[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;

Maxim:
Ghelve will gladly share with Maxim the secrets of the disrupt spell.
Is necromancy one of your opposition schools?

Garthûn will also gladly accept the deal with the armor.

As for Seven and Irruth, they are happy to see again the dwarf. " There is the thing about the goblin attacks. We have heard the guard has been closed at the baths for a week and the Stormblades descended to fight the problem "

" The nobles are all chatting about the incoming grand ball they are organising for the Flood Festival next month "

At the Exports it is easy for Ryan to find a better replacement for his backpack.


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)

Before

Maxim shakes his head at Ryan's question regarding the scroll;

"Too powerful for me to use. It could be cast on the fly... but I ain't versed in using magick items in such a manner... Juraan perhaps is a better bet?"

GM-R:

It is. Will have to cast the cantrip as a 1st level spell. Worth it for the fight to come though...

Ghelve's

At Ghelve's Maxim studies the gnomes spell book with stoic diligence. He keeps Ghelve updated on their endeavours, but downplays the challenges they face knowing the gnome to be a nervous sort.

Spellcraft DC15: 1d20 + 6 ⇒ (11) + 6 = 17

Once learned he thanks the locksmith for his continued support and takes his leave.

"Once again Keygen, your help is appreciated. Get yer rat some fine cheese..."

He hands the gnome 10 gold suns for his trouble, not taking no for an answer.

The Streets...

Before finding his informants, the dwur stops by Gurnezahn, the smith and purchases a silvered dagger.

Maxim listens intently to the news from both the young lamplighter and the chandler.

"Interesting news. Keep your eyes and ears open, anything more is always gratefully received.. Any dirt on the nobles or city notables will net even more..."

He rewards both with an additional gold coin, then heads back to rendezvous with the group at the Tankard.

Just to clarify GM-R - are the Stormblades stealing our glory, or have they actually descended to hunt Drakthar whilst we've been planning?

The Following Morning...

Maxim returns to the Tankard on the morrow with a satisfied air;

"Got us 1000 gold suns for the kitty. To spend on the hunt... so if yea've shelled out on combating' the damned fanger then there's coin available to balance the books..."

The gun-mage looks to the waitress, then adds some more;

"I learned a new spell from our old friend Ghelve. Will hurt undead... not greatly but enough to make him sting..."


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)

Entering the tavern, Ryan hands off potions to both JJ and Kikinnin, Bull's Strength and Magic Weapon to Kikinnin and a Bull's Strength to JJ. "Good morning, use these well." Turning to Maxim, "Do you still have the potion of Cat's Grace? Making it harder for Sir Fang, as JJ called him I believe, to hit me seems a good thing." After everyone has gathered and and eaten breakfast. "Are we ready?"

spells prepared:

cantrips - detect magic, guidance, resistance, light
1st - Bless x2, magic weapon, divine favor[d]
2nd - lessor restoration, bulls strength

Maxim's Kitty:

regarding the potions, Ryan takes 190gp thankful for the share given back but also still spending his share on this.


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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 nods;

"Do indeed still have it Taskerhill..."

The gun-mage hands Ryan the Potion of Cat's Grace, before scowling momentarily;

"... though I'd prefer we not call the damn fanger some story-book nickname from Surabar's time with his wet-nurse. It is undead an' a hated goblin-kin to boot... Let's keep its name uncivil as befits the blood-sucking basterd."

Spells prepared - Disrupt Undead (x2) & True Strike. @Ryan - regarding the coin - all good hombre, duly updated.


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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 nods "Baron Bloodfang is the nemesis in the ongoing series of stories I have been reading. Rumour on the streets is that the next book will be serialized in Cauldron's weekly paper! "

A thoughtful look crosses his face.

"Oh I do wonder who the author is. It's all a big mystery!"


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

Sorry folks, have been a bit busy with work and also a bit of the doldrums regarding posting.

Previous Day

"Um...the p-p-protection spell I've b-b-been using should h-h-help keep D-D-Drakthar's charms at b-b-bay," Marigold replies to Kikinnin's query. "Not s-s-sure how I kn-kn-know that, b-b-but I do," she shrugs.

"It s-s-sounds like I sh-sh-should g-g-get some things from the a-a-alchemist's shop. And another healing w-w-wand. And..." she looks thoughtful, "...m-maybe a wand of that p-p-protection m-m-magic..."

Couple of ways I can go about this - I can buy another healing wand since the one MG has is nearly empty. Or I could buy a Protection from Evil wand (if one is available) to keep from having to burn all my 1st level spells on casting it on us before we head back down. Other than that, I think the best way MG is going to be able to contribute to this will be through healing (us, or using it harm Drakthar) and general support with things like alchemist's fire or holy water. Any strong opinions either way?


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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)

A true belly laugh escapes Ryan when Maxim criticizes his use of JJ's nickname , and then JJ oblivious, takes it in stride simply wondering who the author was


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 nods at Marigold's logic, adding his own take on their situation;

"Heard something else on the streets... Tongues waggin' suggesting our old sparrin' partners The Storm Blades have headed into the bath-house..."

The dwur grows impatient for his beverage, looking to when his ale has gone;

"Ain't sure iffen its true or street-gossip. If they are down there possible we might have to lock horns, rescue 'em or pool resources dependin' on how they've faired..."


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

"The storm who? Sorry, but the name escapes me. Word must be moving fast, if others are interested in seeing the vampire ended. I'm all for it. The more hands against it, the better. Let's just hope they're as well-armed as we intend to be. I'm ready to head back, and see the holy work done. If everyone has what they need, let's get going again. Won't do to let Drakthar have his time to strengthen himself however he sees fit." The black-beard's tone shifts a little, a slight unease slipping back, as he remembers their last encounter with the bug-vamp-bear-ire.

"Marigold, if you want to help us purchase those protection magics in the form of a wand, I'm all for it. Should we consider separate potions, instead, in case we get separated?" Kikinnin clinks his new vials from Ryan, making room in his belt pouch.

All set, I suppose, for our return. Let's bounce back.


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 were Ryan's cousin's and her pals. Rich kids with a silver spoon stuck up there...." he glances at Ryan.

"oopse, sorry Ryan."

"What say I got check out the progress on enchanting my sword, and then we meet at the bathhouse. Can't let those wet-blankets grab all the glory."


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)

Borrowing a word from Maxim "Arse?... No worries I've thought the same before. They can be well meaning but this bugbears a bit meaner than the last one they fought. I'm ready when you are, slept well last night and both in the training yard and at my morning prayers everything felt right."


Iron Gods: Iron maps;

You do pick up your new weapons the next day. By when you go back to the bathhouse three days have past.

Dandarrion is not at the place this time. The guards confirm the rumor "The Stormblades went down the bathhouse last night. We attempted to dissuade them but they exposed their adventuring license and came back hours later with a signed order by Terseon Skellerang."

"While they were out there was a goblin upbreak out of the caverns doors. Sargent Dandarrion was injured, but when the Stormblades came back we were able to secure the place back again. We fear this vampire is using goblin tribes to quickly refill their ranks" explains the guard at the leading role.

"The adventurers went down some hours ago but they have not returned, so we start to fear they have been captured or something worst..." the man looks worried "For Abadar, I hope I have not to tell their parents they have gone missing... they will remember my face and name forever"


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)

"Ever has my cousin been able to find trouble, or all to often lately it has found him, godspeed to the healers. We'll do our best to help you avoid that situation corporal."

Looking at the others. "Apparently we may be required to clear this area once again, be vigilant."

Ryan prepares to go below, Shield and heavy mace ready...Light cantrip in place once they start below.

Quick question - did we opt to pickup some potions of Prot from evil? or simply the wand?"


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 struts into the bathhouse, and shows everyone his flashy new silver shortsword. "What a beauty eh? Lets see how this overgrown terror of maidens does against it!"

He nods to the guards. "I hope they have not been hurt as well. When we go down, we should search the dwarf ruins first, make sure there are not more goblins re-infesting the place ready to come up behind us. Remember those traps they set!"


Male Human Sorcerer (inactive)

"I think the goblins will be the least of our worries."


Iron Gods: Iron maps;

As you descend the stairs into the shadows of the ruins, you discover the place has been witness to a terrible fight. Goblins lie to side and side of the stairs, blood still running down the stone ground.

Back at the dwarf ruins, you explore back room by room, discovering the barracks had been filled by goblins once more, but they now lie at the ground, chest open.

As you descend through the natural cavern, you overhear human voices discussing. A female is saying "I tell you it is dead Annah. You saw how did I pierced its chest before it vanished into mist. We must aid Zachary, the beast is done"

A different female is saying "Zachary can wait, the beast is not dead Cora, it is a vampire we need to pursue the mist and finish it while it is vulnerable. We might not have another opportunity"

"But look, how is Zachary, he might die if we do not move on" answers the first voice.


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))

"Your cuz..." notes JJ to Ryan.

"Sounds like they also ran into our fanged friend... with similar results to us. Could be we would be best off joining forces for once..."


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 descends with the others. When they reach the dwur ruins he bids Juraan enchant those who would benefit with Mage Armour.

At the sound of the voices, and JJ's identification he scowls and growls a whisper;

"Let's just see what kinda shape they're in afore we get into bed with those blue-bloods..."

The gun-mage loads his pistol with an alchemical silver cartridge, then holsters the readied firearm.


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
Ryan wrote:
"Ever has my cousin been able to find trouble, or all to often lately it has found him, godspeed to the healers."

Kikinnin's face turns several screws, as confusion sets in. "Wait, is Ryan's cousin lad or lass? I only remember a female leading them, spitting words of derision." The black-beard looks to Ryan for help.

When the female voices arise, Kikinnin moves forward until he's brought the speakers into view.

"Well, at least we have folks who can back our story, about mist and monster. Can you tell us what happened? We ourselves were almost slaughtered to the one. You may have wanted to wait, if you had heard our report to Dandarrion."


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:
Ever has my cousin been able to find trouble, or all to often lately it has found him, godspeed to the healers.

problem with being nobility you're related to everyone it seems. Ryan is related to both Dandarion who was injured by the goblin. that was who he was talking about. JJ is referring to Annah who is his uncle's daughter and member of the Stormblades. Speaking of which I'm supposed to be talking her out of the adventure business for him, the possible traitorous noble. Getting to be a bit of a tanlgled mess in the Taskerhill family ;)

Smilling Ryan turns to Kikinnin...
"Dondarion, my cousin, is injured and I asked godspeed for the healers helping hiim, while Annah is also my cousin and appears to have issues of her own ahead. Guess we should speak with htem."

Moving forward toward Annah "Cara, you should listen to her, the vampire is the primary concern. He will continue to fill the dwarven ruins with his goblin lackeys or worse. Send your newest member there to get guardsmen to carry Zackery to the healers, tell them to take him to Jenya. She has experience dealing with the after effect of the vampire's touch. Other than Zack, how are you equiped to deal with him

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

Figuring he's stepped on enough toes for the moment Ryan waits for responses.


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

In the interests of not slowing things down, we'll say that MG went and purchased a wand of Protection from Evil during our downtime, using some of the funds from the group kitty as Maxim suggested.

Marigold can't help but be a little impressed as she gazes around at the dead goblins everywhere.

The Stormblades aren't all talk like a lot of these 'noble' groups are - they mean business!

"D-do you n-need someone to look at your f-friend?" Marigold pipes up, feeling shyer than usual around so many of the big names of Cauldron. "I'm h-happy to help until the g-guard can g-get him to Ms. J-Jenya..."

Diplomacy (Aid Another; Ryan): 1d20 + 7 ⇒ (3) + 7 = 10


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 moves forward with the group, eyes focussing not on the ailing Stormblades, but rather the nooks, crannies and shadows around the cavern.

The gun-mage presses his point with a gruff comment;

"By all means engage yer tongues in gentile conversation, but keep eyes an' ears sharp for rats an' other servants o' the fanger..."

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Iron Gods: Iron maps;

"Wait, I think I heard something. Look, the lights someone is approaching" says a males voice followed by swords drawing.

As you get into sight of the group you observe Cora Lathenmire in first place rapier at the ready, with Annah Taskerhill behind holding a wand and Todd Vanderboren aiming at you with a bow. Laying in the ground, there is a pale Zachary Aslaxin and next to him the mysterious man bounded and head to the floor.

"Look whom is here, your cousin and his band of boors" says Cora laughing.

When Kikinnin asks what happened Todd answers "We got some big beasts on our excursion. Nothing of your business" and turning to Annah "You are right let's leave Zachary with this peasants and finish the job"

As Ryan makes his intervention Annah asserts the cleric's words "Now, listen to my cousin Cora. Let's send someone with Zachary to the church" she points to the bound man "Although Ikkyu is not in conditions to carry anyone. The vampire got into his head and conquered his will"

Cora relaxes his blade looking at Annah "You cannot be serious!" she then kneels in front of Zachary and takes his head lovely between her hands "I will not leave you alone Zachy"

When Marigold offers herself Cora raises again the rapier "Hold your thievery hands away from him half-woman! No other woman will touch him"

Maxim:

You cannot hear or see any signs of any enemies around


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 eyes the shadows once, then satisfied of no immediate threat turns his attention to the assembled Stormblades.

As Todd aims bow, Maxim smiles hard and drums his fingers across the handle of his pistol;

"You. Weasel face. Lower the bow or it won't just be the fanger spilling blood today..."

Intimidate Todd: 1d20 + 4 ⇒ (12) + 4 = 16

The gun-mage then addresses Cora;

"You say no other woman. Who else touched him? Another vampyr? Well girl... we ain't got all day..."


Male Human Sorcerer (inactive)

Juraan approaches with his palms open towards the new group,
as a sign of no ill-will.

"We too came to kill that vampire."
"We should work together."
"Enemy of my enemy and all that."
"He is also dangerous; the more of us fighting him the better."

diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13 (meh)


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 keeps quiet.
I'm of nobler blood than any of them, not that they would acknowledge it as such. Plutocrats.

When Cora speaks harshly to Marigold he has a hard time holding his tongue. He steps forward angrily.

"Marigold has no interest like that in Zachy. All she wants to do is help him. If you felt any real affection for Zachy you would be welcoming aid not pushing it away. " he spits.

He can't but help look at the bound man... "The vampire entranced a lot of other people too..."


Iron Gods: Iron maps;

"I suppose there is no reason to fight each other" says Todd lowering his bow slowly. Still the despise at his face is clear.

"Only me is touching Zachary" she looks at Annah and takes the man through his arms pushing up "I am taking him out of here. I will not stop you if you want to come out of here with me, but only me touches Zachary"

Annah looks at Juraan then says "We made all the work here, and we are the ones to finish the work now. We do not need your help"

Todd adds "Do not trust them Annah, they just want to sack the vampire like they did with the goblins. They are going to cause problems to us"


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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

Marigold blinks as her offer of help is rudely rebuffed. "W-w-well if you're that w-w-worried about s-s-someone like m-m-me being around your Zachary then m-m-maybe you've g-g-got b-b-bigger issues than whatever that vampire d-d-did to him," she responds quietly.

He's not that handsome anyway.

She looks at her friends for a moment and then back at the group of ill-mannered and ill-tempered nobles. "Th-th-this is stupid. We sh-sh-should b-b-be working together against th-th-this thing, n-n-not st-st-standing around arguing over who has the r-r-right to b-b-be here!"

I think some of the dwarves' attitude is starting to rub off on MG, hehe.


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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 puts a protective arm around Marigold.

"The only reason you made it this far is because we dealt with the goblins, the demons and the wolves that were here to begin with. So don't try and claim some "first dibs" rights. There is a blood sucking, life draining, mind entrancing and mist forming honest to evilness vampire down here." he fumes.

"Go take Zachy, and take your charmed friend too. If Todd and Amnah want to actually help out, they would be more than welcome."


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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)

Ryan listens to the petty bickering going back and forth between both groups, getting more frustrated by the moment.

"Enough all of you! Cara should you wish to escort Zachery above, along with this fellow you've yet to introduce, by all means do so. Yet do not turn up your nose at proffered help because you can see no further than your own nose and perceived birthright! The blood of Surabar and Malachite stand before you and should be looking down their nose at you." Looking towards JJ and the Dwarves.

Turning back to Annah and Todd, pointedly ignoring Cara....
"We came below before you and dealt with the initial goblins within these ruins, thank you for dealing with the reinforcements, the Vampire needs to be dealt with now. Annah, you have two men down and it appears a third member choosing to retreat. We are moving on, do you and Todd wish to join with us? We would welcome seasoned help that is willing to work together in the short term for the good of Cauldron. If all you wish is vain glory for the moment join Cara in her chosen retreat, the vampire will pick you off one by one if you choose to move forward alone."

"We have a chance together, and even better chance with your help. The two of you alone almost non existent."

Sorry JJ, he's pissed at the moment


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 flashes a hard smile as Todd rescinds his threat.

That's the way boy. Smarter than you look.

As talk turns to joining forces, the gun-mage adds his own voice to the parley;

"Those who join'll be entitled to an equal stake of the coin... Those that ain't fit, or left behind... get jack."

The dwur spits once. then nods forward whilst jerking a calloused thumb backward;

"Either step up or ship out. Ain't for asking again."

Maxim ain't p1ssed, just he sees these guys as unnecessary competition at best.


Iron Gods: Iron maps;

Cora looks back at Marigold with a question mark in her eyes "Are you trying to suggest something half-woman?"

"Yes, we were told how you did run away with the tail between your legs" cackles Todd laughing as any response to JJ reasoning.

Diplomacy:

Marigold: 1d20 + 7 ⇒ (19) + 7 = 26
JJ: 1d20 + 1 ⇒ (5) + 1 = 6
Ryan+trait: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Maxim: 1d20 + 4 ⇒ (3) + 4 = 7

The Stormblades look at the dwarves and JJ as their nobility is pointed out. Then Annah rises her hand and says with a softer tone "Hold on Todd. As the halfling says, there is much benefits they can provide right now."

She points to the bound man "This is Ikkyu. He comes from a rich family, the oldest child and inheritor of the Lucky Monkey. Cora, take him and Zachary out of here. Let's make sure our friends are protected"

"Todd, pack your weapons and let's go after the vampire while he is vulnerable." and looking at Maxim she says "I am sure we can reach a good payment deal for your services to the Stormblades"

She points south to the stairs in the cavern "The vampire mist left that way. I bed his coffin is somewhere there"

Cora, still looking at Marigold, takes both Zachary and Ikkyu and starts moving up through the caverns complex.


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

Kikinnin stares into the darkness that bleeds beyond his ability to see, watching for something shifty to play at the corners of his sight. He doesn't care to look upon the faces of this snooty group of adventurers. He almost doesn't speak, as his friends do a solid job of answering and riposting some of the stinging words leveled against them, even now, in their condition.

"Band of boors..."
"None of your business..."
"...these peasants..."
"...thievery hands..."
"Do not trust them..."

Most of the comments roll off his shoulders like lazy gnats. Most of them.

Todd wrote:
"Yes, we were told how you did run away with the tail between your legs."

Kikinnin turns back to look directly at the speaker, Todd. "Speak that way to JJ one more time, and I'll break that beak you call a nose, for your insult. You're half the man that boy is, and blind to your circumstance. Far as I can tell, you need to pull back, like we did."

The black-beard continues to stare at Todd, marking the man.

Annah wrote:
"Todd, pack your weapons and let's go after the vampire while he is vulnerable. I am sure we can reach a good payment deal for your services to the Stormblades."

Kikinnin snorts, as he begins to look away from Todd, to his own. "We're done here, talking, bickering, negotiating. We didn't come here to profit. We came to make Cauldron safer. We're not in service to storm bleeders, Annah. Humble yourself, or you're not long for this world."

Kikinnin moves forward, murmuring prayers to Abadar, and seeking out Drakthar, as soon as his friends are ready. He will begrudgingly wait if Annah and Todd seek to tag along.


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 eyes the remaining Stormblades with a hard, wry smile;

Huh. "Our services"... will prove costly to you b1tch. In blood or coin. Perhaps both.

The gun-mage nods toward the dark shadows;

"The glory should go to the well-bred Stormblades. Lead the way and show us how our "betters" will bring this fanger to heel..."

The punctuate the point, Maxim gestures ahead with his now drawn pistol.

"We insist."


Iron Gods: Iron maps;

Todd opens the way followed by Annah and Kikinnin.

D20. ROPE BRIDGE
Looking to your left, you see a sagging rope bridge spanning the rough-hewn passage at a height of thirty feet, connecting two ends of a five-foot-wide worked tunnel. Sturdy wooden posts hold the bridge in place.

But you instead climb up the stairs.

D29.
Three moldy straw pallets lay heaped against the eastern wall of the chamber, which has a door to the south and an open archway to the north. The walls are covered in goblin graffiti, and large rat droppings litter the floor.

Todd checks the door, then opens it slowly moving into the next room.

D30.
A large section of the room has fallen away, forming a gash in the west wall and a forty-foot-high precipice overlooking a rough-hewn tunnel, the ceiling of which is the same height as the roof of this chamber. Three, moldy straw pallets are heaped in the southeast corner of the room, which contains no other furnishings.

Annah moves on and reaches the corridor next. It opens in two different directions. After checking the platform communicating with the main cavern, you walk into the first bifurcation.

D31. The Throne room
The walls of this sinister chamber are painted in blood, which has dried and turned a rusty shade of brown. The back corner of the room has fallen away into a dark crevice, and a roomy chair made of stitched skins, torn-off faces, and bundled bones sits in front of the gaping orifice.

Heal, Perception or K. local DC 15:

The throne is fashioned from the skins and bones of various humanoid creatures, but predominantly goblins, gnomes, and dwarves. The dried blood that covers the walls like flaking paint was like wise drawn from many sources.


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))

perception: 1d20 + 7 ⇒ (5) + 7 = 12
know(local): 1d20 + 5 ⇒ (13) + 5 = 18

"Looks like mostly goblins, nomes and dwarves... underground dwellers. What a ghastly room." notes JJ.

He moves into the room and over to the "window" to examine it. As he does so, the young man draws his weapons, feeling ill at ease in the odd room.


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)

As the others enter the 'throne' room, Ryan steps to the corner and looks down the hallway towards where the rope bridge connects.

perception: 1d20 + 3 ⇒ (13) + 3 = 16


Iron Gods: Iron maps;

Ryan looks through the corridor but observes nothing out of order.

Initiative:

JJ: 1d20 + 2 ⇒ (9) + 2 = 11
Kikinnin: 1d20 + 1 ⇒ (5) + 1 = 6
Marigold: 1d20 + 2 ⇒ (7) + 2 = 9
Maxim: 1d20 + 3 ⇒ (10) + 3 = 13
Juraan: 1d20 + 2 ⇒ (1) + 2 = 3
Ryan: 1d20 + 1 ⇒ (1) + 1 = 2
Annah: 1d20 + 1 ⇒ (4) + 1 = 5
Todd: 1d20 + 7 ⇒ (1) + 7 = 8
Throne: 1d20 + 2 ⇒ (17) + 2 = 19

By when JJ reaches the other side of the room, the throne animates. It is clear everybody is catch by surprise because the throne attacks JJ before anyone else can go out of astonishment.
Slam 1 (flat-footed): 1d20 + 5 ⇒ (16) + 5 = 21
B damage: 1d6 + 2 ⇒ (1) + 2 = 3

Slam 2 (flat-footed): 1d20 + 5 ⇒ (3) + 5 = 8
B damage: 1d6 + 2 ⇒ (6) + 2 = 8
And it hits with his back to the young man on the arm, then follows with a second attack JJ parries with his readied swords.

K. religion DC 13:

Despite seeming an object, this seems to be closer to an skeleton, an as such should be damaged as other undead and have resistance to non-bludgeoning weapons.

JJ: 25/28
Round 1: Throne, Maxim, JJ, Marigold, Todd, Kikinnin, Annah, Juraan, Ryan


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 winces as the horrible thing attacks him, but quickly turns on it with his two swords.

attack, TWF: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
offhand attack, TWF: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage leading hand, magic, silver, piercing: 1d6 + 4 ⇒ (2) + 4 = 6
damage offhand, cold iron, piercing: 1d6 + 1 ⇒ (6) + 1 = 7

"The chair is possessed!" he calls out in alarm.


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

Round 1

Status:

AC = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = None

Kikinnin steps forward, taking his place on the other side of the furniture, hoping his axe is strong enough to cripple the animated thing, and stop it from attacking. He can't bring his full strength to bear upon the chair, as something behind his eyes tries to understand why there's a possessed item down here. The vampire do this? Or one of his lackeys?

MW Dwarven Greataxe: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 for 1d10 + 2 ⇒ (2) + 2 = 4 damage


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

Marigold's Round 1

Marigold hears the yells of surprise from ahead of her but she can't see what's happening from her position near the back of the group. She quickly nudges past Juraan but then stops, realizing she needs to leave room for Ryan and Maxim to squeeze into the room ahead.

With a worried look, she reaches out and places a steadying hand on Maxim's shoulder.

MG moves to the space between Juraan and Maxim, then hits Maxim with Guidance.


Male Human Sorcerer (inactive)

Round 1

Juraan uses a charge of his wand of Mage Armour on himself.
(19 charges left, lasts for 1 hour)

He'll wait for a bit more space to follow the others in.

"Todd and Annah have been as irritating as a skin rash up to now."
"I sure hope they're more helpful than that right about now!"


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)

Round 1

Maxim accepts Marigold's enchantment with nod, then moves into the room (Move Action) and raises his pistol.

Charging it with an edge of his arcane power (Arcane Strike) the gun-mage pulls the trigger (Standard Action):

Ranged Touch: Pistol (+Guidance): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Damage: Alchemical Silver Pistol Cartridge+Arcane Strike: 1d8 - 1 + 1 ⇒ (6) - 1 + 1 = 6 B+P Damage

Crit Threat? Ranged Touch: Pistol (+Guidance): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

Damage: Alchemical Silver Pistol Cartridge+Arcane Strike: 3d8 - 1 + 1 ⇒ (3, 5, 3) - 1 + 1 = 11 B+P Damage


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)

Hear the commotion and Maxim's gun go off Ryan backtracks to the room, ending up behind Kikinnin.

kn:religion: 1d20 + 5 ⇒ (5) + 5 = 10 -.-

Unsure as to what this thing is Ryan cast guidance on Kikinnin

Abadar guide thy blade and this abomination


Iron Gods: Iron maps;

JJ stabs one of his swords into the throne but it seems his weapon is not that useful against the skeleton made creature. The damage does not seem to affect it.

Similarly, Kikinnin's axe arrives short powered to the throne and the bones seem to not take damage from the edge of the weapon as it should have happened.

Marigold guides Maxim while Juraan covers himself with a magic armor.

Maxim looks for a clear shot and triggers his gun. The noise reverberates in the caverns while the bullet impacts the bones making it to jump into splinters terribly damaging the left side of the throne.

Annah starts to sing an inspiring song "For Cauldron and the Stormblades you abomination shall disappear from this world!"
Inspire courage +1 everybody

Todd shots a silvered arrow to the throne.
Shortbow-melee penalty+IC: 1d20 + 7 - 4 + 1 ⇒ (16) + 7 - 4 + 1 = 20
P/silver/magical damage+IC: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
But the arrow seems to not affect the bones at all.

The throne keeps mindlessly attacking JJ.
Slam 1: 1d20 + 5 ⇒ (20) + 5 = 25
B damage: 1d6 + 2 ⇒ (3) + 2 = 5

Slam 2: 1d20 + 5 ⇒ (19) + 5 = 24
B damage: 1d6 + 2 ⇒ (4) + 2 = 6

Crit?: 1d20 + 5 ⇒ (3) + 5 = 8
B damage: 1d6 + 2 ⇒ (6) + 2 = 8
And the creature smashes the young man twice with his back and his right side bones!

Throne: 17 damage, in fair state
Everybody: inspire courage (+1 hit/damage, +1 vs charm/fear)
JJ: 14/28
Round 2: Throne, Maxim, JJ, Marigold, Todd, Kikinnin, Annah, Juraan, Ryan


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)

Round 2 - Buffs: Inspire Courage (+1 hit/damage/saves vs fear & charm)

With grim-set efficiency, Maxim loads his pistol once again... this time with a alchemical paper cartridge (Move Action)

The gun-mage levels his pistol, charges it with arcane energy (Arcane Strike - Swift Action) and pulls the trigger (Standard Action):

"Bullet by bullet. Back to the boneyard with ye!"

Ranged Touch: Pistol+Inspire Courage (into Melee): 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18

Damage: Pistol Cartridge+Arcane Strike+Inspire Courage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


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 steps forward on Kikinnin's left shoulder, to stay out of Todd and Maxim's line of attack attack, grateful for Annah's song.

hvy mace: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage?: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5


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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))

Seeing how ineffective his new sword is, JJ drops it and draws his silvered mace instead. "I'll have to get a refund."

attack, inspire,flank: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
damage, silver, blunt,inspire: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7


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

Round 2

Status:

AC = 22
HP = 34/34
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Guidance

Kikinnin slashes at the throne again, trying to take a chunk out of it. He disregards Annah's attempts to bolster their confidence through song.

MW Dwarven Greataxe: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11 for 1d10 + 2 ⇒ (10) + 2 = 12 damage

GM Rutseg:

For the juxtaposition, I'm thinking Kikinnin isn't terribly Inspired by the Stormblades. I can't find much in the rules, but the black-beard doesn't consider any of the Stormblades to be allies at this point. To his detriment, of course, hopefully that will change in the near future.


Iron Gods: Iron maps;

Maxim triggers his gun again, the bullet making splinters of more bones with its powerful strength.

Ryan follows up with a hit of his mace over the throne, breaking some more bones, as he does JJ after drawing his silver mace.

Kikinnin's axe fines the throne moving and fails to find the thing.

Todd shots an arrow.
Shortbow-melee penalty+IC: 1d20 + 7 - 4 + 1 ⇒ (3) + 7 - 4 + 1 = 7
P/silver/magical damage+IC: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
But it goes far to high and lands at the ceiling of the room.

It is then when Annah casts a spell and holds up her hand stepping forward to touch the throne.
Cure light wounds (touch)+IC: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Positive energy damage: 1d8 + 4 ⇒ (3) + 4 = 7
Will DC 15: 1d20 + 5 ⇒ (1) + 5 = 6
As she delivers the spell the remaining bones explode with a bright light and the throne collapses to the ground with each piece at one side.

Throne: 43 damage, destroyed
JJ: 14/28

Combat is over!

"Good. Job is down here, let's continue" comments Annah.

Without the harassment of the throne, it is easy for JJ and the others to peek at the next cave.
D32. Cave
This ledge overlooks a cavern nearly twenty feet across and fifty feet high. The cavern floor, which slopes down gently toward the southwest, is twenty feet below and quite uneven. A twenty-foot-long makeshift wooden ladder rests against the side ofthe ledge, offering an easy way down. Thirty feet to the south, a similar makeshift ladder climbing twenty feet to a recess carved into the wall of the cavern is visible.

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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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