"Who are you... not human, certainly. How would you know a way out? It seems they keep you shuttered away quite well." She says this all without looking over to the other cell, still looking at the veil in front of her. Soren hands the dagger off to Shalewigg without a word, having noticed her eyeing it. She looks to the rest of the group, drumming her fingers on the table. "That is a question, isn't it? We may be able to forge ourselves a path out through blood, but we may also get cut down. Alternatively, we may be able to attempt some level of subterfuge. Depending on what we find in this plethora of surprises..."
Soren looks again to the veil, and decides to peel the bag from its place on the veil, along with the second dagger. "I believe the woman mentioned clothes, of some sort. I do not know if they would have included armor, but it will allow us to remove these prisoner's rags." She takes the bag as she moves over to the other cell, peering inwards. "And you... another wildcard. You look... an ogre. A Talirean ogre. Come, speak with me. What do you know?" She swings the keys around between her fingers slowly, clearly in front of his gaze. "If you can be trusted, and prove valuable, we will speak of releasing you from your cage."
Grumblejack replies, his voice rumbling from his chest like thunder, "I know that guardsh are just beyond that door. I know that they will blow a horn if you shtep through those doorsh. I know that without me, you'll be caught again and chained, thish time not to eshcape again. Help me, help you".
Soren:
The Ogre appears slightly drugged. As you peer through the bars you see he wears a loincloth only and is manacled to the walls by ankles and wrists though he has enough chain to move about a bit. He is also clearly injured and has not had his wounds healed from whatever event brought him here.
The existence of Ogres is by law illegal. They are simply not allowed to dwell within the Kingdom. If he is here, he is likely from the Savage North.
Besides the conversation between Soren and Grumblejack you hear nothing else. Getting a chance to take in your surroundings you see that this level contains five separate prisons. currently you are the only prisoners here.
The sixth room which is blocked off from the rest of the area by cement contains a heavy duty gate and is where the Ogre is currently being held.
There is a single door to the south but no windows. It is likely on the other side of this door that, if the Ogre is correct, a second set of guards is on duty.
The walls must be thick as your initial combat with the stubborn guard was not exactly a silent affair.
Damien shrugs, "Perhaps Ogre but perhaps not. How many men man this prison? If we defeat the first wave, who is to say the rest will not overwhelm us? We may be better off attempting to escape by guile than by brawn".
The long ride in the back of the armored wagon has been most unpleasant. Shackled in a hunched over position, wrists at your ankles and ankles to the floor has long ago wrenched your backs from agony into numbness.
Every so often a shriek can he heard from somewhere nearby, the guards who sit in the wagon with crossbows trained on you appear nervous with every screech.
"That damnable beast should have simply been put down! I do not see why it should have come here with us!" states one of the guards.
"Soon enough we shall have transported this scum to the Prison and back well away from this place. Then it will be the Wardens problem". The other guards replies.
The wagon reaches cobblestones and begins to shake even worse than it did on the dirt road.
From the front of the wagon you hear a voice, "Begin to prepare the prisoners for transport".
The guards release your manacles from the floor and you are all able to sit up for the first time in a long time.
"OPEN THE GATES" the voice from the front of the wagon shouts.
You hear the sound of the portcullis being raised. Make Perception checks DC 15.
As the wagon begins moving again, sacks are laced over each of your heads.
One of the guards states, "By all means resist, it will be easier to gut you like the pigs you are here and now instead of trudging into this depressing place".
The doors to the wagon open, even through the sacks you can see the shining light of the day but little else.
As you step down from the wagon, you hear the shrieking even louder now.
A distinctive voice can be heard above the alarmed cries of the guards obviously dismayed by whatever beast is making the sounds, "Worry not, the beast is shackled and will be of no harm to anyone".
Nathaniel:
Th voice you just heard is the voice of the "Dr" from the Sanitarium quite close by.
Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |
Perception:1d20 + 8 ⇒ (1) + 8 = 9
Vaundour Gathlain, Gentleman Extraordinaire, gazed through the roughly-woven fabric of the sack placed over his head. His voice is calm and smooth as he speaks to the guards around him. "Come now, gentlemen, there's no reason for this kind of attitude, is there? I mean, none of us particularly want to be here, least of all a noble son like I, so let's try to keep things civilized. By the way, what is that damnable racket?"
(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8
Oh cool, Aurex is with us!
Nathaniel is balled up like a traumatized child, holding his head and gritting his teeth. No! Why did I have to ruin it, why?! It was going so well, but that shock...I just blacked out. I must have done something awful, they won't even treat me like a person anymore. With another grit he shakes his head, holding it tighter. Should have stayed at that kitchen job, should have stayed in the woods, should have just ended it all...
Perception:1d20 + 4 ⇒ (12) + 4 = 16
Nathanial cries out at the voice, clawing at his temples when he realizes the others reacted to the statement. Doctor Sulta? He stands up, alive for the first time the whole trip. "Doctor! Doctor please, I didn't meant to do it! It was the voices, the damnable voices! Please, I had them under control for so long...you know I can keep them under control..." He sinks back to his knees, knowing it's futile. He allows himself to be blinded and shoved along, but his sobs subside quickly. Sssoon. You shall be the ones who are gutted. Entrails ripped out and eaten as you lay dying. Soon. Nathanial goes silent, but underneath the bag he has a bloodthirsty grin on.
A note, Xoruk was my previous character, so you can feel free to NPC him until such time as you decide what to do with him.
Perception:1d20 + 9 ⇒ (6) + 9 = 15
Sinking into his seat with a sack over his head, Pyotr attempts to ignore the seething pain in his back as he hears the portcullis opening. The dwarf seethes quietly, not interested in conversation with his captors.
A gruff voice responds to Vaundor's question, "That racket is a dragon. You keep taking and I might feed you to it to shut it up!"
While the response was short, you notice that the guard stops manhandling you and allows you to walk on your own using his hand to merely guide you.
Nathaniel & Pyotr:
It was not one but two portcullis' being opened. Both were opened at the same time, whether this is routine or a way to keep prisoners disoriented if they seek to make an escape you do not know. By reputation, no one has ever escaped from this place.
Pyotr:
OK, gotcha, that many more DMPC's to play with :-)
Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |
"Very good, man. We'll make a gentleman out of you yet, don't you worry about a thing," Vaundour exclaimed, moving his head around as though taking in the various sights. "I say, this is a rather dreary place. Have you ever thought about redecorating? Maybe add in a few drapes, make a couple more windows? Why, I dare say this place could make the cover of Prisons Quarterly for best in show!"
Note: Since he is hooded, Vaundour doesn't really know what this place looks like. He's just making conversation because he doesn't really know how to shut up.
"Why keep one of your kind locked away? It doesn't make sense... Talingarde has not shown mercy to ogres in the past. What reason would they have for keeping you squirreled away here in Branderscar?" Soren looks to the others, curious for their take on the situation. The key ring spins idly on one finger, weighing their options.
"If he is correct, he would be an excellent ally to assist in our escape. We know nothing of the guards who man this place... any information he might possess in valuable, if it can be trusted."
The rumble of a set of wagons brings your attention to the window. Shuffling along in your manacles you head over to see what new arrivals have been brought in.
Stepping out of the first prison transport are three males. Two appear as tall as humans, hard to tell with their heads covered, while the third is clearly a dwarf.
Still the sound that caught your attention was not these doomed fools but a shrieking the likes of which you have never heard before. Looking to the second transport you see it - a red dragon!
Warden Richter snaps you back to attention with a shout, "Prisoner Harad! If you wish to obtain the lighter sentence we spoke of, you will attend to your duties and be quick about it!" Months have gone by with the Warden keeping the promise of potential freedom dangling before you like a carrot before a horse. You are starting to think that you will never leave here and have become the Warden's personal slave...
Nathaniel, you feel a sharp kick to the ribs from one of the guards, "Get up you sobbing fool!"
The sound of shifting gravel nears your position Nathaniel and the voice of Dr. Sulta is very close, "NO! Do not kick him. He is a special case and not to be harmed".
The guard retorts, "Well you better fix him up quick. Crazy talk like that Blackerly is going to be none too happy with".
The Dr. shoots back, "Blackerly does not run this Prison, Richter does!"
Pyotr you are dragged out of teh back of the transport and shoved forward as all the scuffling around you takes place.
Vaundor the guard with a hand on you chuckles, "You sound like my wife. Don't worry, you won't be here long enough to get upset by the appearance of this place with where you are going next". He has stopped guiding you forward as the altercation between the guard and the Dr. takes place.
Grumblejack chuckles, "I'll not take the sshide of the guardshhh. How can I trusssht you?
Perhapsssh after you free me, you can take care of my woundsssh else i will be lessshh valuable to you...
Damien scowls, "Now you want us to free you and heal you?"
Xoruk stares at the Ogre hard, "You'll do what we say creature. Betray us and I will being my infernal masters upon your head".
Intimidate 1d20 + 7 ⇒ (14) + 7 = 21
Soren:
The Ogre seems genuine from what you can tell. Why he is here does not matter as much as the fact THAT he is here. A useful distraction if nothing else...
(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8
Nathanial grunts and doubles over at the kick, grabbing his ribs. Not now, not now, not now not now... With a grit of his teeth he stands and staggers forward. The dragon is not so easily cowed.
(Alias: Patrick) Male Red Dragon Bonded Dragon 5 | AC 20 (24), Touch 11, FF 18 | HP 51/51 | F +6, R +6, W +4 | Init +2 | Perc +7
"RAAAAAHHHRRRGG!!!" The cage shakes as the dragon slams up against it, roaring out spittle in a deafening roar a the metal screams in protest. I will bathe in your blood for daring to cage me, meatbags.
Laurence Hail Male Ifrit Oracle 5 / Crossblooded Sorcerer 1
Ahh, Warden Richter, aren't you a charmer. Lothyrin smiles as he glances back at the warden, I have been preforming these tasks for you for quite a while, with freedom being the promised reward. This payment has been withheld from me, and until I receive what I am due, I will not lift a finger, Flyn spat at the Warden. A dragon at Branderscar, what is going on. Maybe this is my chance to finally escape this hell hole, and extract my revenge on that pompous so called "Witch Hunter" Just so I know what should I assume I have been doing for the warden
Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |
Vaundour just chuckles and he makes his way forward on his own. "Don't worry, I'm too pretty to die, my friend," Vaundour says, walking carefully to keep from tripping over any loose stones. "But it seems like that dragon is mighty hungry. Maybe you should go give it a steak or something?" Vaundour laughs at his little joke, trying to figure out how he was going to get out of this fine mess, Ollie.
Ahh, Warden Richter, aren't you a charmer. Lothyrin smiles as he glances back at the warden, I have been preforming these tasks for you for quite a while, with freedom being the promised reward. This payment has been withheld from me, and until I receive what I am due, I will not lift a finger, Flyn spat at the Warden. A dragon at Branderscar, what is going on. Maybe this is my chance to finally escape this hell hole, and extract my revenge on that pompous so called "Witch Hunter"
Just so I know what should I assume I have been doing for the warden
"Perhaps a stay in the cells will activate those fingers? Is that what you feel you need a reminder of what doom feels like breathing down your neck?"
The Warden is tapping into forbidden lore, same thing that brought you here. For scholarly purposes though not to gain power from a dark patron.
| AC 16 T 15 FF 11 | HP 11/11 | F +4 R +4 W +2 | Init +6 | Perc +0
Am I supposed to fight this Warden and attempt to escape, or wait it out for others because I'm assuming this is something you made up to bring me in but, I am not sure how to play it.
Am I supposed to fight this Warden and attempt to escape, or wait it out for others because I'm assuming this is something you made up to bring me in but, I am not sure how to play it.
Fighting the Warden is not a great idea. You have spells but you already know based on your time with him you would be overmatched 1 on 1. Certainly the intro of most of these new characters i had to wing as the AP does not account for staggered introductions .Play it as you think the character would is really all I can say at this time though combat should be last resort for you in your current predicament.
Pyotr grumbles under his breath, wordlessly obeying his captors. Underneath his hood, his eyes glow with barely restrained rage, and the dwarf wishes for nothing more than to crush the minds of those who dare restrain him. Bound as he is, however, his fury is aimless and impotent.
Shalewigg cocks her head sideways and looks at the ogre.
"I can bind wounds or fashion a poultice if any of your wounds are fresh. But if your goal is not to leave with each of us in one piece, then you can stay. Are we agreed?"
Sense Motive roll for his answer 1d20 + 5 ⇒ (19) + 5 = 24
| AC 16 T 15 FF 11 | HP 11/11 | F +4 R +4 W +2 | Init +6 | Perc +0
Lothyrin responds with a smirk,Doom makes me feel right at home, speaking of which are we done, I want to get back to my cell soon' this room seems rather dreary
He seems to be telling the truth you sense Xoruk's claim has him a bit shaken.
Damien heads to the wall and grabs what looks to be a single key ring with the key to the lock and manacles for the Ogres cell.
He heads to the door and opens it he then steps in and frees the Ogre.
The Ogre comes out rubbing his wrists. In the torchlight of the room you get a better view of him. He is indeed injured from prior wounds which have yet to fully heal. You also realize that despite his great height he is no full Ogre but a half-breed!
He sits on the table to allow Shalewigg to tend to his wounds.
Xoruk turns to Soren, "Now that's out of the way, what else is on that veil you received from our mystery benefactor? Something else useful that may assist us here?"
Damien begins removing his prison rags and placing the uniform of one of the dead prisoners on his person. "You think if I shave and chop off my hair I can pass for one of em?"
The guard shoots back, "Fine Dr. you lead thus lot to their cells then. Can we execute this Dragon now? It is far too dangerous to keep here even with the manacles and the steel muzzle".
Dr. Sulta replies, "Keep the Dragon, Aurex by name it is not a mere beast, here in the transport. Once the prisoners are settled in, I will speak to the Warden about executing the Ogre still held. His death was supposed to be scheduled for later this season but we need that cage for Aurex".
Nathaniel you feel Dr. Sulta's hand on your back, "Come now. I shall get you to your cell. I have arranged for a separate one for you. I know we can help you, this place is less.. pleasant than the asylum but more capable in dealing with your other... selves".
The guard with a hand on you Vaundor lets go for a moment.
Pyotr you feel a guard grab at your manacles, more gently then you would have suspected. "Come along, time to visit your new home, for the time being anyway".
You group, still with heads covered, is led through a doorway and to a set of stairs heading up. Based on the feel of the sun on your bodies before heading in, you would say the time is just about sun down.
I'm actually not sure when to pull of my daring escape. Should we wait till our party encounters the others?
Hooded and manacled as you are even Houdini would have a hard time escaping from this current predicament. It of course is up to you to decide when to try...
Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |
Good point!
Vaundour plodded along quietly, keep all thoughts to himself...
In some alternate universe perhaps! Vaundour practically strutted down the hallway, though forcing himself to keep pace with the rest of his new roommates. "Does anybody else feel a draft? You should really get that checked out," he exclaimed to the guards following them. "Also, when are meals served? I expect my food at 9, 1, and 5 respectfully, and I hope that your kitchen is stocked with food befitting someone of my station."
Beneath his hood, Pyotr rolls his eyes. The dwarf finally opens his mouth to say in a gruffly accented voice, "Hope you are of liking old bread and water."
The guard with his hands on both the shoulders of the dwarf and the half-breed chuckles, "Yer a funny no doubt. You will need that humor where you are headed, trust me.
Dwarf is right, bread and water is the best you'll get here".
As your group reaches a set of stairs and begins to head up, a set of footsteps comes rushing towards your group quickly, "STOP! Warden says he has one more to head up with this lot. Best you all bring em up together, I have a game... er some duties to attend to else I'd help".
If the ogre has bleed damage, that condition is stopped. If you allow the 1d3 healing bit (I can't remember if that's a house rule or what)I'll roll it below. If you can give me a diagnosis at that DC, I'll take it.
Heal ogre for 1d3 ⇒ 3 points
The murderous farm girl turns, with a serious expression. "We'll see if a disguise gets us closer before any alarms. If not, I'll spell the guard on the left and our new friend here can handle the guard on the right."
She ties a bit of torn cloth over a clot of dirt and blood from the felled soldier. Looking up at the ogre, she affirms her plan.
"Can't you, big fella?"
Shining Host
Spoiler:
In her earlier boasting, Shalewigg sensed the presence of her familiar as sort of a roleplay thing. If hes within a mile. her link restores. If he's outside of a mile, he goes to a wooded area where she can meet with him and use terrain to cover her escape. Using Survival or the connection with Trelmarixian, which compass direction should she retreat to once she escapes?
Grumblejack looks down at you Shalewigg, "Little'un, I'd crush 'em both if I had to. Can I get one of those boarstickers dey call swords?" he is pointing at one of the longswords that the Guard had.
Xoruk hovers over one of the dead guards, "Ready when you all are". It seems he will have a use for at least one of them.
Damien shrugs at Grumblejack's question, "I want one, you can have the other. Anyone else object?"
OK, let's do a little inventory here.
Guards (2) Equipment -
Longswords (2) - Damien has 1,
Longbow (2) - No one has claimed either,
Arrows (40),
Chain Shirt (2) - Damien equips 1,
Heavy Steel Shields (2) - Damien equips 1,
Club (2) Soren it seems has 1,
Keys (2 separate sets).
The Veil -
Daggers (2) - Soren has 1 Shalewigg, the other,
Thieves' Tools, Masterwork (1) Soren has those as well.
What symbols are still on the Veil?
A Lantern,
A Rope,
A sack,
What appears to be a window,
A small vial,
Another small bag, and
A Symbol Knowledge Religion DC 12 to determine a
symbol of what.
(Alias: Nicholas Terren) Male Human Dragonrider 5/Bard 1 | AC 18, Touch 15, FF 13 | HP 47/47 | F +5, R +8, W +4 | Init +5 | Perc +8
The hostile guards and constant threats are becoming too much for Nathanial. The voice of Aurex fades as the dragon lapses into silence, only to be replaced by Hadzi. He falls to his knees in front of the doctor. "No...I don't want to cause any trouble! The ogre will be mad if he's killed because of me, I don't want him mad! Please, Aurex can stay with me. He'll be good, I swear!" Rubani is starting to whisper, but he's being overpowered by the paranoia.
| AC 16 T 15 FF 11 | HP 11/11 | F +4 R +4 W +2 | Init +6 | Perc +0
Spellcraft:1d20 + 5 ⇒ (11) + 5 = 16 Alas warden I apologize if my decisions have cause you grief, but as you wish. I really enjoyed our visit, please do invite me again soon, Flyn said with a sarcastic grin as he jumped through the window, his last words faintly being heard as he falls.
As you slowly drift towards the southern end of the courtyard, the newly arrived transports drift out of sight.
Two guards on the walls walk into your view and point their crossbows at you. "Head to the front of the building Prisoner!" It seems the Warden has used magic to alert the guards of your current predicament. As he has not had you lain outright, it seems the Warden is not quite doen with you.
Count Kristos Von Struker Half-Drow Hedgewitch 1/UC Rouge 3 | HP [29/29] | AC 16 | Fort +1 / Ref +7 / Will +5 | Init +3 | Perception +12 | Concoction 4/day | Channel Spirit 4/day | Charmer 2/day | Bluff +15, Diplomacy +14 |
"Oh, goody, more new friends!" Vaundour said excitedly. "I swear, you meet the most interesting people when you step out your front door. Why, just the other day, I met a woman, married to a prison guard, you know, and she had the loveliest mane of blond hair I've ever seen. Both above and below, if you catch my drift." Though it was unnoticed with the bag covering his head, he gave a salacious wink to the guards nearby. "I do believe she said her husband worked here, if I recall correctly. Would any of you chaps happen to know of her? I promised to give her a call, and a gentleman never goes back on his word to a lady. Though she was hardly a lady in the bedroom!" With that, Vaundour started laughing deeply.
Soren looks to the ogre, then tosses him a sword as she picks up one of the two longbows. "Seems these will have to do... very well." With that, she strips down one of the two guards, making sure the two are dead before she turns away. With utter nonchalance, she slices a hole into the back of the man's trousers, then strips her own prison rags and dons his uniform, along with the chain shirt. Once she is again dressed, she looks at the clothes with some level of disgust.
"Shall we? I believe it is time that we make our grand escape."
As you respond to the guards you see yet another guard come around the building, longsword in hand. These are some of the best looks you have had of the grounds so far.
Your time as the Wardens "helper" allowed you to see that the prison is an island with only a lone bridge back to the mainland. The areas around the prison appear to be all crags, no beach here.
Looking up, the walls are an imposing 40' high and well made stone. The five battlements placed around the walls do not all appear to be manned though the two crossbowmen on these walls are enough to shoot down numerous prisoners before they could ever scale those walls.
Eecape seems impossible as the guard approaches you at swordpoint and walks you back around the Keep to the front entrance where the three prisoners you saw earlier await hooded.
Vaundor, Nathaniel, Pyotr
Dr. Sulta speaks to Nathaniel, "You see, this man is in good spirits despite the fact that he may son be dead! Keep a positive outlook Nathaniel, I can and will help you!"
The other two guards do not take Vaundour's bait as the third guard who made the announcement walks off, his footsteps receding into the distance somewhere in the building.
Lothryin, Vaundor, Nathaniel, Pyotr
Two more sets of footsteps join you soon thereafter.
One of the guards remarks, "That prisoner should have a hood over his head!"
"Yeah well he doesn't. The faster we get him and the rest of this scum locked up the better".
Dr. Sulta responds, "Please do not speak of Nathaniel that way, his self image is already damaged..."
The newly arrived guard sighs, "Dr. once we lock him up, I will take you the the Warden to discuss your craziness with him but for now, shut up!"
The four of you, together now though only one of you can see, are walked up a set of stairs with a door closed at the top...
Damien grabs the other longbow, "Let's", he responds to Soren emphatically.
Damien opens the door and steps out, the stale odor of prison is replaced by the smell of salt water and a slight whiff of booze.
From the vantage point of the open door, you can all see a very large fireplace to the immediate south. Next to it is a table where two guards sit with a bottle and a few glasses. On the table between them is a horn, instinctively you all know that if that horn sounds you are all in big trouble.
The table where the guards sit is 20' from your door.
One of the guards looks at Damien, "It's not time for your shift to be over yet!" he snaps.
Shining Host:
Perception 1d20 + 3 ⇒ (9) + 3 = 12
His eyes go wide, "It's one of the prisoners..."
Before either of these men can react, you all have surprise actions.
Soren pulls back the bowstring with rough, but practiced movements. Nocking an arrow on the string, she takes aim at the man closest to Damien and fires, frowning at her own improper form. "If only I could find a rifle in this gods forsaken prison..."
I have ONE spot available for Way of the Wicked. This is a game I took over on as DM so character creation rules are as follows:
Background on Talingarde:
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.
Character creation - Crunch:
1) You will start at 1st level in two classes, as noted in the gestalt rules.
Thereafter, you will pick 1 Class as your primary class as the game will not be run as Gestalt. The Gestalt levels are a Legacy from the initial DM left in place for the benefit of the Players who spent so much time crafting their characters. Thus, you complete submission will be 2nd level.
2) 25 point buy
3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.
4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.
5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those interested in playing.
6) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.
7) Starting Gold as a 1st level max as the break out has already taken place in the campaign.
8) All characters must be LE or NE. No CE exceptions.
Crime Traits:
Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.
This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.
Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves
Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.
Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.
High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.
High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.
Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
A one to two paragraph background which fits into your crime will be sufficient.
I will keep Recruitment open until Friday April 15th at 7:30 PM.
Hi again. I did not know it was you. I am in And Madness Followed.
I would like to go with a Witch with the gravewalker archetype as the main class. For the other single level I was thinking a Spiritualist. For my trait I am wanting the grave robber one. The bonus will not help with anything but I love the flavor. I was thinking the loss of a loved one either a spouse or a child is the body she was digging up. That person is the bits that make up the witches poppet. This cause the Phantom of the Spiritualist to be there.
Hi again. I did not know it was you. I am in And Madness Followed.
I would like to go with a Witch with the gravewalker archetype as the main class. For the other single level I was thinking a Spiritualist. For my trait I am wanting the grave robber one. The bonus will not help with anything but I love the flavor. I was thinking the loss of a loved one either a spouse or a child is the body she was digging up. That person is the bits that make up the witches poppet. This cause the Phantom of the Spiritualist to be there.
Sounds good, looking forward to seeing the submission.
I use a different alias for the 8 games I run here on the boards, makes looking back at what I already posted easier.
You said the breakout already has happened in you game so do I need to fill in how she got out of the prison? And the gold is the max of one of the class or both combined?
Would starting off as say sorcerer//rogue then progress sorcerer before going into Arcane Trickster be ok? Accomplished Sneak Attacker increases sneak attack to 2d6 to make this possible.
Would starting off as say sorcerer//rogue then progress sorcerer before going into Arcane Trickster be ok? Accomplished Sneak Attacker increases sneak attack to 2d6 to make this possible.
is the max of one of the class or both combined or do we get the second level amount? Also would a crafter be ok? I as primarily because I would eventually like to turn the Poppet into a Soulbound Doll. If that is something you do not want deal with then I will not plan for that. But Golems are fun.
Sure Crafter is ok with me, I am very flexible with character creation, I believe players retain interest longer when they can be more creative with their PC's.
Cool I have never had a chance to try and play a crafter and the soulbound doll sounds fascinating.
Ok so here is almost all of the fluffy bits that are not so fluffy. All that is missing is the escape and I am struggling a little there. Would it be reasonable that she is rescued from her fate be the caravan being stopped for a reason I have yet to figure out maybe a broken wheel or a spooked horse and that this benefactor picks the lock and lets her out. I assume any gear I have would be in a bag handed to her and then she is told to go where ever I would meet the others assuming I get to play.
Also would my PC be branded before getting to the prison?
Anyways here is the not so
fluffy bits.:
Morana was raised in a home devoted to Pharasma. Her mother was a midwife and deeply devote. Her father was a quiet and haunted man he spent his time presiding over funerals and tending to the bereaved. She grew up is a somber and mostly silent home. The grief her father dealt with weighed heavy on him. Her mother was in constant flux from joyous at a happy and safe birth or sullen and moody when a birth went badly. Her parents loved each other deeply and their moods effected the other's frequently.
Seeing the devotion they had to each other Morana new that she wanted a deep love for herself but despite growing up in a deeply religious home she abhorred the Lady of the Graves. Thinking her a cold and unfeeling entity. Believing that if her parents were not so devote they would have had more time for her. Their work left their only child on her own frequently. Fiercely independent and rather rebellious Morana spent many of her first years after reaching womanhood searching for love.
She found it in an older boy named Vedran Soto, an apple farmer from just outside of the city. Those dark brown eyes and the deep tan over strong muscles earned by spending years outside working were what first caught her attention. His kindness was what kept her coming back to the market to find him. Dropping the other boys she had been flirting or more with for the sweet farmer. Spring turned into summer and they were in love. Near the end of summer she realized they had not been as careful as they thought and yet unlike any other boy she had been with the idea of a child was exciting instead of terrifying.
Not sure who she dreaded telling more Vedran or her parents. But it was only fair so she told Vendran first and never one to disappoint his darling. He smiled and asked her to marry him. Her parents were not as happy as the children but since Morana was expecting they gave their consent so long as her mother could deliver the baby.
Morana and Vedran married a two weeks later when she was 16 and he as 19. She moved into his little home that he had on her families land. Seven months later they had a little boy they named Drago Soto. He was so small and their whole world. They had it all. Unquestionable love for each other and their son and all the apples they could want. Years rolled by and their baby became a little boy.
The only real problems they ever had was from Vedrans younger brother, Birati. These problems tended to come in the form of Birati needing money for a debt. And this was a common occurrence. One of the only things Morana and Vedran fought about. Refusing to not help his brother the young couple was never able to set money aside for themselves since Birati always seemed to need help and they had a young and growing son.
Morana's happy but poor world came crashing down on her a few months after their sons ninth birthday. Birati had been arrested for dueling. He killed the other man. Vedran was inconsolable. His little brother was going to be beheaded. Leaving his wife and son home Vedran for a long walk in the orchard. While he was gone some friends of the man Birati killed showed up. If they couldn't make Birati suffer someone would. Hearing the screaming of his family Vedran ran as fast as he could to find a group of men in his home. His home a wreck everything was broken and his wife and son lay bloody on the floor.
The sunlight woke Morana up the next morning. Her whole body ached. He little boy was dead next to her. Sobbing and calling out for Vedran. Picking up Drago and slowly limping outside. There was her husband. Those monsters hung Vedran from a tree. Collapsing from the pain, both physical and mental Morana laying on the ground sobbing onto her dead child just below her husband.
The next day one of Vendrans friends, Radovan, came to check on his friend in the morning. Finding the gruesome scene and once discovering that Moranna was still alive he quickly attached his horse to the Sotos apple filled wagon. Setting Moranna as safely and securely as possible in the wagon he went as quickly as possible to the city to get her the care she needed.
Three days of fever left Moranna trapped with the healers for over a week. Despite her parents and friends attempts Moranna was inconsolable. She could give a description of the men who killed her family but she did not know them. They wore fabric over their faces.
Once physically healed she was again living in her parents' home only now she was the quiet and somber one. Each night while her parents both slept Moranna fled the house of her youth and went to the graveyard. Slipping though the gate and walking to two still fairly new graves, Vedran Soto and Drago Soto. Sobbing and collapsing onto the ground. Moranna cried until she finally succumbed to sleep. Her father would find her each morning and take her home. This went on for five nights.
On that sixth night in a moment of grief fueled madness Moranna began to dig into the earth separating her from her child. There was a noise she had to get to him. Digging until she hit the wooden coffin and clawing at it with bloody finger. The noise were louder. Climbing out of the hole she made and finding a big enough rock to break the wood. There he was unmoving and rotting. Something scratched at her mind. Not sure of what was doing but acting on what the murmuring encouraged. Pulling her child apart and remaking him into a tiny little form that resembled a person. Filled bits of her precious little boy she sat there staring at it and never noticed that the sun had risen and that people moved in the graveyard.
She was found and arrested. To Brandscar she would go. They took the poppet away and threw her into a cell. Alone and shaking she could hear a voice this time clear in her mind telling her to be calm. That soothing voice so familiar telling her that they will be together always. When she woke up the little poppet was at her side again. All was right in the world. She lose her head like that bastard who caused all of this and then be with her family again. Though vengeance would be better. The men who did this, the guards who failed to find those murders, and all the other guilty. But how?
Cool by me. She has enough marks on her I imagine. I will work finishing her background up and the crunchy bits as well. Is there anything I need to know about where she would have sent me?
Cool by me. She has enough marks on her I imagine. I will work finishing her background up and the crunchy bits as well. Is there anything I need to know about where she would have sent me?
Nope, if selected, then we will get into tying the submission to the story.
His gestalt build is below the dotted line. He's currently not built up to specs mechanically but this is the gist of him. I'll get that taken care of over the next couple days.
What's up, Dennis?! Long time no see, bud.
Hey, how are you doing Javell? I miss that thread, wish we had the steam to finish the adventure, I really wanted to nail that Demon! :-)
I'm not so sure I'll make the deadline so that's why I deleted the post in case you're wondering. It's a bigger "fix" than I thought mechanics wise. Didn't want you to waste your time looking through a submission if I can't get him up to date. No point in that.
I'm not so sure I'll make the deadline so that's why I deleted the post in case you're wondering. It's a bigger "fix" than I thought mechanics wise. Didn't want you to waste your time looking through a submission if I can't get him up to date. No point in that.
Thank you. After reading a bit about Mesmerist i find it intriguing. I want him to have some martial ability along with trapping and mind conteol powers...mahwahaha....
What are you posting expectations? What sort of tone are you taking with this campaign? What type of evil are you looking for?
The posting rate is slow but we have flurries now and then with a number of posts in a day.
The group appears to be fine with any type of evil though the suggestion of more heinous acts being finished off scene appears to be the preference of the group.
Would I be able to take the Attached drawback trait? I would assume the item would be the poppet or a piece of jewelry that she somehow held onto. Either by hiding it or sympathy from the guards. I was thinking her wedding band or a necklace that has sentimental ties to the husbands and child.
And with that drawback I would like to pick up Marked by Unknown Forces. If you think you would like to deal with that and have an idea for the symbol.