Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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After the training is finished, Adrastus pronounces you ready and holds a great banquet in your honor. He awards you the title of the Nessian Knot in an infernal ritual involving blood and fire. During the ritual he summons forth a barbed devil and offers to it one of the slaves of the your choosing. The devil gleeful rips the slave apart and feasts on the blood. Adrastus then draws forth some of the devil’s blood with a silver athame. Adrastus traces the unholy symbol of Asmodeus on the forehead of each of you in the mingled blood of devil and sacrifice.
Behold he proclaims, “The Nessian Knot is forged. Just in time,” Cardinal Thorn remarks. “My ship has arrived.” On the river dock behind the manor under cover of darkness, a square-sailed longship sails into the slip. It sits heavily in the water, laden with a substantial cargo.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yaaaaaaaaaaaaaaaaarrrrrrrrrggggggggggggggggggghhhhhhhhhhhhhhhhh!

Eldred had woken that morning in a cold sweat, his face distorted in a rictus of horror and pain.

Hell held true terror for him now. It was no longer an abstract concept.

He dressed as best he could for the feast and while he tried to enjoy himself he was ever conscious of his weak position in the Cardinals organisation... and the ease with which he could be removed from it.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Trying to break a former member of the Gambling Den is not unlike smashing an already abstract sculpture: At best, you change the way in whch it makes no sense.

I see we're not playing the same game here, Thorn. I'll gladly shuffle the deck for you, but don't take me for a pawn.

In the days following the torture, Damien appears changed, but not broken. His bouts of laughter have gone from frighteningly jovial to more sardonic, crueler. Reading him is just as difficult as before.

Around him, slaves appear to frequently trip and drop what they are carrying. Some even report that a mirror broke from his sheer presence.

Whatever Thorn's trainings did to his gifts, they have certainly grown in potency.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan screams. He knows pain and humiliation in a way he never has before. He cries and whimpers and screams some more. But mostly he rages. He rages against his bonds, against his captor and his mentor, and against his own failings.

Afterwards he throws himself into Thorn's training with the fervor of a true zealot, intent on never failing his master again. He pushes his body to new limits and at the end of five months comes out of Thorn's crucible tougher than ever.

Yet despite all the training and the stoicism, there is now a seed of doubt in his soul; a hesitancy in his actions born from fear of further failure, and though no visible scar remains, late at night restless and brooding, there is a cold and constant ache where the drowned man's axe cleaved through flesh and bone.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim initially felt that his punishment was not as due as the others; he had fought on hard after they had fallen against overwhelming odds; his fanaticism and loyalty shining through even in the face of death. It took some time and inner contemplation to understand that these feelings were unworthy of him; and of his allies.

He pitied the others; even Damien, in his madness, had likely not been oft-tortured before. Malgrim's callused and burnt skin offered far more resistance to such treatment and his mind was accustomed to it- the masters of the Ironskin often used torture as both a lesson and a punishment. Their treatment of him paled in comparison to what Tiadora had put him through... but it had at least served as a primer. The tough and now further-scarred warrior was thankful for that at least. He had refused magical healing for his axe wounds, and bore his new axe-scars stoically.

Much like Johan, Malgrim devoted himself into his training- but where Johan's emotions and posture spoke of fervour and rage, Malgrim's regimen was disciplined and detached. Truly, the Hobgoblin's source for his renewed efforts was more disappoint in himself than anything the Cardinal and his pet had done to him. He had understood the lesson and embraced it for what it was- that debt appeared to be paid.

The debt to his own pride had merely gathered interest.


Training is at an end and it is time to unleash the two newest knots upon the world. First, Thorn summons Elise Zadaria, head of the seventh knot, into his private chambers for a secret consultation. He is setting her upon a mission of murder in the north. It will be her assignment to carry out the targeted disgrace and assassination of key members of the nobility and military. She will ensure that Talingarde is ill prepared for an invasion. Elise accepts her mission eager to prove herself to her new master.
Then Cardinal Thorn summons his ninth knot. Since you lack so clear a leader, he summons you all.

“Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission. Your mission is war, my children. You will bring war to Talingarde.”
“You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war.”
“Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know.”
“Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded.”
“It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful.”
“That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde.”
“Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde.”
“Do all of this and then when your task is done, break this clay seal.” He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you.”
“The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.”

He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast.
“To war.”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Before you go, I want you to describe your char again. including any disguise he may be using.

The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo. Sitting heavy in the water, she holds twenty four tons of weaponry, arrows and shields emblazoned with a flaming axe. The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld Odenkirk and he is, as promised, a ruthless mercenary with little thought of anyone but himself. His crew consists of a half dozen grim sailors who speak little of the common Talirean tongue.
“You will guard our boat all the way north, yes?” he asks Johan


Male Hobgoblin Cavalier 1 (Fell Rider)
DM Aku wrote:

Before you go, I want you to describe your char again. including any disguise he may be using.

Turning in (5:30AM here) but i'll post this tomorrow. Malgrim will be adopting a disguise.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred keeps the Asmodeus locket tucked away and takes a face (the spell effects wont do specific people unless you use disguise skill, where it gives a +10 bonus) as close to the squire as possible. He also uses the circlet to alter his visible height to around the 5 foot tall the squire was.

During the training he'll share the information gained from the squire with the Cardinal and apply his newly acquired Knowledge of Nobility to it - going of it and the squires personal details again and again.

Squire Timeon of Balentyne wrote:

"I'll tell you everything I know! But you have to promisse you'll save the Kingdom!" says the squire.

"Let me see..." he thinks for a bit then says "Sir Thomas is angry because the mad old fool don't leave the rookery, he is afraid if needed, it will not be in good condidition to use it." after some more moments "I know that Captain Eddarly is having an affair with Captain Mott’s wife and I can drawn a map from the tower. I've been to the place and talked with Lord Thomas. There's about a hundred soldiers in the watch tower, guarding it all times."

and

"My father is Sir Dornas, and my Mother is Lady Evelyn. Tell then... tell then I love then so much, but honor demands I find Sir Balin before going home!"

If the squire is still alive and has any personal effects (or even if he is dead) he'll arrange to get them as props to his disguise.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan listens to Cardinal Thorn outline their twofold mission, and is eager for the chance to both redeem himself in the Cardinal's eyes, and to truly launch this crusade. He tries to think of questions to ask that might assist them in their mission, but can think of none. The information they got from the boy Timeon months ago seemed random at the time but now might prove critical to their success. Johan Admired the Cardinal's subtle forethought. He reviewed things in his head one more time then asked, So that will be enough then? Slay this Lord Thomas and throw open the gate. The bugbears can handle the rest?

***

Johan studies the boat from the pier for a moment before approaching. He uses his circlet to roughly approximate the clothing and complexion of the average crewman. He also makes sure to obscure his Forsaken brand and holy symbol.

Kargeld Odenkirk said: wrote:
“You will guard our boat all the way north, yes?”

Yes. You will sail, we will keep you safe. You have travelled this route before I assume. How long to reach our destination? Are you expecting any trouble?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Jeez, almost forgot!

During their months of training Johan continues to check in with Grumblejack. To the ogre's face he is stern and fierce, but secretly he makes sure he has enough food to keep his massive frame fit, and is included in as much training as Thorn will allow. As the only one in the compound that can match Johan's raw strength, he finds that Grumblejack makes a fine sparring partner, and the servants grow to enjoy watching their weekly bouts of "ogre wrestling."

When the time comes to depart Johan talks to Kargeld, then whistles down the pier and watches the man's eyes goggle as Gumblejack strolls down and settles himself in the boat with a toothy grin.

Aku, I'm hoping this is alright - please adjust or remove as you see fit. Also, could we have taken Grumble on the trials? Because we we could have and didn't, then, doh!


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Time to take a trip, huh? Guess it's our chance to show the big man what we can really do," Damien declares as he boards.

Damien has taken on the image of an equally rotund nobleman, intending to pose as a taken hostage should the need be. He has hidden the symbol of Asmodeus inside his elegant clothing, and hid his scars and Forsaken mark, as usual.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim used the iron circlet to take on the appearance of a grizzled warrior; a Half-Orc. He added height to his stocky frame so that he was quite a fierce-looking, lean specimen- no less scarred than Malgrim himself. Easy to describe and difficult to forget.

The Half-Orc had already introduced himself as Makoa to his comrades (explaining that this would likely be his default alias until they reached Fire-Axe) and grunted the same introduction to the Captain of the vessel.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred:

The squire is still alive, you are able, in all those months you expend here, to really how he looks like. You can assume his exact appearance if you want. (I'll roll the disguise in secret)

Cardinal Thorn was genuinely surprised with the information you get out of the squire. He tried to make as if it was planned all along, but you are not so sure about that now.
Also, he did not let you kill the squire, and took him under his 'wing'. Even though he is weak and coward, he could be used.

Of the lad's parents you know they are minor nobles that have a state near the watch wall.

Of Lord Thomas, you know that for decades the savage north is trying to enter the good folk land, but the watch Tower is in the way. And it has been harder in those last years. Ever since Lord Thomas Havelyn has been set as commander, every attempt has met a gruesome end. His name is both a curse and a bad name to scare little monsters in the savage north.

Johan:

Cardinal Thorn looks at you with a smile and says "Yes my son, you just need to kill the lord and throw open the gates." you get the impression he is being a little sarcastic, because of what you heard from Timeon. Balentyne has about a hundred veteran guards, plus its captains. There's nothing simple as invading this place, kill its commander and open the gates.

You can take Grumblejack with you, but there's no way to disguise the fact he is a ogre. So you'll need to come up with some sort of cover up for him.

"Ehhh, a fat noble, a scarred orc and two more crew man? And what about that brute? This is not going to work. What if we get boarded by the naval patrol? Those scumbags are not so dumb to not notice something is amiss. What an ogre would be doing with a noble and an orc? You want to ruin this expedition even before we start? By the gods! That priest said he would send intelligent and good warriors to guard us all the way north!"


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan glares back at the captain, his tempter rising. The priest, your employer, told us he was hiring a competent captain and a fast ship, not a coward and scow! You do what you have been paid to - get us to the north, avoid patrols. We will do our part and kill anything you are inept enough not to avoid.


Male Hobgoblin Cavalier 1 (Fell Rider)

Half-Orc, not Orc, incidentally. If they are considered too monstrous Malgrim can be Human.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I know it's a half-orc, he is just insulting you calling you orc. You know, sometimes I get things right too.

"Ehh, so ye are the big talk. Ye must be one of those that think with his muscles rather than with his brain. So lassy, we depart, up to north, going for the most desert and unused route, carrying tons of cargo to smuggle north… This is what ye want to do right?" he spit in the ground with a disgusted face ”Can’t ye see lassy, that this is exactly what they want us to do? Those will be the most patrolled areas. Best course if to stay away from the coast, but within merchant route. And act as a merchant ship. Now lassy, since ye probably don’t have wits to understand what I just said, go ask one of your friends what to do. And get hid of that beauty there ”he says looking to Grumblejack ”there’s no way we sail north, carrying a free ogre as guest.” and then he adds as in a casual tone ”Be careful with who ye call coward lassy, after all, we have week’s worth of travel, alone, just us in the sea, if you are bright enough to understand what I mean.”

Kargeld Odenkirk is a heavy muscled man, in terms of strength he may be Johan equal. He is using hide armor over his normal clothes, and he carries a very well made great axe, lots of throwing axes and a great sword.
His sailors are more thugs than sailors; each carries a longsword, a shortsword and a shortbow. They use studded leather and a buckler.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred is careful not to get involved for concern of messing with Johans assertion of dominance. He stows his gear quickly but stays close at hand in case something breaks out.

Grimjack may well be a complication here, especially if we need any degree of subterfuge, thinks the ranger, and he'll eat and drink at a much higher rate... We'll go through rations pretty fast .

He mentally reviews all the information he can remember from the squire as well as his voice and speech patterns.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan listens to Kargeld's rant, jaw tightening and fingers twitching. It took every once of self control the Cardinal had taught him over the past five months not to launch this arrogant seafarer off the pier. I am a tool of the Dark Prince's will. I can weather this man's bluster. My face is cloaked in a disguise, and so to shall I disguise my heart. My wrath can wait.

Eldred watches in growing concern as Johan continues to stare stone faced at Kargeld for a moment that seemed to stretch out impossibly long, then Eldred witnessed Johan do something he had never seen him do before: His face splits into a wide toothy grin and he tilts back his head with a loud jovial laugh. Ha Ha! I like you captain! This will be a good voyage, I can tell! Johan clasps the other's shoulder warmly as he moves past him and onto the boat. Any man with that kind of pride in his craft must know what he's doing and is okay by me. And don't worry about the ogre, he calls back offhandedly, he's not free.

None of us are... he mutters once out earshot of the captain. The grin falls from his face like the discarded mask it was.

Johan spends the first few hours of their trip counselling Grumblejack on how to appear like a prisoner (just look down at your feet a lot and think sad thoughts. Like, uh, that time you accidently broke your favourite slave. Or um, if there were no more tin cans left to smash.), and why he should consent to do so ( Its like a game. We try to trick the Mitrans into coming as close as they can before you smash them)

Chewbacca and the stormtroopers gambit here we go...


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Actually not a bad idea... not great but not bad either


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Well, the only other thing I can think of is to lend him one of the circlets. He could be a benevolent elephant man or a circus gorilla or something

After spending time coaching Grumblejack Johanpokes around the boat to see what they could use to make Grumblejack look like a piece of cargo in a pinch - tarps, empty crates, netting, space below decks - then heads over to discuss things with the rest of the Nessian Knot. I hate to admit it but our blowhard captain is right - disguising the ogre is going to make things more difficult, but after the...incident... in Thorn's basement I'm loathe to leave him behind. Kargeld seems to think it likely that we will run into patrols at some point. I think I've talked the ogre into playing a prisoner if we do get boarded, but Eldred, since you're the one who will probably have to sell it, tell us how you want to run it.

brainstorming: Grumblejack the prisoner - Lord Balin of the knights of Alerion has captured this brute and tasked his squire Timeon(Eldred), along with some strong armed sellswords, to deliver him to the north. Why not just kill the ogre outright? Balin wants to deliver him broken and beaten to his people as a message never to trespass south of the wall. But he doesn't looked broken or beaten. Oh he will be, but really, you want to try dragging an ogre with two broken legs up and down a gangplank if you don't have? Or, more far fetched, We've turned him to our side and are inserting him as a double agent. Or, "Its a secret. We could tell you but then we'd have to kill you."


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim is ill at ease upon the boat. He had never been upon one before and he found the lack of room quite distressing. Not to mention the difficulties in performing martial routines when the ground beneath your feet was not even steady...

I have manacles to aid in any deception one might undertake; but they are not sized for a creature of his size.

Grumblejack is large, right?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Its a tough sell, he whispers doubtfully. If the captain of any crown vessel feels he wants to involve himself for a share of any imagined glory a mere squire has no rank to dissaude them. I'm for leaving him. It's my thought this is best won by subterfuge and cunning... The ogre has neither. I'll try if you want but it'll be tricky and he'll be useless fighting from a boat.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

If Balin is alive and suitably b@@~&$$#ted to we could have him write and seal a letter saying "Help my squire in any way you can in his mission to return home" and say we intend to free the boy. The wording can mean anything we want at that point


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Cool idea. Could we forge such a document?

Malgrim and Damien, could you guys sound off yea or nea on bringing the ogre? I really think we're going to need the firepower, but I'll go with the majority.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim is against bringing him.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien doesn't care either way, so long as Grumblejack doesn't blow our cover.

"Ugh, no sense of subterfuge," Damien shrugs when the captain questions his choice of disguise.

A fake hostage would have taken any would-be searchers off guard, but eh. May as well keep the guy happy with himself.

Damien steps away for a moment, purporting to go and change into a different disguise, and returns in a guise not unlike those of Eldred and Johan, that of a sailor, if on the larger side.

Eh. Poor man's clothing; I did not miss you.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Glad ye came to yer senses, lad. The trip is a long one, let us be off then!" says the captain.
The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and every one of you must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does stop a couple of times to hunt deer along the wilder part of the coasts.
It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower.
The Frosthamar is not swift so heavily-laden and averages about forty eight miles a day. It takes a week for the ship to pass along the settled coast of Talingarde passing the great city of Daveryn, the largest center of civilization along the western coast. Kargeld is quick to squash any talk of stopping there. “This is no pleasure cruise. Besides, I won’t get our cargo within a mile of a Talirean harbormaster.”
It is only when the ship gets into the far north just abound beyond the Watch Wall that the seas get dangerous.

Describe to me your actions and your daily routine in the Frosthamar. When you are done with describing, proceed to the events below.

Perception:
Damien: 1d20 - 1 ⇒ (16) - 1 = 15
Eldred: 1d20 + 6 ⇒ (11) + 6 = 17
Johan: 1d20 + 9 ⇒ (8) + 9 = 17
Malgrim: 1d20 + 9 ⇒ (12) + 9 = 21
Kargeld: 1d20 + 5 ⇒ (19) + 5 = 24

Close to the Watch Wall, you all see that a single small patrol ship spots the Frosthamar and sails towards her to investigate.

Kargeld grimly pairs down their options, “She’s seen us, sure as damnation. And there is no way the ‘Frosthamar’ will outrun her loaded like this. One look at our cargo and they’ll know us for exactly what we are – weapon smugglers.”

You have about 10 minutes until the ship get to Frosthmar. Describe your actions and how you’ll prepare to deal with the situation in the time you have.


Ogre

Earlier - Before you leave:

"Hum, then Fire eye un'. Grumblejack will stay here, playing with his slaves, and training as you said." says the ogre.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

On a daily basis Eldred takes his turn at the oars where needed, strengthening his arms, legs and shoulders, using the physical labour as a form of exercise. When not at oar, he questions crew and captain both on the craft and skills of the sea, or doing such body weight exercises as he can, keeping himself in fighting shape and trying to improve his strength.

He is also careful to maintain his appearance as Sir Balins squire.

On spotting the vessel, he checks himself against his memory of the squire and then turns to the captain.

I'll try to handle this. If I ask mention a reward, stick to a position that 'come hell or high tide' you are getting rewarded for rescuing me.

In the meantime friends, CAREFULLY cover the cargo in whatever you can do disguise the boxes in the few minutes we have left before they get too close to see what you are doing. Be ready to back up any story if challenged and if you aren't confident you can sell it, just act sullen and nod... hopefully we can avoid being boarded but if we are? Have a weapon at hand... If they get too suspicious I will ask them to take the ogre onboard - they'll need to come along side for sure - and we'll pirate them

He then moves to the side of the boat, looking confident and happy, as if the appearance of the vessel is the best of circumstances. He even gives a cheerful wave as it gets close enough to make out people.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Cool Eldred, but I was under the impression that Johan planned to leave the ogre behind. It's easy to add some more description should the ogre be in the boat. Just confirm for me and I'll adapt/add some more lines about him.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Doh!!! My bad. I was more referring to the cargo of boxes of weapons and forgot about the ogre not being along

When the ship is in hailing distance...

What ship? And what news of Ballentyne? - Mitra be praised but you're the first Kingdom men I've seen in near half a year!


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan's physical routine is similar to Eldred's, bur where Eldred takes time talking to the crew and learning the ways of seacraft, Johan remains detached and quiet. He watches Kargeld carefully, assessing his competence, learning his routines, looking for times that he is absent from deck, searching out his weaknesses. He also makes sure to live up to Kargeld's expectation of the as ship's guards, ensuring at least 1 member of the knot is on watch at all times Johan will take the midnight to dawn watch unless one of the others is better suited - never though I'd miss having a PC with darkvision/lowlight vision

Upon sighting the ship:

Johan rouses himself from a light sleep as Kargeld spots the incoming patrol ship. He nods in acknowledgement to Eldred's instruction and moves behind and to his side, trying to look relaxed.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim busied himself disguising the cargo as best he could, but quietly spoke to the others as the ship approached.

I have kept a pair of breakaway chains for such a contingency as this. Perhaps I should assume my true form and Eldred can concoct some story about me being broken by Talingarde; that I am providing information of some kind that you are verifying on behalf of Sir Balin. Perhaps enough attention can be drawn to me that they won't think to inspect the cargo. And if things do go awry, I can easily break them and join the fight.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

no... Lets stays as is, Eldred stays smiling.

Ready to battle word is "Crisis"... Attack now is "bird"


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim nodded assent. In matters of deception, the Hobgoblin knew he was generally found wanting.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien will spend most of his days at sea slacking about best he can, bored by the lack of anything interesting going on.

As the other ship draws into view, Damien approaches the other members of the party, waiting for a moment where no attention would be drawn to cast Message on each of them and whisper. "Might not be a bad thing if we got to a fight. It would save us some trouble later on..."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The other ship is smaller than the Frosthamar, a single masted fully-rigged pinnace only thirty feet long. Its name you can see now is “The Blade of St. Martius”.
There are thirteen men aboard the ship – a dozen sailors and the captain.
As soon as the ship gets close enough, the Talirean sailors begin shouting “Heave to in the name of the king!” Kargeld and his men comply, slowing the ship and awaiting the approach. Captain Sambryl and four armed sailors brandishing spears board the “Frosthamar”.

"I am Captain Sambryl and I demand to speak to whoever is in charge!" says he captain.

The captain wears a brestplate, a very well made longsword, a shortsword, a dagger, a heavy steel shield and a shortbow.

The sailors you can see uses a leather armor, a spear, a shortsword, a dagger and a shortbow.

After hearing Timeon question, he says again.
"I do not have time for this lad, tell me who is in charge, he says looking to Kargeld and Makoa"


Male Hobgoblin Cavalier 1 (Fell Rider)

You should address Lord Timeon with the respect his rank and lineage deserve. "Makoa" growled, stood at Eldred's shoulder.

DM, any use of Profession (Soldier) here? Is it normal for them to leap aboard weapons already drawn?

Profession (Soldier): 1d20 + 7 ⇒ (6) + 7 = 13


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Normally no, you know he is doing this because he is suspicious about something. You are a loaded foreign ship headed north, and its crew look very suspicious even from afar (to the captain it is).

"And who this 'Lord Timeon' be?"

Ah, just one thing I forgot to mention. The captain is a half elf. His crew has one dwarf and another half elf, the others are human.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I am squire Timeon, Son of Sir Dornas, and Lady Evelyn, the youth says with confidence. Late Squire of Sir Balin.

The Captain steers the boat but I am in command here.

Captain Sambryl, he muses, thinking.... Can't say I recall the name as someone my Father or family has a relationship with.

He dismisses the thought seemingly and presses on to matters at hand.

I've been captured by raiders some months ago. Sir Balin and I were taken and held prisoner. Luckly we were saved by the captain and the crew here, and promised reward, he takes me home.

Sir Balin sadly died in the rescue but we acquired some information about raids north that is important to get to Ballentyne. Information he swore that I ONLY deliver to Lord Thomas or failing that, Captain Mott.

Bluff + 9 (+11 vs the humans) 1d20 + 9 ⇒ (6) + 9 = 15
* Hoping for some sort of circumstance bonus


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Well - a return to the mediocre


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Well, half-elves count as humans, yes? so that bumps you to 17. Its a start.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic
Eldred wrote:
I've been captured by raiders some months ago. Sir Balin and I were taken and held prisoner. Luckly we were saved by the captain and the crew here, and promised reward, he takes me home.

"You're far too generous to the crew, young sir Timeon." A bulky sailor comments, setting down the barrel he had been carrying. "It was Sir Balin who was the true hero of your escape. We only happened to be in the right place at the right time."

Aid Another Bluff: 1d20 + 7 ⇒ (8) + 7 = 15


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Your story is a strange one Timeon, do you have any proof of your claims?" he look around the boat then says ”Even then, you said the good Captain is due to take you to the Watchwall bound by a reward…I would inspect his cargo, to give you free passage to the north.” says the captain.

He belive you are taking information to the north, and want proof of sir balin death. But he is not convinced about the ship and the cargo.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

There was the possibility of a letter raised in ooc a few posts ago... I take it that letter didnt happen? Even so, I think it boils down to this... A squire doesn't have enough rank here. Balin would have.

You are forcing my hand Captain, there is a 'crisis' at hand and I must bow to it.

He moves to the far side of the boat and waves the Captain over to him.

This must be 'eyes only', I'll not risk any one else getting a peek of it, he says earnestly.

Bluff 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12

f#~~ me! I really have to question my damn luck some days


Male Hobgoblin Cavalier 1 (Fell Rider)

Hearing the signal, Malgrim slowly reached for his whip...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The captain does not approach you when you walk in the boat; he stays in the same spot. "Your history does not have any credit 'Timeon'. You'll open those crates so we can inspect this ship cargo. If you do not comply" he says raising one hand. In response the four sailors that came with him ready their lances, and the others in the boat prepare their shortbows ”In the name of the king, I’ll have to force you.”


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Well then, come aboard, I am not the captain but if you need to inspect then inspect you will... , he waves them on nonchalantly but with annoyance as he moves deeper into the ship and towards the quarter deck.

Once they move further away from the edge of their own ship...

What the hells is that? That's no ordinary bird!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The captain goes to his soldiers, and by the look of it he was telling his soldiers to inspect the cargo, when Eldred said his last phrase.

Damien: 1d20 + 9 ⇒ (6) + 9 = 15
Eldred: 1d20 + 5 ⇒ (12) + 5 = 17
Johan: 1d20 + 6 ⇒ (12) + 6 = 18
Malgrim: 1d20 + 7 ⇒ (9) + 7 = 16
Kargeld: 1d20 ⇒ 13
Thugs1: 1d20 ⇒ 20
Thugs2: 1d20 ⇒ 6
Thugs3: 1d20 ⇒ 15
Thugs4: 1d20 ⇒ 19
Thugs5: 1d20 ⇒ 8
Thugs6: 1d20 ⇒ 9

Captain Sambryl: 1d20 + 2 ⇒ (13) + 2 = 15
Soldier1: 1d20 + 2 ⇒ (3) + 2 = 5
Soldier2: 1d20 + 2 ⇒ (18) + 2 = 20
Soldier3: 1d20 + 2 ⇒ (18) + 2 = 20
Soldier4: 1d20 + 2 ⇒ (11) + 2 = 13
Soldier5: 1d20 + 2 ⇒ (8) + 2 = 10
Soldier6: 1d20 + 2 ⇒ (11) + 2 = 13
Soldier7: 1d20 + 2 ⇒ (4) + 2 = 6
Soldier8: 1d20 + 2 ⇒ (11) + 2 = 13
Soldier9: 1d20 + 2 ⇒ (7) + 2 = 9
Soldier10: 1d20 + 2 ⇒ (4) + 2 = 6
Soldier11: 1d20 + 2 ⇒ (7) + 2 = 9
Soldier12: 1d20 + 2 ⇒ (4) + 2 = 6

The Frosthamar Combat

Round 1-

Ordered Initiative-

Soldier2 = 20
Soldier3 = 20
Thugs1 = 20
Thugs4 = 19
Johan = 18
Eldred = 17
Malgrim = 16
Damien = 15
Captain Sambryl = 15
Thugs3 = 15
Soldier4 = 13
Soldier8 = 13
Soldier6 = 13
Kargeld =13
Soldier5 = 10
Soldier9 = 9
Soldier11 = 9
Thugs5 = 8
Thugs6 = 9
Soldier7 = 6
Soldier10 = 6
Soldier12 = 6
Thugs2 = 6
Soldier1 = 5

Active Effects-

Map-

Link

Notes-

Okay, that is a bad combat for me, basically all the npcs act together.

Action-

The first ones in the battle will do nothing, since they do not know a battle is really to happen, and the thugs will not attack first (since they to do not know if the battle is to happen.)

Then You can post your action, In any order you want.

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Are you not tired of saving the princess?
In a fair land, were the good people live in peace. The Sun god watch over the good folk.
The good and just King see to everyone’s need…
All you need to do is forget all your previous belief, throw away your faith and only adore and pray to Mitra.

But I would see things differently. As last high priest of Asmodeus, I would burn Talingard to the ground; bring war and chaos to the same land that marked you forever as enemy of Mitra…
My agents fell short of one of their numbers; I seek now to enlist someone else with vengeance in his heart. But not a pointless, petty revenge. I seek someone who is fit to join my great plan and be my instrument of war.
Are you prepared to burn down Talingard?

===/===

Rules:

You will start at level four.
You will need to present your char concept and write up a background about your char, what was your crime and how you get caught. More than that, you were branded as Forsaken of Mitra, and sentenced to slave work until the time you die in the salt mines. Only that you were able to flee.
You will need to describe how you escaped the place.

A fair warning: Powerbuilds are not encouraged.

You can create your crunch and present it, but you are not required to create an alias for recruitment.
Stats:
25-point buy or Focus and Foible, your choice, no reroll.
Races:
Core races are encouraged, if you want to play anything else, your background need to have to be really well made to support your choice.
Classes:
No Gunslinger, Summoner, Samurai or any Playtest stuff. Paladins are banned classes. Anti-Paladin is allowed.
Alignment:
LE, you cannot be Neutral or Chaotic. If the class you want required one of those, you can assume the class will work with LE alignment.
Money: You will start with 1500gp.

The party consists for three players:
Eldred Crofter – Ranger(Urban)
Johan Hale – Inquistor
Malgrim Ironskin – Monk/Fighter

It would be good if you create your char considering the party balance.
I will choose the ones I like best and present then to the players and let then decide with whom they want to play.
I may recruit two players, but officially, this is recruitment for only one.

Recruitment will be open for 3 days (March, 5).

Any doubt drop me a line or send me a PM.
Looking forward to see your app. :)


sent you a PM already.

but looking at the rules looks like I am out...

why the summoner hatred on these boards?


will work on the backstory re-write first, crunch later.

can we roll first then decide to either take the rolls or use 25 point buy?


Sure. No problem with that.


shoot, I was viewing the map and meant to see what it was, I ended up moving the battlefield instead. I was thinking it was a drag the map, you know drag to view not drag to move didn't know it would drag the battlefield. Hopefully it can be fixed.


Con: 8
Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Charisma: 18

not bad equals a 34 point buy


DoubleGold wrote:
shoot, I was viewing the map and meant to see what it was, I ended up moving the battlefield instead. I was thinking it was a drag the map, you know drag to view not drag to move didn't know it would drag the battlefield. Hopefully it can be fixed.

Do not worry. It's not being used atm. :P

Ah, Forgot about something:

Two traits: One you choose, other from the Player Guide


Hrmmm. Looks as though you have Martial/Divine tolerably well covered. Might have some ideas for Magic/Skills. Actually, now that I think of it, One of my old characters would fit that almost perfectly.

Just how 'bad' are we expected to be? I realize PvP is right out, but how depraved are we expected to be? If NPC's go 'beyond the pale' for us is reconsidering our position allowable or even possible?


Very interested as well.

Focus: Cha
Foible: Wis

Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (2) + 7 = 9

A little bummed about the Int but very workable


Sounds cool

Focus: Cha
Foible: Dex
Str1d20 + 7 ⇒ (13) + 7 = 20
Con1d10 + 7 ⇒ (7) + 7 = 14
Wis1d10 + 7 ⇒ (10) + 7 = 17
Int1d10 + 7 ⇒ (6) + 7 = 13

Well, this could be neat.
I was thinking an oracle or cleric.
Human would make this even more nifty.

Dark Archive

Focus: Cha
Foible: Con
STR: 1d10 + 7 ⇒ (4) + 7 = 11
DEX: 1d10 + 7 ⇒ (3) + 7 = 10
WIS: 1d10 + 7 ⇒ (1) + 7 = 8
INT: 1d10 + 7 ⇒ (5) + 7 = 12

That is truly awful...


Yep, you would honestly be better off taking the 25 pt buy...


Interested. I'll get something up later.


Btw GM, how's the HP calculated? Roll or half +1 before their bonuses?


Actually, I'm swapping the focus and the foible around, so Wis is focus instead of foible and cha is foible instead of focus.

By the way, do the characters need to be devotees of Asmodeus? I have an idea for a follower of Barbatos but will twist him to the old goat if needed.


Chyrone wrote:

Sounds cool

Focus: Cha
Foible: Dex
Str1d20+7
Con1d10+7
Wis1d10+7
Int1d10+7

Well, this could be neat.
I was thinking an oracle or cleric.
Human would make this even more nifty.

Chyrone, you rolled a D20 for str.

Chyrone wrote:
Btw GM, how's the HP calculated? Roll or half +1 before their bonuses?

Max at first level, roll the others.

Cuàn wrote:
By the way, do the characters need to be devotees of Asmodeus? I have an idea for a follower of Barbatos but will twist him to the old goat if needed.

Heavily encouraged, but not mandatory;


Oh, oops.
Str1d10 + 7 ⇒ (8) + 7 = 15


I am thinking about a (fe)male? human int caster wizard or witch.


Focus Int 18
Foible Str 8

Dex 1d10 + 7 ⇒ (7) + 7 = 14
Con 1d10 + 7 ⇒ (6) + 7 = 13
Wis 1d10 + 7 ⇒ (4) + 7 = 11
Cha 1d10 + 7 ⇒ (1) + 7 = 8

Str 8
Dex 14
Con 13
Wis 11
Cha 8

Human Necromancer? I'll think on it and post more details later


If you'd be ok with it I'd like to shift things a bit.

Moving the 9, my last roll, from Int to Wis, making Int my Focus and keeping Cha as foil. The idea is to turn my character into an Alchemist.


1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 4


hp rolls:
1d8 + 2d6 ⇒ (8) + (2, 2) = 12

some other dice rolls:

1d10 ⇒ 4


Str: 8
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 18
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 1d10 + 7 ⇒ (8) + 7 = 15

I'm thinking of doing a Wizard of the Illusion school (Shadow subschool). Here's hit points.

1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 1


All right I'll throw my hat in. :D Apologies for the long background, I know you have a bunch of these to read.

Snedley Silversleeves:

The worst man in Talingarde is not a man at all, but a halfling.

Now having settled gracefully into middle age, Snedley was born to an impoverished halfling prostitute in Talingarde. His childhood was bleak, traumatic, and characterized by neglect and abuse. He grew into a wild, dangerous teenager noted for incredible aggression and ruthlessness. However, as a halfling in a city of humans he was physically dominated by all who met him and very quickly began to realize he had to use other tools to succeed.

His interest in magic came about while he was robbing a merchant's house and was almost killed by a magic missile the butler knew how to cast. While recovering, he became obsessed with the idea of casting spells. With a goal more established than just hurting people, he began to steal purposefully and dedicated himself to getting enough money to attend a wizard's college. After joining in with others on an incredibly dangerous heist of a wealthy family's vault, he murdered his co-conspirators in their sleep and boarded a ship to Korvosa.

There, enrolling in a school of wizardry, Snedley immediately ran into an environment of rules, learning, and patience. He hated it and only managed to avoid expulsion by blackmailing an instructor, having uncovered a flayleaf addiction. After his near-expulsion, he adjusted to the environment of the school and began to do quite well at his studies. Although he was a passable student, his real skill came in manipulating others. Through spying and carefully writing down all he saw, he managed to apply just the right pressure to others to ensure his own success at the school.

Upon graduating, Snedley returned to his home town to find his mother missing and the hovel he was raised in gone. Immediately he set to work, using illusions and enchantments to manipulate people towards his own ends. A blast from a color spray spell was enough to take out, and kill a small-time mafioso who controlled a poor neighborhood. Snedley put himself in charge, and involved himself in the drug trade. From there, things became easier.

For twenty years Snedley built his criminal empire, using his magic to unearth every dark secret in the town. He held nobility, knights, and others at his mercy - always careful to never push too far. Just enough to line his pockets a little more and to stay away from politics. Just a few months ago, he had a staff of twenty, thousands of gold in the bank, and a major plan under way to unearth a dark secret about King Markadian V himself.

Unfortunately, the affair he was convinced the King was having was a fabrication. After cruelly threatening a member of Lord Vastenus' family, the commander himself set a trap the halfling walked in to. Where he expected to find a royal tryst, he instead found a ring of guardsmen. In seconds, Snedley's empire turned to dust as he was tried, convicted, and sent to Branderscar to be transferred to the salt mines.

Stripped of everything, he was left to rot in the prison. However, his one saving grace were the spells left in his mind; invisibility and disguise. It was a simple enough manner to call for a guard, vanish, and wait for the door to open. Leaving the guard in a pool of her own blood, Snedley took the form of a dwarf he had seen patrolling the hallways. Always patient, he made a very slow exit of the prison and has now escaped.

Since then, Snedley is at large and has been busy searching out his scattered equipment and gold. His only goal now is to return to his power, and to destroy those who he feel wronged him.

Personality:

Snedley is smooth as silk, pleasant, charming, and utterly vile. He prefers to work within the structure of deals, rules, and formal etiquette which he feels he can manipulate to the best of his ability. He has a sharp tongue, quick wit, and when in a good mood has a light-hearted, if nasty sense of humour. However, his temper is quick to emerge and deadly once stoked. He is best when working with others, as he is well aware of his own physical limitations and happiest when somebody else is up front with a sword.

Crunch:

I am still working on Snedley's crunch and will use 25 point buy. LE alignment. I think he will be a rogue 1, wizard 3 to show how he's moved from one world to another and give him a wide, but shallow depth of different skills he can use. His wizard speciality will likely be illusion.

In a fight, I see him manipulating the battlefield through illusion spells and targeting and debilitating key opponents through various debuffs. Some battlefield control and utility. Snedley is less likely to use big blast spells.

Dark Archive

Think I'll abandon those rolls and go with 25pt buy.
Looking at Serpentine Blooded Sorcerer.


Hey, how are you?

Some asked me about Branderscar prison, what happened? Was it a grand escape causing allot of havoc?
Well, I think so! They are the butchers of Branderscar. Killed every one and all of the guards. Not even the servants survived.
Here and here.

For those that want to know more about Talingard, you can read here, under the Talingard spoiler.

Cuàn wrote:

If you'd be ok with it I'd like to shift things a bit.

Moving the 9, my last roll, from Int to Wis, making Int my Focus and keeping Cha as foil. The idea is to turn my character into an Alchemist.

Sure, no problem.


Thanks for the info, works well for what i had in mind.

Liked the burning down the prison bit, works well with my idea


I'll go for an oracle of the flame, with her mystery source being Doloras, the Whore Queen of pain. A fallen angel who joined Asmodeus in his revolt.

Personality:

Spoiler:

Delayla is a woman who takes pleasure in using her power to inflict pain.
She thinks society should be order, clear rules, those who don't adhere the rules should suffer.
Keen of wit and charm, but unforgiving, mercy is a thing for the softhearted.
Her healing skill can't just be used to help, but also torture while keeping someone alive.

In battle:
She isn't one to rush into the fray, but any who come close is sure to get a sample of fiery tempered woman. She will use healing, some buffing and use spells that are cruel or sadistic in nature.

I'll get her more detailed stuff up tonight.


Irnk, Dead-Eye's Prodigal wrote:

Hrmmm. Looks as though you have Martial/Divine tolerably well covered. Might have some ideas for Magic/Skills. Actually, now that I think of it, One of my old characters would fit that almost perfectly.

Just how 'bad' are we expected to be? I realize PvP is right out, but how depraved are we expected to be? If NPC's go 'beyond the pale' for us is reconsidering our position allowable or even possible?

You can be Bad to the Bone, but most of the times, your success depends on you being able to pass unnoticed. Being evil for evil sake is something I am trying to avoid in this game. Why would you steal the lollipop from the child when you can kill its father? Destroy its family? Kill all his friends and let it to suffer, alone and afraid?

Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains need to torture someone. And why shouldn’t you? You’re villains after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.
A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell.
“And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.
The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should the game. Instead, roll an intimidation skill check. Then cut back to the villain emerging from the cell.
“Her resistance to the mind probe is considerable,” our villain was forced to admit. Failure.
Even the greatest of dark lords have their bad days.


some more HP rolls:

(might be changing classes a bit)

1d8 ⇒ 8
1d10 ⇒ 9

DM Aku...I am trying to build a story with the character back ground. does length make any difference? (attempting to detail the character's escape from the prison to coincide with the the party burning it to the ground).


Focus-Foible Method

Focus: Intelligence
Foible: Dexterity

Str: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Cha: 1d10 + 7 ⇒ (3) + 7 = 10


Hp rolls:

Spoiler:

Hp gain lvl 2: 1d8 + 3 ⇒ (4) + 3 = 7
Hp gain lvl 3: 1d8 + 3 ⇒ (6) + 3 = 9
Hp gain lvl 4: 1d8 + 3 ⇒ (4) + 3 = 7

1hp on fav class and +2 con.


ok have a story and it will most likely cause the submission to be rejected (I have a bad habit of creating long and elaborate stories for my characters.)

I am still working on the story for one of my rogue characters (he's already in a game but I am up to chapter 6 in the story with more to come)

anyway even if not accepted at least you can have a fun read.

Little Orphan Annie:

"Brown bear, brown bear, what do you see! hehehe!" Annie giggled as she danced around with her toy bear Tibbers in the forest behind her home off the main trails around the northern Shudderwood. Annie plopped down on her small wooden chair her father had made for her and set Tibbers down in front of her. Annie set down her tea set on the tree stump in front of her.

"Look Tibbers!" Annie held the teapot in her hands and closed her eyes. "Mmmm WAH!" The teapot let out a friendly whistle as steam rose from the top. Annie poured herself and Tibbers a glass and smiled mischievously at her bear.

"Tibbeeeeers are you hiding the honey again?" Annie said with a smile. She reached behind her toy bear and brought out a small bottle of honey. "Oh you silly bear, don't worry I'll give you extra!"

Annie couldn't have been happier with her tea party and favorite guest Tibbers. As a matter of fact so happy she forgot how long she had been out.

"Oh Tibbers mommy is not going to be happy with us." Annie said looking worried. She quickly grabbed Tibbers and started running back to her house.

A Noxian Demon in the Heartlands? Not since the destruction of the Gray Order. The hooded and cloaked figure slowly walked amongst the settlements founded by the old Order slowly navigating themselves towards the unsavory area of town. The figure walked into a nearby tavern and took a seat at the bar.

"What'll it be stranger?" The bartender asked trying to peer under the patron’s hood to make out a face.

The stranger didn't say anything but just slipped the barkeep a note and an envelope.

"Ah alright." The bartender pocketed the envelope and beckoned over two mercenaries that were sitting in the corner of the tavern. The two got up and followed the stranger out of the tavern. Outside in the alleyway the mercenaries looked the hooded stranger up and down. Then they looked inside the envelope they were each handed. After smiling approvingly at the sum inside they walked off towards the Hastur residence.

"This is it man this is our big break." One mercenary said to the other nervously. "We just drop these summoning stones inside the house and no more scrappin’ for money."

"Shut up and cover your face!" The other said in a hushed whisper, "if that Gregori Hastur fellow is really as good as he's supposed to be we're DEAD MEN if they see us."

Night was already falling when they arrived on the hill with the Hastur residence. Only one light was on in the upper story window and the back gate was open. The mercenaries walked up along the side window and slowly lifted the latches.

"Hey Charles these void stones from that Demon feller will deal with the wizards inside so I got to thinkin that while they are busy with that why don't we see if we can get our hands on anything inside. These wizard folk always have all sorts of them magic items that we could sell off in the market ye?" The mercenary said excitedly.

"Alright we'll see throw those void stones inside and we'll sneak into the other window." The one called Charles instructed.

The two mercenaries dropped the two violet void stones they were given inside the window and ran to the far side of the house.

Gregori and Amoline were upstairs in the study reading from their collection of tomes and scrolls. They would have been too focused in their work to notice the crackling of summoning stones just one floor below them. Nor they would have noticed the demon that was lurching its way out of the temporary portal to the stones opened. They wouldn't have heard the beast dropping its clawed feet onto the wood floor and stretching its sickle hands into the air. Little did they know the foul stench of human only further enraged it and the taste of magic only empowered the being. The powerful mages would have been prepared for the beast crawling up the stairs. But that is the price of the endless pursuit of knowledge for the only things the mercenaries heard were the sounds of rippling bolts of magical energy and tearing of flesh; afterwards only the latter could be heard.

While the beast was quietly feasting on its new meal it did not smell the two mercenaries sneak into the house… but that is the price of an insatiable desire for flesh. But most importantly neither the beast nor the two now would be thieves noticed a little girl entering through the back door coming home after a long day of play.

As Annie slowly creaked her back door open she could sense something was amiss, "Mommy..." her call went unanswered, "Daddy?" silence. She clutched Tibbers tightly against her side. Annie let out a little whimper as she saw the entire first floor ransacked. The drawers were emptied and the shelves were all knocked over. The trembling little Annie flicked her finger to all lamps into the room lighting the area. Annie stood in place and looked around there were bloodied foot prints all around her some human some a shape she had never seen before.

"Mommy...?" Annie called. Then a single drop of blood fell from the floorboards above her and landed on Annie's cheek. The thing about frightened little children with immense power is that when their emotions are unstable so is their power. Annie's eyes lit up with flame and a molten sphere formed around her. She started giggling uncontrollably.

"Come out; come out where ever you are." Annie chirped as she hurled a fireball towards the closet door, blowing it off its hinges. As the smoke cleared Annie witnessed a man hunched over on the floor of the closet trembling as he tried to keep his partner from bleeding. There were vorpal spikes protruding from the mercenary lying on the floor, each infected wound bleeding profusely.

"Dammit Charles...ah jeez I'm so sorry man, just stop bleeding..." He looked up to Annie that was beaming as if she found a new toy.

"Have you seen my bear Tibbers?" She asked the mercenary and before he could answer a sickle claw burst through the side of the closet wall and dragged the screaming mercenary away. Annie giggled with glee thinking they were now playing hide and seek. Annie loved to play that game.

As Annie skipped over to the closet closer to the sound of gurgled screams she stepped over the dying mercenary and peered into the hole where the other one was just dragged through.

"I found you!" Annie said happily, "come out and play...heeheehee...don't make me hurt you!" Annie said in a sing song voice. Disappointed when nobody answered Annie rushed up the stairs to tell mommy about her new friends. When she opened the door to the study she didn't find her parents. What used to be a neat and orderly room was littered with scorch marks and blood. Annie slowly walked over to her mother's favorite chair and picked up the purple riding hood she always wore. Annie slowly started to sob. The child slowly came to the realization of what could have happened and this made her very angry.

Annie began to wail, kick and scream her tantrums causing the furniture around her to spontaneously combust.

"MOMMYYYY!!!" She yelled through her tears. Her cry did not fall on deaf ears, as she looked up she saw the beast staring right at her mouth agape from the door. Its glowing eyes and fangs dripping with blood hungered for her. Annie hurled a fireball at the beast which glanced off its plated back. The now irritated monster lunged for Annie and inches from her face let out a feral scream that would have silenced any normal human but Annie only screamed back at it. Almost on cue a Tibbers tore away from Annie's hand and grew into the feral bear. It lunged onto the beast and ferociously bit into the beast neck as the void creature tore into Tibbers with its own fangs and claws.

The louder Annie screamed the larger the flames emanating from Tibber’s body engulfed the two beasts, locked in a death struggle. Annie thinking the two were dancing wiped away her tears and skipped around the two as they tore at each other. In her delight Annie hurled balls of flame in all directions as her entire house was ablaze. She was the conductor of a fiery opera her hands waving madly as fire sprung from her palms and all around her.

"Ring around the rosy, a pocket full of posies, ashes, ashes, Your all Gonna BURN!!!" Annie shouted gleefully as the burning house started crumbling about her.

The house burned through the moonlight with the roars of Tibbers and the beast slowly dying down as the night passed on. The fires slowly turned to ash when there was no more left to burn. The burnt wood and smoking embers were all that was left of the Hastur residence. A hooded and cloaked character, The markings of Asmodeous cleverly hidden among his clothing, walks up to the wreckage and surveys the damage.

As the cloaked figure walks up the charred steps, stops and stares, at an unfamiliar sight, in the middle of everything; There lying in the middle of the wreckage was a little girl quietly sleeping while sucking on her thumb and holding a burnt stuffed bear by her side. Behind her lies what was the charred remains of a giant beast with its arms and legs torn from its body.

The figure chuckles, what is this, he wondered. A little child had slain the mighty Cho'gath? He bent over and picked up a small violet riding hood that was next to the sleeping girl, then slowly placed it on Annie's head and brought down the ends and tied it in a neat bow under her chin. He then turned to go “It’s not your time yet dark child, but I will have my eyes on you. You have yet one more test to pass.

The figure was startled by the sound of approaching footsteps. “Your next test begins now dark Child” he whispered. And with a wave of his hand he vanished along with the remains of the Demon Cho’gath.

“There!” One of the approaching soldiers exclaimed, seeing the charred remains of the manor. The soldiers, each bearing the symbols of Mitra. Looking over the wreckage, the soldiers come across the same scene. But this time, Annie stirs slowly waking.

“Captain!” one of the men yells “a little girl, she somehow managed to survive.” Soon the Guard captain arrives. Stooping down to see who this girl is, the Captain’s eyes grow wide. “this is no little girl” he says. With a wave of his hands and some arcane words the illusionary veil is removed. Annie is not the innocent little child but a gnome, a lava gnome, practitioner of arcane arts born of fire.

“This is our lucky day, It would seem we have finally caught you. In the name of Mitra and the Kingdom of Talingarde, I place you under arrest for the crimes of Fraud, Arson, and most likely the Murder of the Hastur family of the House Barca.

Annie slowly stood, looking for her bear, “Tibbers?” she wearily asks. Knowing that Tibbers cannot help her now, the energy spent, her magic gone. Removed of her bear and of her remaining magic Annie is carted off to Branderscar Prison, Sentenced to Death by fire.

Annie was only in prison for 2 days. She was drugged and kept in a state unable to use any of her magic. But she did manage to entice a guard to not administer her “treatment”. The guard took pitty on her, he fell for her guise. Surely a child could cause no harm.

But that ploy did not go far, a commotion started brewing; guards summoned from all parts of the prison to aid in suppressing an uprising. Fortunately for Annie, the commotion was just the distraction she needed. A repeated blast of fire, over and over and over, the anchor getting hotter and hotter, weakening them, but still they held fast. Annie tugged and pulled, she needed to be free.

Finally, just as her resolve was about to weaken she heard the familiar sounds of fire engulfing the prison. She sat a moment, mesmerized by the sounds; soon she realized that she was not trapped alone. She closed her eyes and whispered what seemed like a prayer. She had read of this Asmodeus during her time with the Hasturs, she only pretended to care, she only wanted to learn their power. And learn she did. Asmodeus proved to be a patron she could relate to.

Her prayer turned into a spell, and as the flames raged outside her stone cell, a creature formed of both fire and stone emerged. Doing her bidding, the magma elemental released her from her bonds. (it was at this point she leveled up and gained the ability to use summon monster 2 to gain a small elemental.)

Among the ruins Annie found Tibbers, lying among some fallen rubble. “Tibbers!!!” she yells with excitement. Rushing over to retrieve her friend and companion. Hugging the stuffed bear, Annie reveled in the burning prison, adding to the fire with her own bursts of flame. Again dancing like the night she was captured.

As the ones that started the turmoil head out, perhaps it was just the wind fanning the flames, or perhaps it was just their imagination…

“Ring-a-round the Rosie,
A pocket full of posies,
Ashes! Ashes!
Your all gonna BURN! “

Additional notes:
Little Orphan Annie is a gnome that plays the human child having found it easier to obtain free meals and free lodging. Many families take her in and most have left her back at various orphanages or just left on the street for one reason or another. (The Fraud charges)

The Hastur’s were the latest to take her in and she has been with them for a while. Annie learned to better control her magic through them. They were, after all, both wizards. But they were also scholars of the denizens of the hells. They possessed many books and conducted research into the destruction of evil cults. Annie liked this, she knew they held the key to her gaining power.

The plan was simple, get what knowledge she could and then see to their demise in an unfortunate accident. Well, all that did happen but not entirely as she had planned (the Arson charges, along with murder)

The hooded figure in this story could be a priest of Asmodeous maybe even the Cardinal Adrastus Thorn


Hey! Thanks for you interest! Daily update:

Applications so far:
Annie – Class: Sorcerer/Summoner - Complete: No?
Chyrone – Class: Oracle - Complete:No
Niles – Class: Necromancer – Complete: No
Cuàn – Class:Alchemist? – Complete: No
YanJieming – Class: Wizard – Complete: No
Snedley Silversleeves – Class: Rogue/Wizard – Complete: No?
Spinningdice – Class: Sorcerer – Complete: No
Artorius Pavo – Class: ? – Complete: No

Recruitment days remaining: 2

Drop me a line if I got something wrong.

Aku


Delayla is ready to be unleashed upon the do-gooders.
Inventory can be adjusted if she's picked.

Spoiler:

Delayla
Human Oracle 4
LE
--------------------
DEFENSE
--------------------
AC: 18,10,18
Hp 34 (4d8+12)
AC 18 (+6 armor, +2 shield)
--------------------

OFFENSE:
Melee:
-Mwk. Scorpion Whip +6 (1d4+2/x2), 15ft range.
-Kukri +5 (1d4+2/18-20 x2)
-Dagger +5 (1d4+2/19-20 x2)
-Mwk. Mace, Heavy +6 (1d8+2/x2)
--------------------
Gear:

15str=66lbs light
Mwk. Breastplate +6 500gp 30lbs
Shield, heavy wooden +2 7gp 10lbs
Mwk. Scorpion Whip 305gp 3lbs
Kukri 8gp 2lbs
Dagger 2gp 1lbs
Mwk. Mace, Heavy 312gp 8lbs
Potion of CLW x1 50gp 1lbs
Backpack, common 50gp 2lbs
Lamp oil x2 2sp 2lbs

Total 59lbs
Total 1234gp 2sp
--------------------
Initiative +0
--------------------
Save rolls: Fort: +3, Ref +0(1-1), Will +7(+9 if vs divine spells)
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Cha

Str 15, Dex 8, Con 14, Int 13, Wis 17, Cha 20(18+2)
BaB +3, CMB +5(+7 at disarm); CMD 14
Feats:
-Extra Revelation
-Exotic weapon proficiency: Scorpion whip.
Traits:
-Arson: Whenever you score critical with a fire attack, add +2 fire dmg to that dmg.
-Disdainful Defender: You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Skill ranks, total:
-Diplomacy 3 (+11)
-Heal 3 (+9)
-Intimidate 4 (+12) (Gained from Flame Mystery)
-Kn. Planes 2 (+6)
-Kn. Religion 2 (+6)
-Perform 4 (+12)[Act, for Bluff and Disguise] (Gained from flame mystery)
-Sense Motive 4 (+9)
-Spellcraft 2 (+6)

Skillpoints per lvl 6(4+1+1racial int)
Languages: Common, Infernal.

Crime: Arson

Spells

Spoiler:

Spells per day
Lvl 1 x8
Lvl 2 x2

Spells known from oracle:
Cantrips x6: Bleed, Detect Magic, Guidance, Light, Resistance, Spark
Lvl 1 x3 (DC16): Burning Disarm, infernal Healing, Murderous Command
Lvl 2 x1: Protection from Good

Oracle choice: either choose for all "cure" or "inflict" spells as auto learned when able. Chosen: Cure

Curse: Haunted
Bonus spells from curse:
Lvl 0: Ghost Sound, Mage Hand

Mystery: Flame
Bonus spells from mystery:
-Lvl 1: Burning Hands DC 16 (Reflex for half), 1d4 fire/caster lvl
-Lvl 2: Resist Energy (10 min/lvl, resist energy 10 vs a chosen energy)

Revelations:
-Lvl 1: Firebreath 1/day, DC17, 4d4 fire dmg. [As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.]
-Lvl 3: Touch of Flame 8/day, DC 17, 2d6+2 fire dmg. [As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.]
-Extra from feat: Burning Magic, DC17. [Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.]

Biography and prison-break history

Spoiler:

Delayla, said as Dee-lai-la, a young woman with a taste for sadistic revenge.
At a young age she was still a pretty normal girl. As she turned 15 her troubles began. She hated her aunt Donna. She spat upon the carriage, but her spit was a breath of flame, setting her aunt's carriage ablaze.
Being grounded the same night, she started to hear a voice that told her the fire was a gift and not something to ignore. The ghostly voice didn't leave her alone, attracting attention on occasion, displacing small objects. Something she had learned eventually from this visitor.
She was shunned for her fiery powers, rejected by anyone. "You don't belong here, leave!".."Fire powers, she must be a worshiper of Asmodeus, only an evil god would embrace such powers."

She had befriended two sisters from a Chelaxian family. Delayla did get to know about Asmodeus, but hadn't really had interest at that time.
As more of her powers manifested, the family hinted this could be a blessing from the infernal planes.

Eventually came the rise of Mitra and the extermination of followers of neutral and evil aligned deities. Followers of this do-gooder god hunting non-believers. Delayla saw how a group of men, led by a fat priest and zealous paladin. They zealously killed the father, raped and enslaved the mother and daughters. She tried to resist, but to little avail. She was whipped down and taken along for being at the house and resisting "divine justice".

In custody, she was whipped as punishment since she wasn't a worshiper of Asmodeus. The other 3 women weren't so lucky. When Delayla found out where they were held, they turned out to be killed, burnt at the stake.
"By fire be purged.", was what the paladin said.
The ghost commented she should use her power to exact revenge upon those responsible. During the following years, she became versed in using her beauty to lure men in so she could torment them into giving information. The oppressors deserve no mercy. She found the paladin eventually in a tavern. Disguised with a wig and cloak, she got him outside. Seducing him into a kiss, she exhaled her entire airsupply in the kiss, burning the man alive from within. "The irony, huh Mitran?"
She narrowly got away. She resented all the wrong order that was being imposed, she hated it with a fiery passion.

Arson..
On he 20th birthday she discovered the fat priest was holding a sermon for his fellow clerics and paladins at a newly erected church.
She waited for the door to be closed, the time to strike was there.
She melted the iron middle of the door shut. Wrapping a firm stone in loth, she set it ablaze and tossed it through the window, lighting up the banners. As the banners caught fire, so did the wooden support of the structure. The masses couldn't escape the inferno that ensued, the screams of many faded as the fire went on. 100 people died in the fire.
This time she didn't get away, having spent her power had left her somewhat tired and she was taken into custody. Tried and condemned to the heavy prison, the future was looking bleak.

Time to get out..
The young woman was brooding on her escape. Imprisoned by so-called followers of goodness, they deserved to die.
The moment came when the two guards who were near her cell were alerted by a loud noise. One took off to check it out, but never came back. She casted Mage hand and took away the cell-door's key from the table. Opening up, the surprised guard soon had two flaming hands covering his face and the back of his head, scorching his head till he went numb and fell down. Anarchy and fire was in the prison. Many lay dead, either butchered or burnt. She cast resist energy [fire] on herself, moving effortlessly past the flames, eventually finding the exit.
She stumbled upon a small enclave of Asmodeus worshipers. The elder welcomed her.
<"Child, have you come from the prison?>"
"Yes, and i am sick of those Mitran bastards.", she screamed into the air and exhaled the brightest fire yet.
<"Child, if you've been sent there and hate them that much, would you accept the teachings of the Dark Prince? He welcomes those with your quality, no oppression, just order.">
A wicked smile on her face, "After all i've been through, yes, indulge me old man.".....
She trained in use of armored combat along with her magic while with the enclave. Her favorite weapon, the scorpion whip, a whip with exquisite sharp additions. Additions with which one could more inflict pain as well as nasty tricks.

Appearance

Spoiler:

Delayla is a graceful looking young woman with long blonde hair, partially kept together at the back. Her looks are one of her valuable features, being able to smooth-talk through a lot of situations.
She wears a breastplate and carries a wooden shield. Her scorpion whip is hanging on the right side of her belt.


If possible I would like to revise my submission (Artorius Pavo) to Fet the false-hearted. I sent a PM.


Withdrawing


Snedley is incomplete. I'll have crunch up tonight.


I am also withdrawing, I can't come up with any good backstory.


DeMondes Uriostigui presents himself to be judged, though I chuckle at the irony. I will march to the salt mines bemused by a kingdom which actively persecutes its strongest and most talented citizens. I will survive. I will THRIVE! The weak will choke on their own mush.

The men I slew - we are blessed to be rid of them, they died in honest combat, proof they were not fit to lead, that they had insulted their betters. You sneer that I took money, that I am just a hired wand. I am the hand of evolution. If I was not meant to kill those men, they would have slain me in their stead. Judge me Talingard. Judge the symptoms of this land's inevitable decay and demise. I will be back when strength is a virtue again!

DeMondes Uriostigui is a disgraced hired wizard duelist who slew the wrong officer at the wrong time and stands unapologetic for the crime.

Scores.

Wisdom 8
Str 1d10 + 7 ⇒ (7) + 7 = 14
Dex 1d10 + 7 ⇒ (8) + 7 = 15
Con 1d10 + 7 ⇒ (6) + 7 = 13
Cha 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence 18

Hit points
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 2

Background and stats to come. One question, can we take a flaw for an additional trait?


He'll be an Alchemist yeah, Beastmorph/Vivisectionist to be precise

HP:
1d8 ⇒ 4
1d8 ⇒ 5
1d8 ⇒ 3


Dolarre wrote:


Background and stats to come. One question, can we take a flaw for an additional trait?

Hey, thanks for your app.

No drawbacks allowed.


Hmm....I'll try to think of something. I rather like the idea of an evil bard...it always seems to be a good route.

Wisdom 8
Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (6) + 7 = 13


Holy hell....Gonna go 25 point build thanks to those terrible rolls.

Dhamphir Sandman LE
Str 14
Dex 16
Con 12
Int 13
Wis 10
Cha 18 (+1 from level 4)

I'll bring in the backstory when I can come up with it. Should be by tomorrow. Deity will be Asmodeus

Hp: 1d8 + 1 ⇒ (2) + 1 = 3
Hp: 1d8 + 1 ⇒ (6) + 1 = 7
Hp: 1d8 + 1 ⇒ (1) + 1 = 2

Below average...damn the die are greedy again me today. Oh well


I'll do the shopping for Snedley if he gets the green light. Otherwise, here he is! Rogue at level one, illusionist for the rest.

HP: 1d6 + 2 ⇒ (1) + 2 = 3
Hp: 1d6 + 2 ⇒ (6) + 2 = 8
Hp: 1d6 + 2 ⇒ (1) + 2 = 3

Snedley:

Snedley Silversleeves
Male Halfling Rogue 1/Wizard 3
LE Small humanoid (halfling)
Init +6; Senses Perception +8

--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24
Fort +4, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Special Attacks sneak attack +1d6
Wizard Spells Prepared (CL 3rd; concentration +6):
2nd—detect thoughts (DC 15), invisibility [S], web (DC 15)
1st—charm person (DC 14), color spray (DC 14), mage armor, silent image [S] (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), mage hand, prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 11
Feats Combat Casting, Improved Initiative, Scribe Scroll
Skills Acrobatics +1 (-7 jump), Appraise +8, Bluff +9, Climb -2, Diplomacy +9, Intimidate +7, Knowledge (arcana) +10, Knowledge (local) +10, Perception +8 (+9 to locate traps), Sense Motive +5, Spellcraft +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ arcane bonds (arcane bond [object]), blinding ray, extended illusions, opposition schools (abjuration, evocation), specialized schools (illusion), trapfinding +1

Other Gear 1,500 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Necromancy You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fearless +2 racial bonus vs Fear saves.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps.


Grr...I'm waffling a bit, thinking Antipaladin instead.
Do you allow the Black Knight Archetype? I know it's not a normal archetype but there is but one paizo made archetype unfortunately.

It is from a A Tome of Wicked Things


Here is my anti paladin I made for a different WotW campaign which fizzled after a few fights due to RL issues. Backstory up, let me know what you think.

Wealth?

May I keep previously rolled stats or would you like to to reroll?


I hereby recant my decision to withdraw.

Here is my character, a future Diabolist

Unnamed Wizard 4:

Picture for reference
Male Human Wizard 4
LE medium humanoid
Init +2 Senses Normal Vision Perception +5
DEFENSE
AC 12, touch 12, flat-footed 10
hp 28
Fort 3 ,Ref 3 ,Will 4
OFFENSE
Speed 30 ft
Melee Masterwork Club [Gem topped Cane] +2 (1d6-1/x2)
Space 5 Reach 5
STATISTICS
STR 8 DEX 14 CON 14 INT 20 WIS 11 CHA 8
Base Atk 2 Grp10
Feats Spell Focus (Conjuration), Augment Summoning, Combat Casting
Skills Appraise +9, Bluff -1, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +13, Knowledge (religion) +11, Linguistics +10, Perception +3, Spellcraft +12
Languages Common, Orc, Infernal, Abyssal, Ignan, Sylvan
Gear Masterwork Club

Monies Spent: 300GP on Gem Topped Cane [Mw club] 750GP on 5 2nd level scrolls to add to spellbook. 450GP remaining, saving for a scroll of Lesser Planar Binding which is lvl 5 and costs 1125GP.

Human Traits (Core 27)

• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Favorite Class Options
• Add 4 spell known from the wizard spell list. This spell must be at least one level below the highest spell level the wizard can cast.

Traits

• Consorting with the Dark Powers
(Witchcraft) (Custom): 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!
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.
• Diabolical Dabbler (CHE 19): Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Class Features

Benefits of Familiar
• You gain +3 on Appraise checks*
• Alertness (Ex) (Core 83): The familiar provides you with the Alertness Feat
• Empathic Link (Su) (Core 83): The master can communicate empathetically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
• Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Unarmed Strike; Pistol, dagger (melee attack)
• Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Raven)
• Arcane School (Core 79): You are a specialist in arcane spells of the Conjuration spell school. Your prohibited schools are: Enchantment Evocation

• Summoner's Charm (Su) (Core 80): Whenever you cast a conjuration (summoning) spell, increase the duration by 2 rounds.
• Acid Dart (Sp) (Core 80): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+2 pointsof acid damage. You can use this ability 8 times a day. This attack ignores spell resistance.
Feats

• Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
• Augment Summoning (Core 118): Each creature you conjurewith any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

• Combat Casting (Core 119): You get a +4 bonus on concentration checks* when casting on the defensive or while grappled

• Scribe Scroll (Core 132): You can create a scroll of any spell you know

• Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*

This wizard was a noble born human from the city. His family enrolled him in the most prestigious Arcane University in the kingdom and he began his studies at a young age. All was great in the world, but secretly this young man yearned for more. His world changed when he "discovered" a book of forbidden knowledge detailing the way to summon a minor devil from Hell itself. This was what he had been waiting for, excitedly he studied this book for weeks until he could recite pages of it from memory. This book was titled "Diabolas Lexicarum Asomdean" and was a holy book inscribed with Asmodean teachings as well as arcane passages. Finally, the day arrived after years of study, and he was ready to summon the Devil with which to make his pact. Power in return for eternal servitude. Just as he finished the ritual and the Devil arrived, the door to his chambers was burst into and in comes famed Witch Hunter Sir Balin of Karfield May Mitra have mercy upon your wretched, damned soul. was all that was said, the Devil was sent back, the ritual was ruined and the wizard lost his first chance at true power. He now burns for revenge against Balin and his Mitra, he will have his revenge and attain a compact with Hell itself in order to attain this power.

His time in the prison was short, he was only incarcerated days before the uprising and massacre. He had magics available to him though, and he spent some time invisibly skulking about watching the prisoners rise up, watching and waiting for his moment. Until a being spoke to him from the darkness Come, meet us, it was I who gave you the book. Hell watches you and approves but only of those who can earn that approval. Your task is not finished.

With that the wizard left in search of the prisoners and the voice in the darkness.

Notes on backstory, my characters name is left vague because I haven't yet made an alias and I'm thinking of recycling an old alias. My character names are all similar anyways. I didn't use any place names or personages other than the one in the campaign trait, that is because I am very unfamiliar with the setting. I did make a few assumptions based on what GM Aku posted though, mostly about there being an arcane university and being noble, although that can mean almost anything really. Also, the voice and devil can be almost anything the GM wants it to be, or nothing it all. It could all be in the characters head. Thanks for reading all my ramble, hopefully see you in game.


Will try and get Krixus ready. Half Orc Scared Witchdoctor.

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