climate was so different from his native Varisia too.
He was born in a village along the coast of northern Varisia. He displayed natural magical talent at an early age and was sent to one of the academies in Magnimar to develop this talent. He studied at the academy for several years before setting out on his own. He eventually joined the ranks of the Pathfinder Society and was quite successful in his missions.
Now, after his failed mission, he has traveled from Absalom (the Pathfinder Society’s main headquarters) to Osirion to find rest for a while before returning to his duties in the Pathfinder Society….
Throwing my hat into the ring. This was a character for a defunct RotRL campaign and would love to resurrect him a new game (stats in profile). If chosen, I will update him to seventh level (Fighter 5/Rogue 2). I currently DM two PbPs, one of which is over 3K posts and play in a couple of others.
Character concept:
Sebastian is a native of Sandpoint, born into the elite Creed family, that alongside the Kaijitsus, the Foxgloves, and Scarzani, ruled most of the town. Then a few years ago, the serial killer Chopper struck, and he did not discriminate between rich and poor. The killer claimed Sebastian’s parents among his victims but decided to take the youth to his lair, trying to convert him into a follower of his bird god. Over the next day, he psychologically and physically tortured the child, even scarring him for life with a slash on his cheek from a razorblade. Sebastian almost snapped and gave in, as the horrors he experienced that night were unforgettable. Thankfully, due to some leads, Sandpoint’s authorities led by the Sheriff Hemlock interrupted his initiation and the menace of Chopper was over. However, for Sebastian, the experience changed him forever. He became darker and more serious. He traveled to Magnimar and fell in the wrong crowd, even to the point of joining a thieves’ guild and robbing and assaulting people. Eventually, he saw the light, and left his dark ways. He now serves as a vigilante and bounty hunter, defending the weak from the clutches of evil.
He is 6', handsome (12 charisma), the scar on his cheek gives him character, and highly dexterous. Besides normal thief skills, he has ranks in Knowledge (engineering), knowledge (nobility), and Knowledge(local). His personality is still dark and intimidating to those who just meet him but he is very loyal to his friends and allies.
Thalia Xian'an N
Half elf
Spy(APG) rogue 2/Desert (APG) Druid 5 (fire Domain)
Thalia is a unique blend of nature and trickery, never seeing past the gold she could amass by piggy backing on people and using them, to further her own agenda.
Thalia is a beautiful character, wise and intelligent, but because she lacks in physical abilities, she uses her charm, wisdom and smarts to make others help her.
Charm isn't her only weapon, as Thalia has one rule, that which is burnt will only grow anew, stronger and better than before.
I know this is a strange concept, but I fell in love with it when playing LoF, and since my RL DM stopped that one short (book 4 methinks), I really would like to see her played again.
Halstadt's concept is a Champion of Angradd, a loyal cleric who seeks to do what he can to protect his realm. Even if it means forfeiting his life.
Halstadt Morgrym:
- Background, Vitals & Appearance
34 years old, 4’11”, 252 lbs. Hal wears his travelers outfit (of dull greens and greys) beneath his chain shirt at all times. His silver holy symbol is proudly displayed hanging around his neck. His cloak of fine quality ha a pattern of the holy symbol of Angradd stiched into it. On his right hand ring finger is a dull grey ring. On his belt are two loops which hold a wand on his right and his left hip. Hal's hair and beard are blonde and fairly well kept. His eyes are a bright blue.
Hals steps off of the ship and his mind wanders...
Born in the hustle and bustle of the dwarven settlement of Janderhoff, Halstadt’s life almost came to an end very early. As a large baby it took the blessing of the cleric of Angradd (who was luckily present!) to allow both mother and child to survive. Hal’s father Grugrump swore that he would observe and honor the God of war all the days of his life. As Hal grew up his father signed on to be a Temple guardian for the priests of Angradd, this was unusual as his father had been a gem cutter, a man of great wealth all of his life. Grugrump, Helga and Hal moved into the temples of Angradd when Hal was a young dwarf. The focus of the priesthood was on skirmish and Hal found the subject fascinating early on.
Younger than he should have he took on duties guarding the miners in the Mindspin Mountains and stood watch against possible incursions from the Darklands. The senior clerics certainly took notice. At twenty-two winters Hal was guarding a caravan shipment from a mining outpost back to Janderhoff when he saw his first combat. In the face of dozens of howling orcs Hal stood fast, all around him, his allies and friends lay dying. At that moment Hal reached down and touched something in his core that had been burning for years. A burst of light issued forth renewing his allies and mending their wounds. The tide turned quickly as Hal’s allies recovered and counterattacked the ambushing orcs.
Hal was brought before the senior clerics of Angradd at the temple of Janderhoff. On that day he was accepted as one of their own. He was touched by Angradd at birth and it was his destiny to combat the enemies of the people wherever it lay.
Hal began to become even more active on guard duty this time as a commander of dwarves and not a simple guardsman. When not training to be a combat commander he was learning with the priests of Torag. Knowledge, his mentor taught over and over again, is power. Discerning the motives of the enemy and in fact even knowing the enemy allows them to be overcome. Though not brilliant Hal picked up languages quickly and excelled in the knowledges that he found most interesting.
Hal was sent after all of his lessons were complete to the patrols of the entrance to the Darklands ona permanent basis. The work was boring though he knew it to be important, his parents were never so proud as when he was assigned to such a dangerous and daunting task. Hal showed his quality as one day five years ago an incursion finally came. Creatures of the dark burst forth in the night suddenly and without warning. With the enemy issuing orders in undercommon Hal was able to understand and counter the initial maneuvers of the raiders. Lines held until reinforcements were able to arrive.
As the battle raged on, the darklings summoned a creature of shadow, a fell fiend that made even the most heroic blanch with fear. Hal again reached inside himself and grasped the power of Angradd, he channeled the power of his god and injured the creature. The light of Angradd vanquished the demon (though it had to shine again and again) finally breaking the spirit of the invaders.
Hal was hailed as a hero he stood with his comrades in their darkest hour and brought light to them all. The senior clerics began to consider Hal as a great asset and set about training him to deal more specifically with such demonic forces. After this training Hal spent time defending the Darkland borders again. He was somewhat dejected to be back here realizing that such incursions were rare indeed they happened once in a lifetime. Hal wanted to strike a blow against the shadow wherever he could and felt that guarding a gate was not the best way.
Two months ago Hal was summoned before the senior clerics of Angradd. They informed him that they were aware of his dissatisfaction with his current position. Hal began to backpedal realizing that if he were to displease the council he would never have a chance to realize his desire. The council chuckled at his distress, “do you wish to strike a blow against the darkness or not young priest!” “More than anything else”, Hal responded. “Very well, Osirion has opened its borders to outsiders recently and a "dig" has taken place there. Our diviners believe that some dark force may be freed as this commences. We recommended that you go and investigate this vision. However, you must not reveal any of this information to those you journey with. That is your task do you accept?” “I do”, replied Hal solemly.
Hal’s memories fade and he returns to the present time. He stands in the early morning sunrise on the docks of Sothis waiting for a contact who will supposedly lead him to this dig. Hal laments the fact that he spent no time studying the surrounding realm but relies on his internal sense of who to trust hoping that his journey far from home will bear fruit, and just a little adventure.
There are lots of good ideas forthcoming already. I am going to continue to leave this open as a couple people have indicated they still want to get their concepts or PC sheets in. And I want to give the Monday crowd a chance to take a look as well.
Already though we are at risk of being over capacity and if I can't find a spot for you this time around, I hope you'll consider taking a stab at it next time.
In the meantime, I'm resisting the urge to get overly excited and comment on specific character concepts until we know who our party will be composed of, but if there are specific questions, ask away.
Alright, I'm gonna submit this guy. He's actually my first pbp pc, and he came in about halfway, or so, through Entombed with the Pharaohs. It only lasted about 6 months after I joined.
This sounds like it's gonna be a good game. If I can work something up today, I'll submit it. Otherwise, I'll just follow along. The game I'm currently in...that just started...is already going VERY slow.
I have worked out not one, but two concepts that could be fun to play - A half-orc sorcerer/ranger/DD who fights with claw and bite and a human bard/fighter dervish who is an expert with both scimitar and whip. I'll let you pick the one that fits the party/module best.
Full character builds and background coming just as soon as I can get them typed up.
Now, as for character concept. I do not have time at the moment to put a full character together so I just want to give you a concept and if my character is chosen I'll get their stats together.
Spoiler:
I was standing against the back wall of the inn, my leather hat low over my brow. Most pay me little mind, which is exactly how I like it, of course folks not usually seeing what I really look like helps. It makes it easier to listen to what people are talking about when they aren't paying you any mind.
I had been in Osiria for a couple of weeks after that... mishap in Absalom. How was I supposed to know the mark I stole this trinket from was Aspis Consortium? That bunch are more secretive than I am! I find my left hand in my pocket turning the large saphire between my fingers. Hell, I didn't even know the thing was magical until I stole it. I was just lucky to get onboard that ship, the Black Swan, and make it off of that island for a while.
Water under the bridge, or rather ship over the water... anyway, I had other things to worry about in the here and now. Two "bookish" types talking up all quiet like about a great pyramid, "The Pact Stone Pyramid" to be exact. Well, ancient treasure is usualy valuable treasure... sounds like I just found my next job. I doubt these guys will be too hard to trail. Maybe I can even get hired onto the excavation team as a guard or something...
I step away from the wall, from the shadows. They almost don't want to let me go... or is that just my imagination? Hell, they always did say I was nuts. My hand comes up from beheath my cloak where it was resting on my crossbow, I snap my fingers and light my cigerette as I make my way to the bar. I'm going to need a drink before heading out into that gods cursed desert...
Maybe three...
Zaired Veldrin, Human (Qadiran)
Sorcerer (Shadow Bloodline)
Primary weapon Crossbow
Favorite Spells Gravity Bow, Ray of Enfeeblment, and anything that makes it hard to see him
As I said, I don't have time to put together his character sheet right now, but if you are interested in the character I will put it together. Progression would be straight sorcerer, but played with a "rogue" flavor.
As promised, two character concepts to choose from. Links to full profiles with stats are in my profile:
Hurgah the Reaver, ferocious half-orc sorcerer/barbarian/dragon disciple:
Description
Hurgah is a hulking beast of a half-orc, with corded muscles showing off his enormous strength. His pale grey skin has a subtle red hue, and seems to be unnaturally thick and tough. He is clad in an armored kilt, and his naked upper torso is covered in a variety of strange tribal tattoos as well as scars that are too numerous to count.
Across his back is slung a large cold iron great-axe, but it is not the axe that has earned Hurgah the title "the reaver". When engaged in combat, he prefers to literally tear his enemies to pieces using razor sharp teeth and claws that he can grow at will.
Background
Hurgah was born to one of the orc tribes of Belkzen, the son of one of the unfortunate human women captured in raids. Considered weak and worthless, he was sold to slavers before he reached manhood. He was shipped south, and eventually found himself in the slave pens of Sothis.
Soon he was sold as a field slave to a local farming estate. But he would not toil in the fields for long. Somehow, it seemed that the warmer climate awakened something deep within Hurgah. The burning sun seemed to make his blood boil and course, and ancient powers slowly awakened. He began to dream, of fire, of crimson scales...and of teeth and claws.
One day, as he was being punished with the whip, his cries of pain suddenly shifted to cries of fury. He spat out words of magic that he had never heard before, and grew in size, hulking far above his tormentors. Claws grew from his hands, and he tore through the slave keepers like a dragon amongst sheep. No-one tried to stop him, as he ran for the burning desert.
For years, he wandered the desert, using his newfound magic and rage to stay alive, and eventually to prosper. He was where he was born to be, and soon found work as a guide and caravan guard - and as his fighting prowess grew, as a mercenary for those who sought buried treasures or wished destruction visited upon their enemies.
Curious about his strange powers, he questioned every magician and scholar he met, and piece by piece, his past unveiled itself. Somewhere amongst his human ancestors, a red dragon had sown it's seed, and the powers of that wyrm grew within him every day. Soon, his draconic heritage began to show. And every day, Hurgah becomes more and more like a true dragon.
Motivations and goals
Since discovering his heritage, Hurgah has been looking for ways to increase his power and gain better control of his draconic abilities and magic.
He hopes one day to be able to track down his dragon forefather, and together visit vengeance upon the orc tribe who sold him as a slave.
He is quite happy to work as a mercenary, and occasionally team up with groups of adventurers, as he has found the buried tombs beneath the sands of Osirion to hold much of the power he seeks.
Tarik Ur Amoteph, whip and scimitar wielding human bard/fighter:
Description
Tarik is an osirian native, with dark bronze skin and a shaved head. His movements are graceful, and he is fast as a desert viper. He wears a gleaming mithril breastplate, and has a scorpion whip and a scimitar strapped to his belt.
Background
As a young boy, Tarik was sent to the church of Sarenrae for training and education. But the clerics of the Dawnflower were hard pressed to figure out exactly what to do with the lad. Once his basic education was over, and he was nearing manhood, it was clear that he did not have the makings of a cleric. He did not show the slightest sign of any affinity to divine magic, but he did display an innate talent for the arcane.
Since it was soon clear that Tarik had the makings of a warrior, he was trained in the use of weapons and armor. His natural dexterity made him a natural with the scimitar and whip, but it was also obvious that he lacked the moral fiber to join the ranks of the paladins of the Dawnflower.
As such, he was assigned to be a temple guard, a task he found utterly boring. He soon took his leave of the church, seeking other ways to use his skills. He found no shortage of employers who could use his special talents, especially since he was quite good at dealing with his opponents without killing them.
Motivations and goals
Tarik is a care-free soul, and has made many friends among the adventurers who flock to Osirion - including more than a few Pathfinders. He is always up for another tomb raid, especially if there is gold and adventure to be had.
He works very well with others, and often prefers to try and aid his companions through the application of his martial skill or his magic.
<----- Photo of me doing my morning yoga poses. "Stretch for the Sky!"
OK, so this is really looking good. It's a buyer's market for GMs. Word must be out that this is a choice pyramid to explore.
I'm eager to call it so folks can turn their mind to PC creation. But there are a few people who have posted and indicated their intent to post PC concepts so let's give them a day or so, just in case.
@Bilbo Bang Bang - worry not there buddy, we know you are away/off-line.
Do your dungeon crawls feel more crawl than dungeon?
Have you reached the point where you’d rather the secret doors remain secret?
Then look no further, the Pact Stone Pyramid is the pyramid for you. Constructed at the whim of Osirion’s most grand yet wicked pharaohs of all time, the inner-workings of Ahn’Selota were so secret that even writing its name on paper was made a crime punishable by death. Who will be the first to see it from the inside?
Plus! This week only, we offer half-off on all mummy hit points.
Writing up character now, was waiting, don't want too many aliases on the boards, I already have many from defunct PbPs and concepts I created for DMs without getting chosen.
Background:
Gandelplot Trapspringer began his career with the Pathfinder Society as a lowly servant in the Society's Grand Lodge in Absalom. Tasked with the cleaning and maintenance of the Osiriani collection, young Gandel quickly developed a keen interest in the ancient culture, learning all he could about the various artifacts and the history behind them. Gandel's encyclopedic knowledge of the artifacts in his charge so impressed Dimbleshanks Boddynock - one of the Society's noted explorers of Osirion - that the gnome took the young halfling under his wing and sponsored him for membership into the Society. Realizing that the halfling's aptitude mirrored his own, Master Boddynock ensured that young Gandel received traning in the knowledge, skills, and abilities of an archivist.
As an initiate, Gandel accompanied Master Boddynock on several expeditions to Osirion in addition to the training administered by the Society's three deans. Captitalizing on the experience gained during those expeditions, Gandel easily passed his Confirmation and was promoted to the status of Field Operative within the Society.
Gandel's first assignment as a newly-promoted Field Operative is to a massive pyramid dig site rumored to be connected to Osirion's Four Pharaohs of Ascension.
Hello, all! Long-time lurker, first-time poster here on the Paizo forums. I was brought out of my solitude because this game looks so darn interesting. I'm not new to roleplaying, but I'm relatively new to the PBF format. I played in one game a while ago that fell apart relatively quickly. I do play in many games of PBF Battlestar Galactica on the Board Game Geek forums, for whatever that's worth. I can promise I will check obsessively.
Karek Kogan:
Karek Kogan is a dwarf (Barbarian) hailing from the kingdom of Kalsgard in the Land of the Linnorm Kings. For years now, Karek has served as an operating deputy, passing for law enforcement in a lawless nation.
He was raised alone by his father with a natural distrust of magic. It's too powerful, and you never could trust mages. He took it upon himself to bring those who used magic for evil to justice in his own unique way. Sometimes that involved a prolonged stay in an anti-magic cell. Sometimes it involved punishments much harsher.
So it should come as no surprise that he has come to Osirion seeking a spellcaster. She abandoned him years ago, looking for Gods know what. When he got a lead that she might be in Osirion, Karek packed light, and set off across Golarion, looking for his mother. He doesn't know what he'll do when he finds her, but he'll fall off that bridge when he comes to it. For the time being, he has fallen in with an adventuring party, doing what he can to earn his keep. Karek Kogan is no stranger to adventure.
There you go. The number of strong character choices I see here astounds me. Good luck to everybody! I hope to expand my experience into PBF games, and also prove that barbarians can have a place in a social game.
This is what I have time for right now, and time is of the essence. I will probably create him today, regardless of whether or not I'm chosen. If I am chosen, I will submit a lot more background. Thanks for the opportunity!
Ok, so here is my concept of a bald, rotund merry ol' chap whom
Fate has led on a path to becoming a Daivrat (prestige class from Qadira - friend to genie-kind). Behold, Moonpate the Potentate:
player concept:
Moonpate is a fairly stout (ok, pudgy) fellow topping in at 260 lbs, 6’3”; advanced in age for a beginning adventurer at 33 years old. He prefers to wear fairly baggy yet light clothing that allows for freedom of movement and plenty of circulation, since he tends to sweat profusely (though he is careful not to “stink”, taking pride in personal hygiene). He avoids looking ostentatious and is proud of his working class background. His prodigious head is about as round as they come, with the only hair present being a pair of bushy eyebrows and some lambchop sideburns. His skin is fairly pale, turning to beet red when he exerts himself. Even though he looks ponderous and clumsy, he moves with the flowing grace of a longtime, extremely busy bartender; especially in respect to his hand movements.
Personality: He is quite the gregarious fellow and has a keen knack for knowing when to speak and when to listen. However, he will only suffer rudeness for as long as necessary. He is comfortable dealing with all walks of life, from the highest nobles to the lowest commoner; at least when it came to serving, entertaining, and listening to them in the bar. As such, his second hand knowledge of the various social strata is quite extensive.
Background: Moonpate is late to the adventuring scene, having spent most of his life working and then owning the family tavern. He earned his moniker by the time he was 18 and has not been called anything else since then. His given name remains a mystery.
Having inherited the family business, Moonpate was quite content to spend his life as a carefree tavern keeper, though he knew there was something that was missing from his life. He always seemed to have a knack for sensing if a customer possessed magic, and the mystical threads of such auras pulled at his imagination.
Fate pulled its own strings when his tavern burned to the ground after a drunken wizard’s apprentice decided to show off his undisciplined skills. Consequently, the apprentice was arrested and later barred from further teachings. The Master Wizard took the distraught Moonpate under his tutelage as restitution, recognizing the latent talent hidden away. The only item of value Moonpate was able to save from the burning tavern was his father’s heirloom beer stein, which naturally became the bonded focus for his growing magical talents.
He has spent the last two years adventuring with his mentor throughout Qadira and has discovered the amusing wonders of dealing with Geniekind. Moonpate has now taken on the mantle of the daivrat prestige class.
Illorian started his carier as an advance scout for the Andorian army concentrating on intel gathering in and around Qadira. During his time in the military Illorian learned skills and warfair tactics suited to the desert environment. When released from duty he stayed in Qadira and became a desert guide and part time tressure hunter.
<----- I’ve put on my shiny brand new shell for this announcement.
Ladies & Gentlemen, in a moment I will be announcing Golarion’s newest and most sensational adventuring party.
But before I do, I would first like to once again thank those who I couldn’t find a place for on the PBP roster this time around. I mixed and matched and tried to find what I thought would be a good fit. If I didn’t include you, know that you were awesome and I hope to play with you in another PBP soon. Seriously, I could run a whole game off of the people I couldn’t fit in this one and maybe some lucky GM will –keep watching the board for new threads!
Next, because you were all so good, the party is pretty dammed huge – dangerously so. I am predicting the usual dropout rate of 33% so I went with 9 players in the hopes of retaining 6. (Hey, what can I say, I’ve noticed the desert claims people at an astounding rate around these parts). If all nine people actually stick around, that would rock though.
So without further adieu. . . OK, maybe a little. . .
I give you “The Great Nine” (copyright pending), a band of men and women of impeccable taste and unparalleled personal hygiene. A fearless band, crazy enough to dare to enter the Pact Stone Pyramid itself and court the very wrath of the Four Pharaohs of Ascension.
In no particular order, save for the very order that I have typed them, here they are:
Somewhere pyramid mummies are quaking in their boots.
Player 1: Mummies wear boots now?
GM: Sir, I said quaking!
Anyways, I hope to have the discussion thread up in time for this weekend but until then feel free to post here.
Now, those of you who have not done so, get to work putting your PCs together – chop, chop. (I’ll be posting the rules for hit points shortly – hint we’re using the tried and thoroughly playtested PFS rules for hit points.) Remember you have snagged a spot over some pretty sweet roleplayers so please don’t disappear without at least taking the time to post a proper farewell. If Jay and Silent Bob can find where you live so can a small green scarab beetle.
Great. I am looking forward to playing Hal. I believe that he is completely done, with the exception of hit points. Although if hygiene is a requirement for being a part of the group, Hal will need a shower....
Thank you very much! I am extremely excited to be able to play with this group.
So, lets see if we have this straight, so people can plan for it:
Moonpate the Potentate: Human wizard(?)
Halstadt Morgrym: Dwarf Cleric
Kerek Kogan: Dwarf Barbarian
Gandelplot Trapspringer: Halfling Bard/Pathfinder Delver
Donkor Soroon: Human Cleric
Breach: Dwarf Rogue/Fighter
Thalia Xian'an: Half-elf Rogue/Druid <--- Interesting concept, can't wait to see it go.
Jason: Some sort of Sorcerer Pathfinder.
2, make that 3 Arcanists, 2 Clerics, 3 sorta rogues, plenty of characters that could at least temporarily pass for frontliners. I'd say Jace DK could pick either of his characters with no problem. (Although that Half-orc and I would have to have a contest to see who is angrier.)
Dwarves represent. Good stuff.
I will be lovingly crafting my character all night. You can expect to see something by tomorrow morning.
I'm going to go with Hurgah, even though we have another barbarian in the party. I'm just too excited about him tearing through things left and right, adding fear and fire into the mix. He has the AC of a barn door, though, so it's a good thing there is more than one healer in the party.
I've fine-tuned the build a bit. Full stats are in his profile, here: Hurgah the Reaver