[AP] The Shackled City Adventure Path by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 12 - ASYLUM

Cauldron map
Redgorge map
Current map

Campaign Index / Campaign diary
Loot sheet
Old loot sheet (Maxim)

Redgorge crafting possibilities
Skie's catalog (20% discounted)

Group Stealth (passive): -5 (Kikinnin)
Group Stealth (active): 5 (Kikinnin)
Group Perception: 27 (Marigold)
Group Sense motives: 30 (Marigold)
Group Spellcraft: 24 (Maxim)
Group Appraise: 23 (Maxim)


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Iron Gods: Iron maps;

Ryan:
Will: 1d20 + 3 ⇒ (1) + 3 = 4

The wererat starts to answer while blankly staring to the wall "Below. At the old halls of Torag. I was send to protect the Way"

The creature seems then to start a fight against an invisible figure that would hold his mouth shut from the back. He finally ascertais to shout "Hail Drakthar! Lord of rats" and then goes back to look at the wall absentmindedly.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Hrmph, looks like we are heading back to Malachite's holdings, unless either of you know of another dwarven ruin below. It also appears that whatever holds sway over thus one and Orak most likely, will have some knowledge of our intent to come. He would have said more but something strong overpowered him and shut him up."

"We should not go below until prepared."


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim looks grave faced;

"Lord of Rats suggests we're better bearing silvered arms... A powerful, or daemon touched were-rat would be a helluva challenge for us..."

Mulling the were rats cryptic mention of Halls of Torag, Maxim scowls;

"Ain't the Malachite. Seen 'em recently an' they weren't acting all strange-like... Although older beards might have a notion of where the rat means? Brodir - you got any inkling of what Halls the rat is chittering about?"


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"Where is The Way?" asks JJ pointedly.

Then more hesitantly...

"And what part does Orak play in this venture?"

At the words of Maxim he looks back to the dwarf.

"A demonic were-rat. Wow. Maybe I should head back to the Blue Crater. I have been reading up on demon lore there. And I think a bit of information may help save our lives. We need to get this lot up to the Guard though, or maybe better still, have them come and pick them up."


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim strokes his beard with a grim smile;

"Just surmising on my behalf Surabar... Lord of rats is a lofty title... May not be a daemon or such!"


Iron Gods: Iron maps;

The wererat points towards the iron door before the stairs and answers JJ "Through the iron door"

It looks then at Orak and says "The dwarf must be preserved. It must be ensured the dwarf keeps doing his business. It must be avoided the dwarf goes in to the Way" it makes a pause the looks blank again towards the wall "Drakthar's Way"


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision
Maxim wrote:
"Brodir - you got any inkling of what Halls the rat is chittering about?"

Kikinnin shakes his head. "That doesn't sound familiar. Suppose I can think on it a bit."

Lore(Malachite Fortress): 1d20 + 4 ⇒ (3) + 4 = 7

"Nope. Nothing rattles."

The black-beard listens as more information is brought about. "So, does Orak do this work against his will, then? Who spelled him? How can we break the spell? Tell me that's possible. No honest worker like him should have to suffer like a puppet." The thought angers Kikinnin. "Makes you wonder who the puppet master is. Hope it's not the Lord of Rats."

Kikinnin waits for the interrogation to end.


Iron Gods: Iron maps;

The prisoner stares at Kikinnin and holds the stare for some seconds. Then, all of a sudden hair starts to grow and the humanoid starts to shrink eventually losing the tightness of the ropes that hold it to the chair! A dire rat!

Initiative:

JJ: 1d20 + 2 ⇒ (13) + 2 = 15
Kikinnin: 1d20 + 1 ⇒ (8) + 1 = 9
Marigold: 1d20 + 3 ⇒ (12) + 3 = 15
Maxim: 1d20 + 0 ⇒ (20) + 0 = 20
Juraan: 1d20 + 2 ⇒ (11) + 2 = 13
Ryan: 1d20 + 1 ⇒ (20) + 1 = 21
Dire rat: 1d20 + 3 ⇒ (10) + 3 = 13

Round 1: Ryan, Maxim, Marigold, JJ, Dire rat, Juraan, Kikinnin
Its action in the surprise round was to change shape.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

The mace never far away is quickly in hand and swinging for the rat.

Hvy mace: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg?: 1d8 + 3 ⇒ (3) + 3 = 6

Swinging with both hands this time. no shield in play GM, AC17


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Round 1

Marigold yelps with surprise as the wererat suddenly changes to another form, this one truly bestial. With quarters being tight she keeps her position behind Maxim, but not before placing a guiding hand on his shoulder.

You'd better aim well!

Maintaining current position and casting Guidance on Maxim!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ leaps on the rat with both blades.
attack, TWF, bless?: 1d20 + 8 - 2 + 1 ⇒ (2) + 8 - 2 + 1 = 9
off hand attack, TWF, bless?: 1d20 + 7 - 2 + 1 ⇒ (19) + 7 - 2 + 1 = 25
off hand crit?, TWF, bless?: 1d20 + 7 - 2 + 1 ⇒ (11) + 7 - 2 + 1 = 17

damage: 1d6 + 1 ⇒ (4) + 1 = 5
crit damage: 1d6 + 1 ⇒ (2) + 1 = 3

"You're not getting away so easily."

"I wonder if silver manacles would stop them changing shape?"


Iron Gods: Iron maps;

Ryan and JJ react fast before the rat can go anywhere. Their hits, JJ's just on the head, are strong, but once again they deal no damage to the rat as it seems protected by some extraordinary resistance to normal wounds.

Marigold casts her spell on Maxim while the rat starts attempting to run away.
Acrobatics to overrun vs JJ DC 22: 1d20 + 8 ⇒ (3) + 8 = 11
Acrobatics vs Kikinnin DC 18: 1d20 + 8 ⇒ (2) + 8 = 10
Acrobatics vs Ryan DC 19: 1d20 + 8 ⇒ (16) + 8 = 24
The rat is up to move through JJ's legs when he closes them and Kikinnin profits to attack.

Not giving itself as defeated, the rat keeps trying.
Acrobatics to overrun vs JJ DC 22: 1d20 + 8 ⇒ (9) + 8 = 17
Acrobatics vs Kikinnin DC 18: 1d20 + 8 ⇒ (1) + 8 = 9
Acrobatics vs Ryan DC 19: 1d20 + 8 ⇒ (19) + 8 = 27
But again JJ and Kikinnin are fast enough to intercept it as it attempts to run.
Round 1*: Dire rat, Juraan, Kikinnin, Ryan, Maxim (x2), Marigold, JJ
JJ and Kikinnin won 2 AoO (1 unless you have Combat Reflexes)


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ strikes hard with the sword of his fathers as the rat tries to escape.
attack,bless: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Does it have DR in rat form as well as hybrid form? Dang, these rats are tough

Then he plies both blades again...
TWF: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
TWF: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10

The creatures unnatural toughness makes the blows glance off.

"I want rat hide armor!" says the frustrated youth.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Just stand still, let him bite you; and you'll get a set of your own, just wouldn't hang out near Kikinnin, he might forget himself."

Still playing whack a mole with the dire rat, Ryan swings once more.

hvy mace: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Bless would be long gone as it took at least 15 mins to prayerfully memorize Zone of Truth


Male Human Sorcerer (inactive)

Juraan holds his action.
Firing into melee is the only other option I've got,
which wouldn't be so great if I hit a friend with an acid ray.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Round 2

Still holding her position as the corner erupts into a flurry of fur and steel, Marigold reaches out and offers Juraan the same guiding touch.

You too, acid-thrower!

Marigold maintains her position and uses Guidance on Juraan. Not a lot else she can do at the moment to be helpful.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

AoO

Kikinnin frowns, learning the hard way that the creature has another ability. "Alright, so you can change into another form. A rat-man, now a big rat. You able to understand me? You able to turn small, too? Not sure I want to give you any more chances, vermin."

MW Dwarven Greataxe: 1d20 + 7 ⇒ (7) + 7 = 14 for 1d10 + 3 ⇒ (7) + 3 = 10 two-handed damage

Round 1

Status:

AC = 21
HP = 29/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

"Listen to Ryan, JJ. You turn rat, we'll have to put you down, same as the rest."

MW Dwarven Greataxe: 1d20 + 7 ⇒ (7) + 7 = 14 for 1d10 + 3 ⇒ (1) + 3 = 4 two-handed damage

Kikinnin starts to sweat at the brow.


Iron Gods: Iron maps;

Once again the rat attempts to escape its fate.
Acrobatics to overrun JJ DC 22: 1d20 + 8 ⇒ (12) + 8 = 20
Acrobatics vs Kikinnin DC 18: 1d20 + 8 ⇒ (4) + 8 = 12
Acrobatics vs Ryan DC 19: 1d20 + 8 ⇒ (8) + 8 = 16

Acrobatics to overrun JJ DC 22: 1d20 + 8 ⇒ (15) + 8 = 23
Acrobatics vs Kikinnin DC 18: 1d20 + 8 ⇒ (18) + 8 = 26
Acrobatics vs Ryan DC 19: 1d20 + 8 ⇒ (11) + 8 = 19
At a moments distraction the rat goes between JJ's legs.

It then attempts to continue through Maxim's.
Acrobatics to overrun Maxim DC 26: 1d20 + 8 ⇒ (19) + 8 = 27
The dwarf tries to close its legs but the rat is to fast and jumps to the side going around him!

The rat starts then running towards the door.

Round 2: Dire rat, Juraan, Kikinnin, Ryan, Maxim (x2), Marigold, JJ
JJ, Kikinnin and Ryan get AoO, I think the others are not wielding melee weapons at the moment, but if so you can get too.
The rat moves at 50' but half speed due to tumbling. Can someone move it just next to the blue fallen one?


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ stabs at the rat as it darts between his legs..

attack: 1d20 + 8 ⇒ (7) + 8 = 15

Then he turns and races after it, stabbing it again as he catches it near the others.
attack: 1d20 + 8 ⇒ (1) + 8 = 9
Neither blow looks good enough to finish it off.


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Round 2

As the direrat manages to duck and dodge around her friends and bolts past her towards the door, Marigold fumbles in her belt pouch and pulls out a small, neatly-tied bag.

"પ્રયત્ન કરો અને તે અથવા કંઈક હલ!" she exclaims as she hustles after the fleeing creature.

Abyssal:

"T-t-try and t-t-tackle it or s-s-something!"

Move action to pull out a tanglefoot bag, another move action to give chase.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

You guys and your combats in the wee small hours! :)

Round 1 Redux

As the rat changes Maxim first draws his shortsword (Move Action), then attempts to skewer it as the creature leaps past (Swift Action - Arcane Strike);

Melee - Attack of Opportunity: MW Shortsword: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: Shortsword+Arcane Strike: 1d6 + 1 ⇒ (1) + 1 = 2

Critical Threat?: 1d20 + 4 ⇒ (19) + 4 = 23

Critical Damage?: Shortsword+Arcane Strike: 1d6 + 1 ⇒ (6) + 1 = 7

9 damage total - well darn...

Round 2

As his strike is foiled by the fell creatures resistance, Maxim tries a different tack. The gun(less) mage shifts in line with the creature's retreat (5ft. Step( then The utters some silent words of arcane power, as he brings to bear another spell (Cast - Ear-Piercing Scream (Standard Action)

Looking like he is miming a bellow, the dwur strains out a silent scream aimed at the retreating rat:

Damage: 1d6 ⇒ 2 sonic and target is dazed for 1 round... DC14 Fortitude Save for half damage and avoid daze


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Ryan get in more more swing at the rat before it disappears

AoO(2H): 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Turning and giving chase with hopes the closed door leading below will give the rat pause.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Isn't Overrun a Standard Action? I'm seeing two, back-to-back for the rat, same round.

Round 2

Status:

AC = 21
HP = 29/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin takes two swipes, one for opportunity, one for good measure.

AoO: 1d20 + 7 ⇒ (12) + 7 = 19 for 1d10 + 3 ⇒ (2) + 3 = 5 two-handed damage

MW Dwarven Greataxe: 1d20 + 7 ⇒ (20) + 7 = 27 for 1d10 + 3 ⇒ (2) + 3 = 5 two-handed damage
Confirm Critical?: 1d20 + 7 ⇒ (9) + 7 = 16 for 2d10 + 6 ⇒ (10, 9) + 6 = 25 more two-handed damage


Iron Gods: Iron maps;

JJ stabs at the rat without a visible effect of his weapon while Margiold prepares a tanglefoot bag.

Maxim sneak attack damage, because he was flanking with JJ: 1d6 ⇒ 6
Fort DC 14: 1d20 + 3 ⇒ (5) + 3 = 8
Maxim's shortsword takes one of the rat's ears and cuts it by the base! He then focuses on the rat with a ferocious scream that dazzles the creature on place.

Ryan strikes with all his strength in the rat's back, a little scratch opening, far less than it should have been by such a hit.

Kikinnin runs after the rat, and jumping over the creature he cuts the body in half with a mighty blow of his axe!

Rat: 28 damage
Combat is over!

It was an acrobatics check to tumble through and enemy square, which is similar but different to an overrun :D


Male Human Sorcerer (inactive)

"I don't like these rat THINGS!"
"So, what should we do next?"
"We have five dead wererats and Orak, unconscious."
"And stairs leading down to something significant to the wererats."
"I'm pretty much spent for spells myself."
"Should we get investigate those stairs now? Or after a night's rest?"


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"After a nightshort rest is probably best. Everyone needs something Silver before we descend, Maxim needs to see if he can repair his weapon as well as likely create more ammo for use against werecreatures. These and Orak should be turned over to the guard or the chaplain as the case may be. "


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Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Maxim taps the handle of his holstered pistol with a melancholy smile;

"Take me but 30 minutes or so to have her ready to breath fire again... but a full compliment o' enchantments an' silvered weapons at our belts will be needed. A day should be enough..."

The dwur strokes his beard in thought;

"Enough silvered weapons may be an issue... Depends on the market and availability..."

The gun-mage then walks to his fellow dwur;

"Brodir. When you have a moment... I have something for you... or rather somethings... Meant to give you 'em earlier, but missed the chance..."

Maxim reaches into the enchanted Bag of Holding and retrieves 2 finely honed throwing axes holding them out to the warrior;

"Took em from Kazmojen... Honed and balanced 'em down in the Hold's forges... Reckon they befit a true Son of the Malachite and a Scion of Rouradont..."

2 off Masterwork Throwing Axes for Kikinnin. Phase 1 of The Master(work) Plan :)


Male Human Sorcerer (inactive)

"I guess I could use a silvered mace in a pinch."
"Unfortunately, an accomplished warrior I am not."
"At least spells seem to affect those things as they should."


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Ah, very good, GM. Didn't want that rat to have any luck of his own :)

Kikinnin looks down on the axes, his lower lip protruding as he takes in their quality. "Well, then. I like the look of those. Sure, I'll take 'em, and try and see them used like they should. Not much for throwing things, but I suppose some practice is in order." He claps Maxim on the back, then hangs them on his belt.

"I think my last blow was lucky. Didn't have the same feel as when Abadar's energy was coursing through the weapon. Brute blow, it was. I'm glad for it, because we don't need any of these rats above chittering to the rats below." Kikinnin moves to the top of the stairway leading down.

"Another rotted way into Cauldron from below. Another delve into darkness. These rats are omen. We'll need to be prepared before we think to exterminate. Gotta have the tools." The black-beard nods to himself, then looks to the others.

"We posting guard here? Do we notify the guard, while out shopping? I don't mind waiting, and watching. What do we do with Orak? Try and wake him? I could rouse him, if we think that'll serve us. The rat gave some answers, then gave us a pain in the backside. You think Orak will still be under sway when he comes to?"


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

"They're not all dead, we should take them to the guard proper, and let them know what has happened here." says JJ.

"Then we stock up with some good weapons."


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Orak should be delivered to the temple, they can look after his wounds and with luck break the enchantment affecting him. Wouldn't do to have this fine establishment out of business. It might go under without the likes of Master Surabar here and his nightly baths." Ryan finishes with a mischievious grin.

"However, once I've helped Orak to the temple and stopped by the weapon smith's shop I'll return to spell you from guard duty Kikinnin. Do you need something while I'm out?"

Outside Ryan will hire a coach to transport Orak back to the temple. Explaining to the healer at the temple that he has been ensorceled and until it can be removed he will need to be restrained.


Iron Gods: Iron maps;

St. Cuthbert Cathedral
Jenya poses her hand over Orak's front "Do not suffer Ryan. We will tend to his wounds. He seems mostly bruised rather than really injured"

She stares then at the young man's eyes "Ryan, I know you solved the kidnappings, but this seems very dangerous. If it is true this man is enchanted... what can it be done to you if you go down there?"

Understanding there's not much she can do to avoid it, Jenya looks back at Orak "Good, I will prepare a spell to try break enchantments for tomorrow. Let's hope this is Abadar's will."


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

"S-s-sounds like we have a p-p-plan then," Marigold sighs as she stows her tanglefoot bag once more. "Y-y-you all kn-know I'm n-not much of a f-fighter b-b-but I'll g-g-get s-s-some s-s-sort of s-silver weapon t-too."

"M-m-maybe s-s-some more a-a-lchemical items, t-too...s-s-so I won't b-be c-c-completely useless," she adds, a surprisingly bitter tone in her voice.

So, sounds like we're doing shopping/errands with a rotating watch at the bathhouse until we can all return and get a chance to rest? I'm out of 1st level spells so I definitely don't object to resting before we push on!


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Cathedral:

Jenya wrote:
"Ryan, I know you solved the kidnappings, but this seems very dangerous. If it is true this man is enchanted... what can it be done to you if you go down there?"

Ryan ponders Jenya's question a moment before answering.

"I didn't solve the kidnappings alone, we worked as a team. Each one of us supplementing the other , I lent my strengths to them when it was needed, as the others lent theirs when I wasn't able to accomplish what needed to be done. As a group we are stronger than any of us individually. That was again put to the test this morning and as a group we prevailed."

And taking a deep breath as he continues....

"Alone down below, I would likely fail; but with this group by my side we can do great things. A great evil is besetting Cauldron and while we can't see the whole of it, it is our responsibility to do what we can to prevent it, and then to combat it. Abadar teaches us to do what we must to improve our city, I can't stand by as long as I know about this."

Returning to the bathhouse via the weapons shopRyan stops by the weaponsmith he purchased the MWK items from before. "Master Gurnezahn, we have a need I hope you can provide. My group is in the market for weapons of silver, perhaps 6 light maces if you should have them, if not supplemented by silvered daggers."


Male Human Sorcerer (inactive)

"Well, to be fair, Marigold, we were not expecting five wererats to attack us in a bathhouse!"
"Despite the difficulties we did quite well, all things considered."
"At least we will be better prepared for them next time."


Iron Gods: Iron maps;

Gurnezahn
"Uo hou!" shouts Gurnezahn "Seems the clergy wants to make some fancy rituals!"

The smith master checks on his rear house for something then comes back with some weapons.
1d10 ⇒ 4
1d10 ⇒ 8

"It seems you are considerably lucky. I have still 4 silvered light maces and 8 daggers" he looks at it thinking "If you give me the weekend I can produce a couple more"

Bathhouse watch: Perception DC 20:

You overhear some steps around the bathhouse in the middle of the night. Just they run out in the darkness of the avenue just before you attempt to check.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ heads off from the bathhouse as well. His first port of call is the weapon smith, where he picks up a silver coated dagger and mace.

He spends some time trying it out, before asking
"While it looks good, it doesn't feel quite right. I was hoping that you, Gurzezahn might have something a little .. special."

Was hoping to get a masterwork silvered light mace if it were available, happy to go with just a regular silver dagger. If no masterwork silvered mace is available, he'll stick with normal silver one.

After putting in his order with Gurnezahn he heads up to the guard to give an update to the captain. "We left Orak with the temple of St Cuthbert, but those shape changing rats... I don't know if you can make sure the watch has silver weapons on them without causing a panic... We'll investigate further tomorrow, but you need to know now so you can take some steps."

Errands run JJ returns to the bathhouse to take a watch and give Marigold a break.

The young man has a hard time standing still, his eyes returning again and again to one of the doors, as if remembering something from the past.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

"Erm you could say that,, however it is truely a blessing you have so much in stock. For myself I will take one of each."

Ryan will pay for his(47gp) and anyone else's that had made a request and couldn't come, such as Kikinnin with guard duty or perhaps MG / Juraan if they had needs to go straight to Bluecrater Academy.

That evening for a time he'll return to the church and make a oil of magic weapon(CL1) 25gp.


Iron Gods: Iron maps;

Guard
Terseon takes great interest on the news "It is good you have found the source. We have to go down and investigate to understand what is going on and stop it. I can allocate some guards to check the entrance to the Bathhouse. Regretfully, I cannot send them down, we are not well prepared and do not have enough people for that" he looks at you with hope "Can you do that?"

The night passes and the whole day too on your errands. The watch helps you check the bathhouse although they have no silvered weapons available either.

Smith
"I can create a masterwork version for you mister provided you gave me a couple or three days. I have some iron masterwork or even magical if you wish, but silver is not usually called out. Sorry" apologizes Gurnezahn.

Bathhouse
Once the second night has passed and you come back to the bathhouse, you are received by the four guards that Terseon Skellerang set there.

"Ei there! Hi!" greets you a happy and healthy Dandarrion Brokenhill "I have had not the chance to thank you for your previous help. Abadar clerics were able to heal me from the nasty poison. Thank you for taking me out of that complex and finishing the mission for the good of Cauldron"

"It is second time I am almost to die." he looks to JJ "It is second life I owe you JJ. I thought that Kallev had already killed me with that horrible wound a year ago when you appeared and helped me reduce her. It seems you are always there to back up me man when I am in ill need" he touches a scar in his face "Damned tiefling. Three months of jail for almost killing three guards. What a justice!"

Another guard approaches him letting Dandarrion remember something. The old companion says "Oh yes, that thing! This is my time to repay you. You can feel your backs covered. We already cached 3 goblins while they were trying to go back into the bathhouse." he smiles while he winks his left eye "They sleep at jail now and we will stay here. Feel sure we will not let anyone into that place downstairs"

The iron door to the stairs remains open. Darkness and silence below.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ pats Dandarrion on the back. "It's just a pleasure to see you back on your feet!"

Once in the bathhouse he looks at the door.

"Did we leave that open? That was foolish. At the very least we should keep it closed until we are ready to go down..."

Turning to the others he adds

"I have some new weapons on order, but in the meantime... have got some silver to tide me over. I'm happy to go down when the rest of you are ready, but would be even better prepared if we waited an extra day or two. That might give up the game to those below though."


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Waiting and Watching

Ryan wrote:
"However, once I've helped Orak to the temple and stopped by the weapon smith's shop I'll return to spell you from guard duty, Kikinnin. Do you need something while I'm out?"

Kikinnin pulls a dirty rag from his backpack, and dunks it in one of the basins. Wiping his neck from the salty sweat of the recent scuffle, he considers the offer. "Yeah, any of that silver should help, if we're hunting things like that. They do crossbow bolts in silver? Might use some of those. Otherwise, you find a weapon in silver, I'll do my best with it."

The black-beard heals himself, then readies for more vigilance.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15

...

Kikinnin gladly pays Ryan back for the silvered light mace, and a silver dagger, to boot. He feels woefully unprepared, nonetheless, but counts on the obvious strength of the others to see this next hunt through.

"So. Who knows we're doing this? Did anyone object to our new work here? I'm thinking the guard won't sack up to help..." Kikinnin shuts up when Dandarrion of all people re-introduces himself.

"Well now. Suppose I should sprinkle some tabasco on my words before I eat them. Sure, good. We could use all the help we can get here. If the bathhouse will be secured in our descent, so much the better. Just, you know, don't die again, Dandarrion. We'll get tired of carrying your corpse around Cauldron." Kikinnin punches the guard in the shoulder.

For the day's rest, Kikinnin is ready to descend. He allows his eyes to adjust to the darkness, then waits until everyone is set, before taking to the stairs.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Kikinnin wrote:
They do crossbow bolts in silver? Might use some of those

"I believe Maxim's mixing up some weapon blanche for our ranged goodies. Grab some sleep, we have one more night, I'll make another oil of magic weapon tonight, which should help using something less than your axe."


Male Human Sorcerer (inactive)

Juraan would've accompanied Ryan in ye olde weaponsmithey shoppe.
About the only thing he'd need is one silvered light mace.
Doesn't have enough cash left for masterwork weapons, though.

"I should be fine with just this silvered mace, thanks Ryan."
"I just need a good night's sleep so I can use my spells again."
"And I still have that (color spray) wand."
"Which worked better than I expected against wererats."


Iron Gods: Iron maps;

Hours later, when you all decide it is time to go downstairs, the guards and Dandarrion are still protecting the bathhouse. After a greeting, you trespass the iron door and begin your descend.

The stone stairs from Orak's Bathhouse descend thirty feet, eventually opening into a five-foot-wide corridor that runs east to west. The masonry walls are covered with crude graffiti written in chalk, blood, slime, excrement, and other less recognizable substances. To the east, you hear a strange cacophony of monstrous chatter and barking dogs.

There are two openings in the south wall. The doors that once sealed these openings have been removed, but their hinges remain in place.

New map available! Where next?
Feel free to rearrange your marching order.
Also let me know what light sources do you use and what are you wielding in your hands.
Any buffing spells like mage armor are also welcome, just let me know.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

With a large group and darkness all around, JJ was pretty confident that stealth was not going to be their friend. Especially if the rats could see in the dark better than Cauldron's heroes.

"I'll go ahead, just taking it easy.." suggests JJ. The young man takes a small gem out of his pouch, and the hall is flooded with light, and then he tosses it into the air, where it starts to circle his head.

"Let's make sure we can get out first."

He carefully approaches the first hole in the wall and looks through.

Taking ten on perception for 17

His hands hold weapons, the family sword in its rightful place in his right hand, while in his left there is a silver dagger. At JJ's waist hang another two weapons, the silver light mace, and his trusty old short sword.

"If you want, I can scout ahead, I have a potion that will let me see in the darkness. But only the one, so we may want to save that for another time."


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Male Human Sorcerer (inactive)

Once he hears the sounds in the distance, Juraan will pull one of his wands out of a wrist sheath. He'll then whisper:

"I think Marigold, Maxim, and I all need a little protection."
"I'm sure we'll be in a fight soon enough."

Juraan then uses three charges from his wand of Mage Armor on himself, Marigold and Maxim (giving us each +4 AC for an hour).

Juraan will otherwise hold one of his Acid Flasks in hand, ready to fling it at something.

perception: 1d20 + 6 ⇒ (17) + 6 = 23

@ GM Rusteg:
Would we all be healed up at this point?


HP 167/214 l AC 24, T 15, FF 23 l CMD 29 l F +22, R +21, W +26; +2 bonus vs. illusions l Lucky Halfling (1/1), DiD (1/1), IV (2/2), MB (6/6), SoSS (5/5), L1: 6/8, L2: 6/8, L3: 4/7, L4: 0/7, L5: 6/7, L6: 7/7, L7: 4/6, L8: 5/6, L9: 4/6 l Init +6 l Senses: Perception +20, Concentration +27 | Female Halfling Oracle (Heavens) 20 l Active Conditions: l Hero Points 2/3

Earlier, During the Wait

"Th-thanks J-Juraan," Marigold replies, managing a weak smile. "Th-there's b-been a lot of odd th-things p-pop up here in the c-city lately...m-maybe I sh-should visit B-Bluecrater while everyone is s-stocking up," she muses.

"Y-yes, I th-think I w-will...I'll b-be b-back later, b-before the s-sun goes down..." she tells Kikinnin and the others who decide to stay and stand guard before slipping out of the bathhouse and making her way to the Academy.

Bluecrater Academy:

When she finally arrives, Marigold looks a bit sheepish. "I'm s-sorry that I've b-been out of p-pocket s-so much lately," she apologizes to her two friends Losriel and Zinli. "Th-there's b-been a lot g-going on...JJ and some of his f-friends roped m-me into helping with s-some errands out of t-town..."

"Um, th-this m-might b-be a s-strange question b-but have either of you ever h-heard anything about w-werecreatures in this area b-before?"

Present

Although happy to see Dandarrion alive and well, Marigold is saddened that they don't have more time to talk before the group loads up and descends down the stairs...

"Ohhh...wh-what's all the n-noise?" she whispers fearfully as they listen to the cacophanous barking. "JJ b-be careful!"

Marigold will pay Ryan back for the mace during the downtime by the way.


Iron Gods: Iron maps;

GM:

Juraan vs. filth fever DC 14: 1d20 + 2 ⇒ (13) + 2 = 15
Juraan vs. lycantropy DC 15: 1d20 + 2 ⇒ (18) + 2 = 20

Blucrater:

"Oh Marigold! We saw your message. Well, boss was not happy, but then this professor, Juraan, came and explained you were working with him into a task and he calmed down" comment your companions.

Losriel thinks about the question "Wererats? No, never heard of those around. Well, you know, everybody knows about those tales of wolfs changing overnight... but never heard of rats before"

Juraan:

Marigold uses a breastplate, thus you can spare that use of the wand ;)

JJ carefully advances having a look into the first room, light emitting from his head.

D5: Quarters
Four pillars support the ceiling of this otherwise empty square room. Graffiti covers the walls, and the southern door hangs ajar. Nine sturdy wooden cots covered with folded wool blankets are neatly pushed against the walls.

Perception, Survival, K. local or Craft (carpenter) DC 15:

You do understand the beds here are constructed for medium creatures and had been used recently.

D6: Storage
Further, at the end of the room, you can see another door ajar. There, crates, chests, and casks seem to fill the room, each one burned with a symbol resembling a birdcage. Narrow avenues cut between the piles of supplies.

It is not possible to see what are the contents from your current position.


Dwarven Ratcatcher 20 HP 264 l AC 36, T 16, FF 35l CMD 42 l F +29, R +21, W +27; +2 vs poison, spells/spell-like abilities l Init +2 l Senses: Perception +1, Darkvision

Perception: 1d20 + 1 ⇒ (13) + 1 = 14 Into barracks

Kikinnin moves into the barracks, intent on assuring the group there is nothing from the other room through the open door to worry about. When he spies the birdcage brand, he flicks a questioning look to Maxim, regarding the merchant mark. He does try not to speak, however.

Perception: 1d20 + 1 ⇒ (19) + 1 = 20 Into storage room


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

JJ steps ahead providing light.

Will generally take ten on perception when moving at the moment, for 17
"Those beds are person sized..."

He puts his hand on one "Still warm.."

The young man then joins Kikinnin in looking in the next room.

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Iron Gods: Iron maps;

Welcome to the Shackled City AP!

In this final phase the 7 players that will finally become part of the game will be decided.

The idea is to create a party that is both mechanically and personally balanced and well tied together on reasons to cooperate with themselves and Cauldron. In addition, the process will give me extra insight on how good each of you will be able to work together in order to have a fun and fulfilling game experience.

The creation rules are as follows:
Setting: Golarion (the Greyhawk deities will be alternate names of the Golarion ones in the region as per the Player’s Guide)
Starting level: Level 1
Starting wealth: Average for the chosen class.
Ability generation system: 20 point buy
Hit point generation system: PFS-style (maximum at level 1, half the hit dice plus one afterwards).
Alignment restrictions: Only neutral and good characters allowed. Lawful Evil might be acceptable if character motivations ensure cooperation with the party and the city.
Race restrictions: Only 1 character per party will be allowed a race outside of the Core in order to keep those races rare (if more than one person is interested, it is up to you on how to deal with the situation)
Number / type of traits allowed: 2 traits allowed, one of which should be a community campaign trait from the Shackled City Player’s Guide. Drawbacks will be not allowed, but a character might choose one Shackled City original campaign trait with its correspondent drawback without that extra trait counting to the trait limit (this might end up providing you two campaign traits, one from the original AP and another community provided trait).
Animal companions: No companions allowed. You have to pick an alternate option for this kind of class features, every player will be allowed control of only one character.
Summoning: No feats or other options that improve summoning are allowed.
Reach builds: You are warned I do not like these builds on PbP due to the difficulties of immediate feedback and extra complexity of turn interruptions.
Spells: Only access to Core spells is granted at the start of the game.
Hero points: The hero points subsystem will be used. You will begin play with 1 hero point and another one will be granted at each level. Remember you cannot have more than 3 at any time. Due to forum dice mechanics the pre-roll bonus will be not applicable (only after die bonus will be legal). Hero points spells and items will not be available. Hero points feats are legal though.
Background skills: Players are allowed 2 extra skill ranks per level as per the background skills option from Unchained. You are allowed to use those rules.
Source material restrictions: Core + Advanced Player’s Guide + Advanced Race Guide + Bestiaries + Ultimate Magic + Ultimate Combat + Ultimate Campaign + Inner Sea Guide. Unchained variant classes are allowed as if they were an archetype.

The limited sources are both to give balance to the game (this is an old AP), and keep things a bit simpler as there will be enough complexity on rules with a large group in an epic high level adventure during the late game. But it is also an invitation to look for new concepts that make your character different and interesting to play story-wise, rather than stats-wise.

When choosing the stats and options of your character, please, take into account how easy it will be to play it on PbP. If it requires immediate feedback from other players, adds complex rules or exceptions or forces other players or the GM to remember about plenty of modifications and exceptions, it will probably be a bad option, painful to take to reality. Likewise, consider if those options will be still interesting for you and the rest of the players after years of play. If your character will be casting the same spell or using the same maneuver in most combats during years, you might lose the interest on your character after some months playing, which is not good.

Similarly, when choosing your background and personality, take into account it should make things easier rather than difficult for your party and keep the character fresh after years of play. That usually means your character has room to evolve during the adventure and has reasons to collaborate and not insult or otherwise antagonise with other characters.

Your characters are expected to be Cauldron locals, but if that is not the case, think of a strong reason to stay on Cauldron during years and eventually become one of its defenders to the last breath. You might choose to know some of the other members of the party, perhaps by face or name, or you can even be friends or have stronger relationships. You can also be unknown to each other. The first AP event does not assume you start the game together, and will set yourself in a position to cooperate and create an improvised adventuring party. Thus, you will need to think of a reason why you have a break on your daily responsibilities and perform a small investigation for the city.

This is an urban campaign. Although ultimately any class can work fine, I think it is fair to provide a list with the classes I think the tone of the Shackled City campaign fits the best:

  • Bard
  • Cleric
  • Fighter
  • Magus
  • Monk
  • Oracle
  • Paladin
  • Rogue
  • Sorcerer
  • Wizard

A list of classes that might fit in the Campaign with small effort:
  • Barbarian
  • Gunslinger
  • Inquisitor
  • Ranger
  • Witch

Take into consideration there are chapters that assume the party has access to high level spells. Early levels will also see plenty of mechanical and magical traps, and as the campaign advances ability to influence other characters will become more and more relevant. Combat capacity will remain important through all the campaign.

I hope you help each other to attain a group of characters that are both interesting and balanced on background, personality and stats. I think the most you talk and interchange suggestions, the best will be the result. I will also be around adding my own advice and knowledge of the campaign.

The community Shackled City AP Player’s Guide is a convenient source to get an insight of both Cauldron and the campaign, and can help you to prepare interesting background hooks. I do not expect you to read it at full, but skimming through and reading the relevant parts for your character will probably improve the enjoyment of the adventure.

I hope you have fun during this collaborative creation process, and good luck to everybody!

Liberty's Edge

Hi everyone!

Firstly, I just wanted to say congratulations to everyone who made it through to this stage. I knew several of those who registered their interest and checked out the aliases of a good deal more and it seems without exception everyone was a strong roleplayer and frequent poster so I think we have all done really well getting to this point.

Thanks as well to Rutseg for this unique means of recruitment and the opportunity to play in what promises to be an exceptional game.

That said, the next stage has only just begun so I thought I would get the ball rolling by posting here in Tower simply to start some of the picks going.

I have sent a few PM's asking if others would like to join me so I hope to see you all here and we can start throwing some concepts around.


Hey everyone,

Checking in on Tower. I'd like to echo Jams words, Thanking Rutseg(really appreciate vote of confidence) and congratulating everyone who made it through.

Now comes the exciting part forming groups and getting a party ready, I sent a few PM's out also seeing how interested everyone is.

I look forward to building a team and having a lots of discussions!


*peeks in*

Got the memo and I'm checking in! Like JZ and Ictoo have said, thank you very much for the selection and congratulations to everyone else! I'm looking forward to working with everyone to create a great team :)

Liberty's Edge

Hello, all! Glad to see several folks already sniffing around. I'm sure we're all eager to create together, so I'll rest my hat on this side of the fence, if you'll have me. One more, eh...?


Female human Druid (worldwalker)

Hi all. Neat to be here. I'm frankly a little humbled by the post count a lot of you have. Well, that goes for many of those who applied.


Looks like we have our group, nice to have you all aboard!

We have two weeks, that should give us plenty of time to talk out how we would like to see the party and add on all the fun bits in how we know each other and spice it all up.

How about we all post a few concepts or even just classes/race combos you would like to play? try and get the ball rolling.


*waves to Gov & Aer* Hi, welcome aboard!

Regarding character concepts, I've kicked around a couple but I'm fairly flexible depending on whether or not anyone else has a concept or a class that they're dying to play. Or not play, as the case may be.

For my part, I tend to gravitate towards caster classes but I've also made it a bit of a personal goal to at least try every class eventually so if other people have a pretty good idea or two on what they'd like to play, I'm happy to fill in the gaps if need be.

Something to keep in mind is that even though the final group will have two PCs added to their ranks, we should still try to plan as though it were just us five forever and always...which means we'd probably want a healer, a trapfinder, some arcane power, etc.


Female human Druid (worldwalker)

This post is a bit of a train of thought.. so don't expect it to be terribly consistent!

It'll be a large group, so on mechanical basis support classes will get more use than normal. Making Bard a good option.

At the moment I'm re-reading the AP guide and looking through the city traits. The Taint of Heaven one kind of jumps out at me, but I also like roguish characters so City Scoundrel is whispering to me too.

Another way I'm thinking is some type of oracle - maybe Flames given the volcanic region. Actually that sounds kind of cool. It could go well with a misted vision curse (seeing smoke everywhere).

Time to go back and look at those community traits again.

Question for our esteemed GM: Assimar, acceptable race? What about the sub races, in particular either angelkin or emberkin?

Liberty's Edge

I get what you're saying about post count, Aer - but I think we all have something unique to bring to the table whether we have posted 10k times or 1k. Speaking for myself and having had a little time to go through some of the posts and aliases you guys have, I am really happy with this group :)

Echoing what Ictoo has brought up, does anyone have any concepts that immediately came to mind for this game?

EDIT: Aer got in before I submitted this post with a cool concept of a flames oracle. I also fully agree with what you say about support classes - especially given that we won't be summoning very much if at all.

Liberty's Edge

I share Lady Ladile's personal goal of spreading my character classes out. I'm flexible as well. I'd like to process the Player's Guide a little more, then chirp about character concepts and possible intertwining backstories. More in a bit :)


Well, some random ideas I'd kicked around earlier:

Halfling Oracle, may or may not have the Life mystery with a tie to the Lantern Street Orphange, possibly with the Community Guardian archetype.

Human Monk, maybe an amalgamation of the Drunken Master & Sensei archetypes. Definitely a bit of a comedic angle to this one though she'd have her serious moments too.

Half-Elf Alchemist, maybe with the Bramble Brewer & Chirurgeon archetypes that acts as a backup healer and skill/control support. Possibly tied to the Striders somehow?

Gnome Bard, possibly with the Street Performer archetype. All the face skills for days with that one.

Maybe a paladin, though I'd have to do a lot more thinking on that since I haven't played one before.

I've already got two inquisitors, a ranger, and a witch active in other games as well as a PFS cleric so I'll probably shy away from using any of those classes unless we need one. (Inquisitors and witches are definitely awesome though).

I could probably come up with a concept for a sorcerer or wizard too.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Greetings All. Apologies if I'm late to the party - just in from work here in Bonnie Scotland, so may be out of synch on the global clock with any US based members of our lucky few.

Governable reached out through PM (much appreciated by the way :) and I'm looking forward to crafting first a Grade-A group of characters and adding colour and flavour to Rutseg's game.

With regards to character classes/preferences I'm pretty easy - I normally play meat shields but have been hankering to play an Alchemist for some time. Know this is not on Rutseg's list, but think I could fashion a someone who brings distinct qualities to their respective party.

Half Elf or Human Alchemist (not sure of an archetype as yet) - working toward Master Chymist. Ultimately a two-for-one character :)

Would likely be a pupil of Vortimax Weer who the old man reluctantly allowed to develop some promise in the alchemical arts.

One of the great opportunities which Governayle touches on is to potentially explore connected or linked backgrounds/histories of characters, and conversely through open discussion avoid us all being "demon-touched loner orphans" etc.

Looking forward to discussing and creating with all of you :)

EDIT: Hahah. Post Ninja'ing strikes already - in the time it took me to compose my post Lady Ladile beat me to the Alchemist punch... Great minds and all that :)

Liberty's Edge

Afternoon/Evening Black Dow!

As quickly as the announcement was made, arrangements came together quickly, and I think we've hit our max capacity in the Tower for all the planning purposes in the next two weeks.

I love your enthusiasm! I think keeping in touch on both sides of the tables is going to be key to assembling 'the seven'.

It appears that the Tower occupants are: Ictoo, Jamzilla, Lady Ladile, Aer, and Governayle

and the Gate occupants to be: Black Dow, Xunal, Gaming Ranger, CharlesJ, and Hayato Ken.


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*waves at Black Dow*

I'm afraid Gov is right, I think we're already at max capacity on this side of things :(

On the other hand, you don't have to worry about trying to decide which of us might get to play an alchemist? ;)

Seriously though, I think it'd be great to play with any of the folks selected and I'll probably peek in on the Gate thread too just to see what people come up with!

Though that does bring up an interesting question. Once the two PCs are chosen to join the group of five, will they also get some time to possibly plan and adjust characters if needed? Mainly thinking in the event that you end up with two PCs with very similar characters in the final batch; not so much background similarities but more mechanical ones in this case.


Iron Gods: Iron maps;

I will allow small readjustments once the final 7 are chosen ;)

Although I do not forbid them and you might succeed to convince me you have something cool that fits well the campaign, I think it is fair that you know I do not specially like the alchemist class. Mainly because of the bombs feature and capacity to become melee aberrations. But yet I might be influenced with the fact people in my city that play this class and those I have shared PbP have a style of playing I do not like.

I think it is not because of the 'powder' idea itself, because I find gunslingers very iconic. Perhaps because I like westerns. Who knows ^_^


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

No probs GM Rutseg - its more Alchemists are a class I've not played, but will muse my options... over in the Gate ;)

Liberty's Edge

Hey Black Dow, awesome to hear from the Gate table. We are just starting to kick around some ideas over here but it's likely to be a collaborative process across both for us to fill all 7 slots.

Really like the alchemist idea and I have found they can be excellent meat shields and strikers if built toward that although it sounds like Rutseg will need some convincing!

I'm pretty easy on concepts for myself. I rarely play melee guys but absolutely not opposed to that although I don't care much for fighters, I prefer the options that spellcasting brings so even when building a melee warrior I gravitate toward 3/4 BAB classes like Inquisitor (although never played one).

At the moment I am feeling Bard quite strongly but whether that's a standard, arcane duelist for a little more combat ability or an archaeologist for excellent trapfinding and knowledges I'm not sure. On the other hand, I love wizards - they have always been my favourite class and I haven't played one for a while.

So in terms of classes those are my top picks; Inquisitor/Cleric, Bard or Wizard.


Fair enough! Admittedly alchemist is a class I have yet to play and would like to try out at some point, but it's not a concept that I'm married to either. Truth be told, I do like the bomb aspect since the discoveries allow you some leeway on the sort of damage you do as well as allow you to create condition effects like entanglement or fog cloud. On the other hand, I've never had much interest in the 'Hulk out and be a melee beatstick' aspect that I see some alchemists follow using their mutagens.

In any case, I'll put that on the back burner for now until more folks have a chance to post their ideas :)

Liberty's Edge

I'm gravitating towards a dwarven ratcatcher, and all that implies.


Aer i really like your oracle of flames idea, fits very well as you said because of where Cauldron is situated.

I share the same sentiment with you too Lady, we should build our five to be a well rounded group and if two join us we'll fine covered no matter.

I'm still digesting the player's guide. While i really love the Slayer class it bring skills and track finding, we don't have access it it so i may go rogue for trapfinding but there's also the bard archetype. At the end i'm happy to fill in what we need, tomorrow in work i'll play around with a few character concepts.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
Lady Ladile wrote:

Fair enough! Admittedly alchemist is a class I have yet to play and would like to try out at some point, but it's not a concept that I'm married to either. Truth be told, I do like the bomb aspect since the discoveries allow you some leeway on the sort of damage you do as well as allow you to create condition effects like entanglement or fog cloud. On the other hand, I've never had much interest in the 'Hulk out and be a melee beatstick' aspect that I see some alchemists follow using their mutagens.

In any case, I'll put that on the back burner for now until more folks have a chance to post their ideas :)

Interesting - the bombs element of the alchemist isn't one that really excites, but have always been quite intrigued by the psycho-theatre of Jekyll and Hyde, Banner and Hulk etc... However might not be the game to explore those themes...

Have also got a dwarven wizard (spell-slinger) turning the cogs.

See you all on the other side :)


Appears it was a bad day to be understaffed at work. Congrats all on your selection. Sounds as if you have several good ideas brewing already, off to see what we are coming up with.

Governayle, thanks for reaching out earlier today.


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Hey all just dropping by from the gate to say hi and good luck. (Gov. can't wait to see the rat catcher!)


Female human Druid (worldwalker)

Thinking a bit more about the flames oracle, I'm thinking more about gnomes mostly because they seem quite central to the town and often they are over looked. So this is a chance to be a gnome and actually fit in well.

That would lead towards the Local Gnome trait.
He, She.. hmm.. we'll find out more later.. may be a church member, but I'm seeing them as more of an independent servant of the volcano.

ohh... just checked out alternate racial features, pyromaniac for a gnome - that would be fitting. I might swap out for gift of tongues too, then he can also act as a face for the party.

--
I also love your idea of a rat catcher, I played a ranger with favored enemy (vermin) in a survival game on another site. He was a blast.


Both the gnome flame oracle and the dwarven ratcatcher sound cool! Looking forward to seeing more :)


Female human Druid (worldwalker)

Checking things out a bit. Depending on how the rat-catcher goes (ranger or rogue) we may be short on disable device skill. There is an archetype (seeker) that replaces the oracles bonus skills from their mystery with the ability to disable devices as a rogue.

If we have the ability to find and disable traps without it, then that would be best, but I'd be happy to take it on if we are short of trap finding without it.

@GM - this is from the PFS Field Guide, not one of your listed allowable sources. A tinkering gnome has been pretty cannon since Kryn :-) Of course with seven characters the chance that nobody has a rogue or someone with a legal archtype that lets you find/disable traps is probably low.

Seeker Oracle Archetype.


Iron Gods: Iron maps;

I would prefer to keep Sources consistent, but I am open to discuss this once the final 7 party is selected. If we see some feature like trapfinding is still missing I will certainly be open to this kind of solutions.

The other way around also. If we find two people have chosen archetypes to get trapfinding, we can rethink that decision.

Liberty's Edge

Without swaying my fellow Tower folk on their class decisions too much, I'm picturing the ratcatcher as a front-liner, so he'll be neither ranger, nor rogue, at least not to start. Multiclassing is wonderful skeleton for deeper characters, so I'd be looking down this long, long road with the possibility of dipping into other classes for some polish.

Liberty's Edge

A few concepts are stirring away as I sit here on the bus home from work! More to follow once I get home although I'm liking the sound of this rat catcher more and more


Long day in work... Didn't get any time to think this over.

Thought i'd just update us all a little on what we have so far.

Aer - Oracle of flames
Gov - dwarven ratcatcher(Frontliner)
Jam - Inquisitor/Cleric, Bard or Wizard.
Lady - undecided?
Me - I'm still undecided, we might need alittle more power upfront so an unchained barbarian(Gov might have this covered now?) Although i have been leaning towards archer. Rutseg how do you feel about the hybrid classes? More as to just the slayer in general?

I'd love to see what people think so far, if we're lacking anything i'm happy to try and cover.

If we get our classes locked down we can all start on the fun part of bringing them to life and figuring out if we know each other. I have some interesting ideas for this.

Ninja... never write posts while also working.

Liberty's Edge

So I've had a couple of concepts rattling around. Here is the first one, I'd be really glad to have your input because I'm really just going to scribble this down quickly as I think about it;

Class
Inquisitor or Cleric

Role
Melee front-liner. As a 3/4 class, this character would likely be a secondary front-liner until judgements/domain powers/spells came online.

Concept
I am thinking Dwarf. This is largely because I would like this character to have lived through and been a contributor in some of the significant events in Cauldron's recent history.

He would have been an acolyte in the Church of Abadar 32 years ago when the Floods came and the Flood Festival began. Since then he will have been a trained paladin of Abadar; an unshakeable, unquestioning warrior of the God of Wisdom, Truth and Law.

Basically for his entire adult life he was a faithful servant of Abadar, helping to care for the sick, deal with the bodies and so on during the Plague 7 years ago.

However, within the last year something will have happened to completely shatter his faith in Abadar. I think the most interesting thing might be his personal involvement in the arrest of a villain only for them to escape/be released on a technicality and then return to cause great harm to this character - likely murdering a loved one.

Despite having given his entire adult life to the God of Law, in the one moment where fairness and justice mattered most to him he felt abandoned and too weak to defend the person he lost. Overnight his faith was shattered and he realised it is only in the raw strength and call to action that Gorum preaches that he could find a way again. He abandoned his calling as a paladin and instead has become an Inquisitor/Cleric of Gorum.

He will be bitter; but determined to visit a more 'decisive' form of justice on the villains in Cauldron and have a hateful relationship with the Church of Abadar.

Cauldron faithful seems like the most fitting campaign trait for this character.

Roleplaying options

This guy will be angry and resentful about what has happened. But the perpetrator is still out there (and it might be a great hook if that person was an NPC villain from later in the book). He is determined and forthright and although he is on the surface intimidating and prone to growling anger I don't want him to be one-dimensional. I can imagine quite clearly scenes where he becomes emotional at the sight of things/places/people that were dear to his loved one.

I thought it would be interesting that someone else had been affected by the plague 7 years ago, maybe my character was a beacon of hope for them at that point - prayed with them, supported them and so on and now if they meet him again years later and see the dark, gloomy individual he has become it might serve for some nice RP scenes. Maybe he can find peace again? Maybe he can find justice for his loved one?

..............

So that's my first thoughts. Does anyone have any suggestions as to how I can make this guy a little more layered or interesting or anything else I haven't thought of?


I like that a lot Jam, I've always like the idea of say a fighter pretending to play a paladin as if he just wasn't good enough~(or even fell).

I've been reading through the player's guide, still thinking over a few ideas. But one i have is a ranger(archer-slayer is out) the guide talks about the players getting involved in a series of disappearances. I was going loosely with my son having been one of the first to disappear putting a strain on my wife and I. Leading us to split up.. with it being me cheating on her/her on me or something big that would end it and my all consuming need to find out what happened to him(all this could link me to another PC).

The ranger would take the Urban ranger archetype, that would give us trapfinding and take me away from the whole nature aspect of a ranger. I'd have to look up my options at getting rid of my animal companion.

--

I have a few others but i want to tweak them a bit first before showing them.


Iron Gods: Iron maps;

Church of Abadar
It can be overcome with a bit of good will from everybody, but making your character a hater of St. Cuthbert (Abadar) might be problematic during the initial adventures.

Being a dwarf, you can build up your lose around Zenith's Splintershield crazy crusade against the Darklands. You could be deceived by your church when they did not support the dwarven hero in his crusade and ultimately disappeared. Or you can blame him for the lost of a loved one that left following the ideas of the dwarf.

You could have had the faith crisis when your church did not support the anti-flood program and your loved one was claimed by the waters (or perhaps you trust in the legend there is a monster in the lake that claimed your relative). This works best if you come to Abadar rather than hate it, because they are the only ones really placing resources to overcome the floods.

Other crisis might be denial of attending a war against goblin raids that claimed the life of your one (Gorum), denial to resurrect an assassinated loved one by a campaign villain (Pharasma) or denial to heal him/her (Serenrae).

I can try to look for more inspirational ideas if none of these ones bring anything striking to your appeal.


Iron Gods: Iron maps;

Disappearances
It seems an interesting idea. You can be related to the town watch (urban archetype fits well there), or be a shop keeper/artisan (perhaps a fletcher to relate to the archer side), perhaps even a civil servant as a postman, trash collector or any other profession that gives great knowledge of the city territory. If you do not get into the town watch, you can explain your weapon training by being a member of an informal city militia, or part of your past life as a soldier or family training.

It will fit very well for you to start the AP looking for your child, only thing is the disappearances have happened just since 7 days ago or so (although you would only know about the one of your child). Thus, the relationship break with your wife might be still not that advanced.


Looks like good ideas from both JZ and Ictoo!

I'd kicked around ideas for both a monk and a gunslinger, but it's sounding like we might actually need some sort of arcane in the group, yes? The Gate group looks like it'll have a sorcerer but so far that seems to be about it.

*edit* I'll be thinking about a sorcerer or wizard, though I'm leaning sorcerer since I prefer spontaneous casters to prepared ones. Or maybe a bard as a pseudo-arcane, hehe.

Liberty's Edge

Lady Ladille, what is your preference? I thought you had a Life Oracle you has been looking to play for a while? Or did I get that wrong?

I fully agree on the lack of arcane and I'm working on a wizard to help with that. I think at this stage if people have multiple concepts it's worth exploring them as a group and coming up with something cohesive together


Sorry, this is where analysis paralysis comes into play - even with the sources more limited than they would normally be, haha! You're right that I've had a Life Oracle in mind that I wouldn't mind playing, same for a couple of other concepts. Maybe it would just be easier if I fleshed out a few of them here for everyone and we figure out what works best? I can do that :)

Liberty's Edge

Ratcatcher's a slightly-in-the-dark paladin. He revels in his trade, lowering the vermin population with gusto. It allows him to meet many, different people of the city without the affectation of holier-than-thou. He's starting to come together quite nicely between my ears.

Depending on the circles to which Aer's Oracle keeps, I can easily see overlap by the divines here.


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Thanks for the advice Rutseg still combing over the player's guide. I was leaning to something of an artisan, i like that idea and my involvement in the militia.

I didn't realise it was only 7 days but that's fine, Having the wife in the picture could be too much baggage that could keep me away from the group, so i'll fiddle with that.

Very interesting Gov didn't see him as a paladin at all but can't wait to see what you show us. Does that mean I shouldn't go ratfolk :P


Just dropping in to say hello^^

Lots of interesting ideas floating around here as well.


Female human Druid (worldwalker)

I'm not totally sold on the flame oracle, especially if LL would like to play a life oracle (which are real fun!).

It sounds like Jam may want to play a cleric anyway, in which case while flame oracle is a bit of a blaster, there would be better alternatives for party balance.

To recap where folk are:
Aer -possible flame oracle
Gov - dwarven paladin/rat catcher
Jam - Cleric ? or maybe bard
Lady - spontaneous caster, either sorcerer or oracle
Ictoo - ranger

Ictoo could easily cover the stealth side, so if either Jam wanted to play a cleric, or Lady an oracle I could swap over to either a bard (tavern singer type, again social focus probably) or a pure wizard. On the pure damage dealing front, even a rogue would fit the bill, but maybe overlap a little too much with the ranger.

The players guide has an academy that she could have been a student at.

--
On the flames front, I've put a skeleton character together on this alias, but as noted am not 100% sold on it yet. Just because I posted 'oracle' first doesn't mean nobody else should get a chance at being one.

Concept two
Of course having a firm alternative is much more helpful, so let me introduce to you 'Concept two' - Who I'll call JJ for the moment.

JJ grew up in the Lantern Street orphanage. He's always felt a little... different. In spire of the care that Gretchyn Tashykk took of him he never really settled into life there. He was the one who would sneak out the window and walk the streets. If someone had been stealing apples from the neighbors backyard, it was JJ.

He was always polite, and generally when confronted with his crimes would own up and take his punishment. But it never stopped him doing them.

Aside from petty larceny he has a kind heart, always looking out for the other orphans and stray animals. He often finds hurt animals and cares for them, nursing them back to health with remarkable ease.. a gift he has used on injured orphans more than once as well.

Once he was too old to stay (perhaps very recently) he has found 'work' as a mime for the laugh, but doesn't really like their more brutal approach to thievery. He's been thinking of setting himself up as a second story man, but now he is come of age is a little worried about what might happen if he gets caught without the protection of the orphanage.

- Class Rogue - at least initially
- Trait - I'm looking at Heavens Taint, but there are a few other options open.
- Role - Scout, stealth, maybe contacts into the less desirable side of cauldron.


Okay, here are some various concepts I've come up with. I tried to at least give each some idea on personality/motivation, and ideas on how they'd fit into Cauldron. Spoilered largely for length and listed in no particular order of preference...

The Oracle:
A halfling oracle who lost her entire family (parents, grandparents, and a younger brother) to the filth fever plague 7 years ago. She survived but this was when her strange powers manifested themselves. Neither she nor anyone else has an idea of why or where they came from. She's lived in the Lantern Street Orphanage ever since and therefore would know Gretchen Tashykk.

I could see her either taking the Life mystery or the Ancestors mystery. If she goes Life, she'd probably be a Community Guardian with the Scarred Soul trait and Clouded Vision curse. A good-natured healer, but very jumpy and nervous. She'd prefer to avoid fighting whenever possible.

If she went Ancestors, then she'd probably be a little more cuckoo with the Possessed Oracle archetype (possessed by her dead family/ancestors, perhaps?). She'd have to either have the Haunted or Tongues curse and she'd definitely take the Touched in the Head trait, hehe. Still a good person, but slightly unhinged by losing her family.

The Monk:
A human monk from the Order of the Silver Dream, sent to Cauldron to keep watch on the area. Although surprisingly wise for her age, she doesn’t have a lot of use for the stuffiness and quiet of her home monastery, preferring to live in the world and learn from it. This and her taste for strong drink are a large part of why she’s in Cauldron – the Silver Dream basically wanted to get rid of her.

Though I’m not entirely sure of what this would produce from a mechanical standpoint, I see her being sort of a Kwai Chang Caine sort. She’s wise and more than happy to share her insights and observations to help others (Sensei archetype) but she also enjoys her drink and is willing to kick some tail when push comes to shove (Drunken Master archetype). It seems like either the City Beggar or Lucky Monkey Employee traits would suit this character best. Monk or no, she has to eat and she would prefer to mingle among the average citizen because you can learn a lot about the lay of the land and the pulse of a city that way.

The Alchemist:
A half-elven alchemist who has an interest in studying ways that alchemy can be used to the benefit of the town guards as a means to aid them in battle and subdue criminals and other enemies without necessarily killing them outright (and causing a lot of property damage in the process).

I’m thinking either the Town Guard or Bluecrater Student traits would be appropriate here. The Bluecrater Student would be fitting for obvious reasons considering that I see this character engaging in a lot of alchemical research, but the Town Guard trait could provide a little more insight into the character; perhaps a human parent or relative (or relatives) are part of the town guard and her research is largely done in an effort to make their lives easier and less dangerous. Possibly friend of Terseon Skellerang or one of the assassinated guards?

Personality…hmm. Once again, basically a good person but I actually see this character having some degree of mixed feelings regarding more ‘traditional’ magic and faith-based healing. Although she recognizes that true wizardry and the power of the gods have their places and can be incredibly useful things, they can often be out of reach of the average person. Alchemy is easier to teach and doesn’t necessarily require any innate talent or years of study and can be put to use in situations where it’s not possible or practical to have a wizard or a cleric on hand to help out.

The Gunslinger…or is it Wizard?:
I was thinking of gunslinger on my own, but I admittedly like the idea from the Gate thread that someone had for a Spellslinger wizard and might snag the basic idea as a concept if they decide to go with something else (and with their permission). Originally thinking a half-elf but a gnome would actually work very well for this considering that they’ve apparently partnered up with dwarves as co-creators of firearm technology. Probably a little stereotypical, but a basically a gnome with a gun. Possibly a gun that shoots magic.

If a gnome, she’d likely opt for either the Local Gnome trait or the Child of Jzadirune trait. The Child of Jzadirune trait would be interesting for roleplay purposes as it would basically represent and encompass the character’s one biggest fear – to fade away and be forgotten. This could be why she’s so interested in firearms tech and/or merging wizardry and firearms as a means to make a name for herself so she won’t be forgotten, even in a figurative sense. Such fears might also drive her to be something of a gloryhound in terms of personality.

The Sorcerer:
A young human sorcerer with the Void-Touched bloodline whose ancestors peered too deeply into the darkness between the stars. Obviously would have the Dream Haunted trait as she often dreams of the bizarre landscapes and creatures that inhabit the stars and the places on the other side of the sky. Though tortured dreams would normally be the realm of Fharlanghn (Desna), she’s either unable to unwilling to travel to one of the nearby settlements to seek treatment, instead opting to seek assistance from the clergy of Pelor (Sarenrae) at the local temple. Unable to offer monetary payment for the assistance, she instead does what she can to help Kristof Jurgensen. She does her best to keep her strange, growing magical powers a secret though she suspects that Kristof might already know or have his suspicions.

This character might need a little assistance or some additional suggestions on a good way to tie in with other characters and/or have a reason to help investigate the local disappearances. Personality wise, I see her as being both shy and eternally feeling as though she were out of place in the world, like she belongs somewhere else. On the other hand, she’s deeply afraid of turning into one of the monsters that she often dreams about. Considers her sorcerer powers largely a curse but can be influenced by others to put them to a good use.

Most of those suggestions are some sort of caster, support, or ranged with really the monk probably being the 'fightiest' of the ideas. Also had a brief idea for a magus of some sort that might either belong to the town guard, work as a bodyguard for someone, or be tied to one of the local churches. Any thoughts or comments on which of these might work best or that you'd like to see in action? :)

@Aer - I'm definitely not set on the oracle idea either, it's more that it's a character I've had in my head for awhile in one form or another :)

Liberty's Edge

Okay, perhaps I went a bit too grim and foreboding with my first concept (although that fallen-Paladin-becomes-Inquisitor is locked in for a game somewhere) so here is my second character, especially given that we have nothing in the way of arcane at the moment. I'm calling this guy Tom for now.

Class
Bard - Arcane Duelist

Role
Secondary frontliner, party face and arcane support/buffs. As with all bards he is a little bit of a jack-of-all-trades although the Arcane Duelist trades out a lot of the knowledge side of Bards for more combat prowess.

Concept
This guy is the Quintessential Loveable Rogue. Tom was raised in the Lantern Street Orphanage.

Tom is very protective of his history, he shares the details of his early life with very few people and even then who knows if all the details are true or just another game? Because of this, no one yet knows the fact that he was old enough to remember the night his parents were killed (reasons to be decided) and that he was there to see it happen. All he remembers about that night however is [vague detail to be determined with the help of the GM - possibly tying in with an NPC villain?]

He owes Gretchin Tashykk a great deal from his time at the orphanage, and though he has grown into a fun-loving decadent, he has never forgotten the principles of right and wrong that she helped shape in him - sometimes he just chooses to ignore them when it suits him. Nevertheless he has a weak spot for children and anonymously donates as much money as he can from his gambling winnings back to the orphanage. Although outwardly he might seem like he is out for number 1, the recent spate of disappearances has troubled him greatly since he knows what it is like to grow up without parents and sparing even one child that fate by finding some of those who have disappeared would be a strong motivator for him - not that he would freely admit that.

His experiences have taught him that life is short and precious and that every moment should be lived to it's fullest and that only that vice is just another word for freedom. Who knows when the good times or his luck might run out? Tom is always working on his next scheme to get rich, his next romantic conquest or his next night at the gambling tables. He tongue and wit are sharper than his intellect but he is just as like to talk himself into trouble as out of it.

Roleplay hooks
-As mentioned, potential for longer term rivalry with an enemy NPC?
-Spends a lot of time in the taverns of Cauldron, as likely to be a regular at the Coy Nixie as he is the Slippery Eel just depending on how his dice are holding up.
-Has he had an affair with Ictoo's wife? It would be fun if this character knew who Ictoo was but not the other way around.
-Grew up in the orphanage with Aer's rogue?

I tend to RP this kind of character better than a GRRR-AAARRRGGG warrior type. It's late here so I'll leave it at that but as always, your input is appreciated.


Female human Druid (worldwalker)

There is a spellslinger archtype somewhere that does some meshing of magic and firearms. I can't remember the details though.


^Yeah, that's what I meant hehe. That character idea could either be just a Gunslinger or they could be a Spellslinger Wizard depending on how I wanted to run with it :)


So let's think. Our potential party and simplified roles might be;

JZ - Bard (arcane + support + secondary front line) or Inquisitor (Frontline + secondary divine casting)
Gov - Paladin (front line + secondary healing)
Ictoo - Ranger (Skills + archery)
Aer - Rogue (skills + stealth damage) or Flames oracle (Blasting)
LL - Oracle (healing + support) Monk (Support + secondary front line), Alchemist (skills + ranged damage + control), Wizard (Arcane + ranged damage) or Sorceror (Blasting?)

Based on his earlier post, LL, I think Rutseg might need some convincing on the alchemist and between a ranger, bard or rogue, a lot of that class' skills might be overlapping. What do you think?

Personally I like your concepts for the oracle, monk and a gun-toting gnome best :)

In regards to the Oracle, or Aer's for that matter, I think it would be interesting whether the established church views these spontaneous casters with a little bit of suspicion since they do not pay homage to the gods in the same way as a cleric. Or, if they are just accepted as being touched by the divine.


Female human Druid (worldwalker)

Auldissia (my gnomish oracle concept) is not really religious as such. She is more into flames and volcano and the concept of heat than the formal worship side. While she might attend the odd worship service of Pelor (Sun is hot and like fire) she'd regard Pelor as a specific manifestation of the greater concept of flame, than flame being part of part of the portfolio of Pelor.

The more I think about JJ, the easier I can see him fitting into the group, especially if there were others from the orphanage. I see him as possibly multiclassing a bit later on.

Sometimes I go into a character knowing how I want them to turn out. And sometimes I go with them wanting to find out how they turn out. E.G. The character is way impressed with the priest so joins their church. The wizard is helpful at pointing some stuff out so they try and learn some spells. JJ is definitely more that type of character.

I actually like your Life Oracle concept better than mine, I think it fits into the specifics of the background better.

I'm generally cautious about stacking archetypes. They sometimes get applied more for mechanical benefits than because they fit the character concept and that ends up making a sort of mish-mash character that can be hard to settle into.

Edit
JJ
Been reading the original campaign traits and the Scion of Surabar one might tie in nicely with the Heavens Taint here and provide a lead into why he is in the orphanage.

His parents (Rolard and Hurlira) lived just outside of Cauldron proper. Stonemasons, but proud ones and ones who carried the name Surabar still. JJ has not been told the details, but what he has learned was that they were slain by a demon. He was saved by a younger Alek Tercival who dispatched the demon and took the boy into Cauldron a decade ago.

JJ looks upon Alek as a bit of a father figure (one who is disappointed by JJ's ongoing difficulty with accepting authority). One day JJ wants to become a great wizard and slay demons. But before that he wants to visit his family's old home and quarry. Alek however rarely leaves the temple these days and nobody else seems to know where the old family holding is. Sooner or later he's going to want to go looking for it himself.

Some of his larceny is directed towards saving enough money to join the Bluecrater academy and learning the details of magic. But that is a long way in the future. For the moment just having enough money to put food on his table is a big ask.


Yeah, I'd thought maybe I could build an alchemist largely focused on controlling (taking bomb discoveries that alter/diminish damage in exchange for some other effect) and being a backup healer but with potentially any combo of ranger, rogue, and bard also in the party I'm happy to shelve that one so there's not so much skill overlap.

Thanks for the endorsement on the oracle, monk, and the gunslinger though! Those are probably my more 'thought out' concepts anyway, hehe. They're obviously flexible on exact build, too.

*edit* Keep getting ninjaed!

It's sounding like my oracle idea may work the best based on the way the group composition seems to be forming, especially since being in the orphanage offers a good potential tie-in to some of the other characters. The gunslinger would be fun, but would also probably be a bit redundant since they're basically ranged damage + skill, which we'd already have with Ictoo's ranger. The monk would probably be a lot of fun from an RP standpoint and if I were to play her, I'd drop the Sensei archetype since we'd likely have a bard and based on Aer's observation/concerns regarding stacking archetypes. I could still RP her as being a dispenser of folk wisdom just the same, hehe.

Regarding building a character, it kinda varies for me. Sometimes I want to play a class or an archetype and so I'll make a character that I could see being that particular class or archetype. Other times I get the idea for the character personality or concept first and then look to see what classes would best fit what I'm thinking of. Either way, I enjoy making characters and have come up with all sorts of character ideas for potential future use :3

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