Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
After the date and at the meeting, Piper looks at the map. He writes: "A lengthy trip, to be sure. No doubt you'll guide us just fine. Who'll be accompanying us on the trip?"'Now, let's see what I can remember...'
"I generally run a small caravan. I currently have three wagons ready - a covered one for passengers, an uncovered one for cargo and supplies, one for Mother Koya. I will drive one and my two drivers, Bevelek and Vankor, will handle the others. That leaves the five of you and Ameiko to ride on the covered wagon or on horse." he says, nodding at Masamune.
"Make that "six of you". I'm coming as well," Shalelu says as she strides into the common room and drops her pack on the floor at her bench as she sits down.
Ameiko's face lights up as Shalelu throws her lot in with the caravan. "I was hoping you would join us. I would have asked, but I did not want to make my family burden yours as well."
"It is no burden. Sandpoint does not need my protection as much as it once did. Sheriff Hemlock has most things well in hand. Besides, I think there are others who would appreciate such protection as I can offer more." Shalelu directs the comment at Ameiko, but her eyes also flick toward Alara.
Piper searches his memories for stories he has heard of the lands north of Sandpoint...
Parts of the journey will pass through territories of two different Shoanti tribes - the Shriikirri-Quah (Hawk clan) and the Tamiir-Quah (Wind clan). Native Varisians are generally on good terms with both, although the Wind clan youths will sometimes raid caravans in adolescent shows of bravado - most such raids are not intended to cause much harm and are mainly for bragging rights. Sandru has rarely had any trouble with either.
Of the towns on the route, Ravenmoor has the mildest reputation as an insular, bucolic village. Wolf's Ear, while not currently notorious, was once a haven for lycanthropes - all driven out when Magnimar asserted authority over the region. Roderic's Cove, now under the domination of Riddleport, was once known for being a long-term holdout against Riddleport's criminal influence. Things are currently mostly peaceful there, but the locals are known to be quite resentful of their current bosses.
Once past the towns, the caravan will go through the Velashu Uplands where the locals raise some of the finest horses available in the region.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper smiles as Shalelu throws her (figurative) hat into the group. He writes: 'Glad to have you aboard, Shalelu. No doubt, your hunting skills and your knowledge will be much appreciated.'
Diplomacy to boost relationship score with Shalelu:1d20 + 8 ⇒ (12) + 8 = 20
He writes: 'For those of us who are unfamiliar with the area, here's what to expect." With one hand at the chalkboard and another at the map, Piper begins his analysis. He circles two areas on the map. He writes: 'These two areas are Shoanti territories. The Shriikirri-Quah or the Hawk clan and the Tamiir-Quah, also known as the Wind Clan. The native Varisians are on good terms with the two Quahs. But some younger Wind clan members will sometimes attack caravans; mainly for bragging rights. Though, Sandru's caravans have had little trouble with the Shoanti. Must say how good of a caravan leader you are, eh, Sandru?'
Diplomacy to boost relationship score with Sandru:1d20 + 8 ⇒ (11) + 8 = 19
He erases the board and continues to write, moving his finger to the first town, Wolf's Ear. 'Wolf's Ear. Once a haven for all manner of lycanthropes, nowadays the shifters have been driven when Magnimar made its presence known in the region.' He shifts to the next town. 'Ravenmoor. A quaint little town known for its reputation for the pleasantness of the countryside and its ignorance of outsiders. We might need to be careful here due to the fact we have a few from outside of Varisia, as well as different races and cultures amongst our party.'
He erases the board once more and, with his free hand, points at the next location: Roderic's Cove. 'This is where things get a little more concerning. While it's not Riddleport, Roderic's Cove is still under that dominion of the pirates. It had a reputation of being a holdout against Riddleport's criminal influences. From what I hear and remember, it's currently peaceful over there. But, there are some tensions between Roderic's Cove and Riddleport. When we get there, we need to stay on our toes."
Erasing the board a final time, he moves his finger the rest of the way with the road. 'After that, we're going to go through the Velashu Uplands. The region's finest horses are raised there by the locals.'
He sits back, looking around the table. He writes: 'Anyone have any questions?' The young bard also tries to remember anything about the climate, geography, the terrain to expect, more information on the Shoanti Quahs the caravan will come across, and the like.
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
Alara blushes as Shalelu looks at her. Her arms felt better after a couple of days in town, but the thought of a long trip out of town made them tremble a bit with excitement.
"Just one--how hospitable are the Uplands?" She asks, scratching her head. For that matter, did she remember anything else about them?
He listens quietly as they prepare. He had hopes of finding a bit of supplies to help people stay up during their journey. I'm going to want to get some equipment for healing. I'll post what before we say we are leaving and see which/if any of it I can get
Both Alara and Piper are aware that the Uplands are rugged but not particularly inhospitable. Something like this:
New Zealand - Rohanscapes
Perhaps a bit cool with stiff winds, cold winter breezes, damp summers. The locals are Ulfen-stock nomads who settled the region to follow the wild horse herds rather than live lives of constant raiding. As such, they're reasonably peaceable, more interested in trade than raid.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper writes on the board: 'The Uplands are not inhospitable. But they're very rugged. Stiff winds, cold winter winds, and damp summers. The locals are Ulfen-stock nomads who follow the wild horse herds. But, the locals are more interested in trade rather than raids.'
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Before the planning meeting...
During breakfast at the Hemlock house, Piper looks to his father and writes on his chalkboard: 'So, when will the transfer of my birth father occur? Must be getting close.'
Want to at least role-play this before we leave in the caravan to Brinewall.
"Doctor Habe is pretty much ready to take the prisoner," Belor says. He then regards Piper with a thoughtful eye and rubs his jaw, a sure sign he's concerned, before he continues. "You are your own man now, Piper, and you can make your own decisions. But Vincent is ... free... with his outbursts. You do not need to give him the opportunity to see you again. He has done everything to lose that privilege and nothing to regain it."
I could have sworn I posted this late on Monday, but I must have hit preview to review it and then navigated away before hitting Submit.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper thinks for a moment before writing: 'I know. I just need this. I need closure. I'm going north soon and I don't know when I'll return. I'd rather see this through.'
Belor accedes to Piper's request and, round about late morning, takes him to the garrison where his notorious father has been imprisoned. A specially constructed wagon with metal reinforced sides and exterior locks waits outside. Shouts can be heard coming from within the building and getting closer.
In short order five guardsmen can be seen wrestling a sixth man through the exterior doors and into the open. "You cannot survive the Great Fall! All of you, you and your lecherous wives and treacherous children! I will slay the youngest first.." His voice trails off as he sees Piper. A moment later, in a much calmer sounding but no less disturbing voice, he says, But first, I have unfinished business that needs taking care of.
As he sets about organizing the caravan and laying in supplies, Sandru tracks down his sister Rawnie. He asks for a reading of portents for the journey to Brinewall, but it isn't long before his sister sees through his pretense and he confesses his true reason for visiting.
"I know you still blame Ameiko for Alder's death but it is not as simple as that. We all were captured, myself included, and he rescued me as surely as he rescued Ameiko. Am I not to blame as much as she is?"
He sighs, "I do not expect to convince you today, sister. But I beseech you to bury that particular hatchet for a time. Mother Koya has decided to come on the journey and take the road at last and I would appreciate your company for her sake. After the dangers I have faced, it would put my mind at ease if you were there to watch over her with me."
Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1
"Your presence there didn't cloud his judgement, Ameiko's did, that vixen stole Alder's heart and had he been thinking a little more clearly, I'm certain you both would have come back alive." Rawnie states, staying close to the line she always spouted off when Sandru tried to convince her otherwise. "But I guess for now, I can set aside my differences with that vixen to make sure that you and mother Koya remain safe, and besides, if I were to be left here without Koya or yourself it would be too lonely."
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Side Mission
Hearing his father's raving and ranting, Piper freezes. 'What's going on? He's never been like this. What Great Fall is he speaking of?' He quickly regains his composure and doesn't reply to the man's lunacy, trying to figure out what he means by 'Great Fall'.
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
The walk to the garrison isn't a pleasant one for Alara. She insisted on going with Piper when he told the gang he was going to oversee the transfer of his father to the sanitarium.
And so far, it appears Alara's fears are well-justified. Vincent's sudden shift in tone when he sees Piper is enough to put her on her guard, one hand resting on the nunchaku at her side. She glances at Piper, letting him know she's here for him.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper glances at Alara with a small smile, silently thanking her.
Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |
Masamune also travels with Piper, but he keeps his sword arm free in case the madman attacks. Especially when he seemed so calm right after seeing Piper.
Belor shakes his head. "Doctor Habe would call this one of his 'episodes', and they are happening more often. He will rave about some Fall for a while and then quiet down into the bastard we are all accustomed to, mean and petty but not mad. Then, suddenly, he goes into an episode. Father Zantus has been to see him in case there is some magical affliction but he has found none. Habe hopes to offer him some respite through treatment, but I have my doubts."
Vincent's ranting sparks a couple of points of recognition in Piper's memory, but none are definitive.
Some 10,000 years ago, the Starstone fell to earth in a cataclysm known as the Earthfall. It destroyed Azlanti civilization as it created the Inner Sea. Locally, it also destroyed Thassilonian civilization and put an end to the rule of the Runelords. But that's ancient past unless Vincent expects it to happen again.
Great Fall could also be any other apocalypse. There are a variety of apocalyptic cults including ones devoted to the shadowy Old Ones about which little is known other than madness follows in their wake. And then there's Groetus - said to be a moon (or on a moon) that shines over Pharasma's Boneyard - his cult is always looking forward to an "end times" during which Groetus will reign. Reign over what remains an open question since it is supposed to be the end of time.
Vincent looks directly at Piper as if, with his glare alone, he could pierce Piper's flesh and drive the life out of his broken body.
"Your murder most foul, as yet unpunished, still stains your soul and pains mine. I have failed so far but one day I will purge that pain. Then I will rest. So you watch your back, boy!"
Belor yells "Gag him!" to his constables who, ungently, force a leather strap across Vincent's mouth.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
As the constables gag Vincent, Piper slightly narrows his eyes. 'The Great Fall.... what have you've been getting yourself into while you were in there, father?'
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper squeezes Alara's hand back and signs to her. 'I may have a couple theories on what he means by the 'Great Fall'. I'll explain later.'
Hearing the words, Ash reaches out his scarred hand and places it on Piper's shoulder and gives him a nod, letting him know that he has his back for this.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper gives Alara a smile of thanks and gives Ash the same smile with a nod in thanks.
Alara, it turns out, is reasonably well-versed in the lore of the Earthfall as it relates to Varisia and the elven peoples. While her lineage is mainly from another continent and thus not directly affected, word has traveled among the elves that a great portion of the local elven folk managed to avoid the destruction caused by the Earthfall by retreating from the whole realm of Golarion. That had the negative effect of leaving many of their historical lands open for resettlement over the following millennia after the cataclysm, something that has made for difficult community relations as the elves have since begun trying to reclaim their lost lands.
Alara has also heard rumors via the elven folk that a much more recent conspiracy may have attempted to recreate the Earthfall over Varisia, but that threat has evidently been broken up (for details, consider the Second Darkness AP - something we are treating as history for this AP).
How exactly any of this might relate to Vincent's ravings is unclear...
With Vincent silenced, the constables force him into the caged wagon and firmly shackle him into it. Shortly, the detail of half a dozen constables, the wagon, and Sheriff Hemlock is on its way with you in company.
It's a matter of only a few miles to get to the sanitarium so the journey is only about an hour. Vincent sits in the cage glowering silently at Piper the whole time. An occasional unintelligible murmur escapes his lips.
As you get closer to the sanitarium, his activity does increase and he fidgets with his breath coming faster, almost panting at times. The constables it he detail react by becoming increasingly watchful. The tension thickens.
When the three story brick manor and its sign (reading "The Saintly Haven of Respite') comes into view, Vincent tries to throw himself at the cage's door but is hindered by his shackles.
The constables initially startle at Vincent's sudden activity but when it comes to naught, there's a bit of nervous laughter. "Steady," Sheriff Hemlock calls out.
A quintet of men await the cart and its charge at the entrance to the sanitarium. Four burly orderlies flank a thinner, bespectacled man wearing a white tunic. "Welcome, Sheriff. How is our patient today."
Belor answers "He is a bit frisky, Doctor. Be wary."
"We deal with patients in the throws of lunacy and other afflictions of the mind on a regular basis. I am confident we can handle this one as well."
Vincent, having surreptitiously chewed through most of his leather gag, tears through the last of it and starts to shout, "I will come on you in the cold dark! I will feel your hot blood again, boy! You can't escape me!"
The four orderlies assist the constables in manhandling Vincent while Doctor Habe observes closely.
Meanwhile, just outside of Sandpoint, Koya joins the conversation between Sandru and Rawnie.
"Sandru tells me that you will be joining us on our journey, my daughter. Desna has blessed me that I will have so many of my children sharing the road with me, and I am glad. But how do you read the Harrow, Rawnie? What portents to you see ahead of us?"
Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1
Bill, sent you a PM
"I am blessed as well to be joining you Mother Koya." Rawnie says with a smile, taking out her harrow deck and shuffling it a bit. "I suppose there is no harm in asking the cards what is in store for us." She says as she lays the cards in front of herself and begins drawing cards and placing them face down.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
During the trip, Piper keeps his eyes forward, occasionally looking at Vincent in his peripheral vision. As Vincent begins to become more active, Piper sweats a little. When the madman tries to run for the door, Piper becomes startled... before relaxing at the sight of the shackles doing their job. As they unload Vincent, Piper remains silent, an unreadable expression on his face. At the shouting, Piper feels the hairs on the back of his neck rise, the shiver down his spine, the sweat on his brow, and the flashes of that day going through his mind. As the orderlies and the constables tangle with Vincent, Piper steps over to Doctor Habe. He writes on his chalkboard: 'Doctor Habe. A pleasure to meet you. I'm Piper Hemlock, the Sheriff's adopted son and Vincent's actual son.' He turns to Vincent before continuing. 'Hopefully, you can get him some measure of peace. I don't know if this will help, but when we picked him up for the transfer, he mentioned something called the 'Great Fall'. I find it strange because he's never mentioned it until now. I do have some theories about what he means. The Earthfall that destroyed the Azlanti and the Thassilonian. Some other apocalypse connected to a cult. Maybe the Old Ones or Groteus.'
So, I'm assuming the entire party (along with some or all of the NPCs) is at the Sanatorium. Also, since Second Darkness is canon in this AP, I'm curious as to which iconics were involved. Although, that's just me.
Seeing Rawnie begin a Harrowing, Piper looks on in interest.
Oh, boy! I love Harrowings after seeing them implemented in some of my other games.
Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1
A look of grimace occurs on Rawnie's face as she places the next to last card down face-down and she pauses before placing the last card in place. Even without flipping the cards, she knew what card she had placed in a true match, and she was certain Koya could tell as well, she almost wanted to pick up all the cards she had just laid down and start over, but she didn't.
She flipped the first card, The Vision and then the card below it, The Betrayal, and the card below it, The Eclipse.
"The Eclipse, a card of self doubt and loss of purpose, it seems that there is one among us, perhaps one who is strong in faith, who has doubted themselves in the past, who may have lost their path." She pauses to look around, knowing that this card could represent any number of people who would be part of the caravan, including herself. "If we take The Vision into account here, this person may have spouted off knowledge which to many of us would seem like nonsense. It is also possible that the imagery that is invoked by The Eclipse is relevant here, the sun is blocked out and panic and madness reign."
She takes a final look at the first column of cards before moving onto the middle section. She flips the uppermost card, The Marriage before flipping the middle card, The Queen Mother. She does not flip the third card, "The Marriage represents a union of people or ideas, it is possible that this refers to our caravan itself, which can bring forth new power, but the chance of bringing together that which should never be brought together exists as well. The Queen Mother is knowledge, I believe that this card is signifying that the cards themselves know more then they let on, or perhaps it is referring to the fact that we all know what the card I did not flip in this column is." Indeed, the card that lie below The Queen Mother was misshapen and obviously marked, there was only one-such card in Rawnie's entire harrow deck.
"The Crows..." She names the card before finally flipping it, letting it sink in for a moment and taking a gulp of air to gather her courage to move forward. "Beware the crows, for they represent murder thievery and shocking loss." Rawnie bites her lower lip, struggling to continue. "It is possible that one among us is a murderer or a thief, or perhaps someone has recently dealt with a shocking loss...Or is still grieving." Under her breath, Rawnie utters a short prayer to Desna, wishing for her deceased younger brother, Alder, to watch over them.
Rawnie knew that no one would blame her if she ran out and never finished this harrowing, but she also knew that if she didn't she would very likely miss any warnings that the cards were trying to deliver. She moved onto the final column with a deep breath. She flips the first card, The Desert, and then the second, The Locksmith, before finally flipping the final card, The Keep. "Sandru, I didn't ask before, but where will our journey take us, this card," she indicates The Desert, "Would imply that we will be traveling to a place so bleak that we must certainly be prepared before we get there. However, if we make it through The Desert, it seems that it can lead to great things. Taking into account the Locksmith, I would say that The Desert leads to the keys to unlock someone's destiny." With the cards interpreted, Rawnie takes a final look at the spread<--That's a link to the cards and their positions. before feeling that she is satisfied with her interpretation. "Beware the crows, lest the same mistake happen again." she utters a warning one last time as she lets the others look upon the cards.
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
Alara glares at Vincent as he tries to escape his bonds, her nunchaku readied and waiting.
Once the madman has been safely incarcerated, Alara turns to Piper. "The Great Fall? I heard something about it myself, actually... in ancient times, when Earthfall was coming, the elves made the decision to leave Golarion to escape the catastrophe. When we returned, we had (and are still having) a hard time resettling our lands by virtue of others getting there first."
Her face turns somber. "I remember something like that happening more recently... I never learned the whole truth, but there was a conspiracy to cause another Earthfall over Varisia. Piper, do you remember the day when a star fell to Devil's Elbow?" She looks at the bard, shifting from foot to foot. "That might have had something to do with it..."
And Celwynvian... where Vallis went and never returned...
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper nods solemnly. He writes: 'I have heard about something like that, though I was in Absalom at the time. A lot of bards left the College for Riddleport, hoping to use the event for inspiration and to gain recognition. But, that was stopped, wasn't it?' His eyes go wide as he quickly turns to Alara. He writes furiously: 'You don't think... that he might expect it to happen again, do you?! Or maybe that he might have a hand in it?!'
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
Alara puts a hand on Piper's shoulder. "Calm down, Piper. Vincent's a raving lunatic--I'd take anything he says with a grain of salt." She looks him in the eyes. "And yes, the whole Earthfall Part Two was stopped... I even got to meet the ones who did it."
If I remember right, the iconics for Second Darkness were Amiri, Lini, Sajan and Seltyiel.
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper calms down a bit. Hearing that she met the Heroes who stopped the Second Earthfall, Piper looks in awe. He simply signs: 'Wow. How'd you meet them?'
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
Alara blushes and looks down. "Well, I didn't ACTUALLY get to meet them... I was just there when Queen Telandia thanked them for all their hard work." She looks back at Piper, her eyes shining. "See, the Earthfall conspiracy extended all the way to Kyonin, from what I was able to learn. I was just another face in the crowd at the time..."
She straightens up. "They were a strange bunch, certainly--a dark-skinned human who moved like a kitsune, a savage-looking warrior woman with a sword that looked like it was bigger than me, a green-haired gnome girl with a leopard for a pet, and finally, a half-elf dressed in black with white hair." She blushes again. "If anything, I regret not introducing myself to them sooner..."
'Doctor Habe. A pleasure to meet you. I'm Piper Hemlock, the Sheriff's adopted son and Vincent's actual son.' He turns to Vincent before continuing. 'Hopefully, you can get him some measure of peace. I don't know if this will help, but when we picked him up for the transfer, he mentioned something called the 'Great Fall'. I find it strange because he's never mentioned it until now. I do have some theories about what he means. The Earthfall that destroyed the Azlanti and the Thassilonian. Some other apocalypse connected to a cult. Maybe the Old Ones or Groteus.'
Habe perks up at Piper's writing. "Ah, so you are the 'infamous' boy at the heart of Vincent's madness. I have heard a great deal about you, none of it flattering, I'm afraid - at least not as Vincent's tells me. But I have hopes that we may yet find a root to his madness and offer both of you some relief."
At the mention of the 'Great Fall', Habe nods, "His references have been growing darker and more grandiose of late. He no longer dreams of hurting just you, but also of hurting and killing many more. I believe whatever the cause of his condition, it is growing to a point that it will be revealed, and once revealed, I hope to treat it aggressively and thoroughly. I should not expect it to actually be related to the ancient Earthfall. I believe it is imagery he has latched on to as a reflection of an interior darkness."
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
@Habe/Bill
He writes to Habe. 'As far as I know, he's been like this since mom died giving birth to me. You said that he's been getting worse. I saw him before my team went into the marsh to deal with the goblins. He wasn't rambling about some Great Fall. Any theories about the drastic shift from hurting me to hurting everyone?'
@Alara
Piper's eyebrow raises. He signs: 'Your face is red. Something you want to tell me?' A playful smile graces his lips.
Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4
Alara cringes a little. "Well... they were pretty damn good-looking." She pales a little. "Well, not like you, of course. You're cuter than all of them put together."
Yeah, even the half-elf... with his open shirt and killer abs and luxurious white hair and STOPITRIGHTTHERE!
Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7
Piper smiles at Alara. He signs: 'Don't worry, dear. I'm just playing with you.'
I'm looking for 5-6 player's who want to journey over the Crown of the World to a strange and distant land.
The Rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other 0HD race will be considered on a case by case basis.
• Classes: All classes (Base and Prestige) and Archetypes from Paizo Publishing will be allowed. 3.5 or 3PP classes/archetypes will have to be approved by me prior to acceptance.
• Alignment: Characters can be of any alignment, but must be able to play well with others.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat published by Paizo Publishing will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Jade Regent Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter players may either roll for HP's or take the average (whichever is greater).
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, the APG on page 26, UC on page 8, or in the UM on page 8.
Recruitment will close at 12:00 pm. (CDT) on Saturday, September 28th.
Note: To all prospective Ninja's, Samurai's, and Kitsune and others, please be prepared to explain why such oriental classes/races are in a decidedly occidental setting such as Sandpoint.
Please feel free to PM me with any questions you may have.
Definitely dotting for interest, will have a character up as soon as possible.
What are your thoughts on the gunslinger? I know it takes slight modifications to manage one so I'd rather ask ahead of time.If not, I have plenty of other character ideas.
I have also heard that the caravan rules, especially the combat parts are weak. Are you planning on using them/modifying them in some way?
Definitely dotting for interest, will have a character up as soon as possible.
What are your thoughts on the gunslinger? I know it takes slight modifications to manage one so I'd rather ask ahead of time.If not, I have plenty of other character ideas.
I have also heard that the caravan rules, especially the combat parts are weak. Are you planning on using them/modifying them in some way?
Gunslinger's are acceptable. I hadn't really thought about the caravan rules yet, but will do some research to see what others have come up with. If it isn't feasible to modify them, then with group consensus we can jettison them.
I am interested. This character is pretty much complete as far back-story and crunch go, I may make a change to his starting feats, but other than that I think he's okay and he seems to fit all of your requirements. If you feel like making a comment or even got some criticisms, I would be glad to listen to what you have to say.
I started working on a tiefling witch for another Jade Regent game, but couldn't finish her in time for recruitment. I know you said non-core races would be considered on a case-by-case basis, so I'll post her backstory when I get home. If she isn't acceptable, I'll work on something else. (Posting now so I don't lose it later...)
William was born into a family of engineers who always tried to make the best of stuff using the fewest materials. His days were spent learning the best ways to build random objects that he never thought were useful and his notebook would be full of drawings of different weapons and their subsequent mathematical properties such as weight, how much force would be required to swing something like this and how much damage the person on the receiving end would receive. As he grew older he would visit the local smith shop and practice with the different weapons meant for smaller folk. The smith was so impressed with how fast William learned how to use the different weapons even the more advanced ones he had told William’s parents to enroll him into a school that would teach him how to use everything to their fullest. With a bit of talking William had been able to convince his parents into letting him go.
During his time at the school he had learned how to use every simple and martial weapon to their fullest ability however he liked how he could make people fall with certain weapons and decided to use only those weapons when he finally got out of school. He also was able to figure out how to get more flexibility out of every type of armor the school threw at him because of his knowledge of “useless” object his parents had taught him. He grew stronger than most of his other peers at the school and was quite proud of himself, so proud that when he came back home he thought that he could take care of his family and himself if anything were to happen.
Well that first day provided the challenge he was looking for, goblins attacked the town and his house was among those hit. He fought off two goblins but before too long he was overwhelmed. Each passing second felt like an eternity as he saw his parents slain before his very eyes. He knew his time had come and that his arrogance had been his undoing so he closed his eyes, laid down and hoped for a quick death. But as the eternities passed, he wasn’t dead nor did he feel any pain. When he opened his eyes he saw an elven female over the bodies of dead goblins. Then she turned to him and helped him up saying “I’m sorry I couldn’t get here sooner”. He blinked, stunned by what he had just heard thinking Who is this chick? After a moment longer he responded “If you hadn’t come at all I wouldn’t be here talking to you”. From that moment on he decided to follow her where ever she went hoping to repay the debt he now owes her for saving his life. Now that he has heard that she is going to be on this caravan he decided that he could follow in his parents footsteps and provide an engineers’ touch to make sure nothing falls apart.
Campaign Trait: Rescued by Shalelu
Caravan Job: Wainwright
I would like to apply with Hiro Takemashi, tavern bouncer at the Rusty Dragon and Best Friend of Ameiko. Disclosure: Hiro is from a previous Jade Regent PbP that fizzled out shortly after the PCs reached Level 2.
Thanks for your consideration, and best of luck to everyone!
William was born into a family of engineers who always tried to make the best of stuff using the fewest materials. His days were spent learning the best ways to build random objects that he never thought were useful and his notebook would be full of drawings of different weapons and their subsequent mathematical properties such as weight, how much force would be required to swing something like this and how much damage the person on the receiving end would receive.
As he grew older he would talk with Sandru about his life as a caravan guard and as an adventure. It filled William’s head with fantasies and a want of that life. Whenever William would ask Sandru about why he gave up adventuring Sandru always changed the subject, mostly with combat lessons. Sandru encouraged William to learn how to defend himself and William took that to heart learning how to use every type of weapon he got his hands on. Due to Williams’ small size as a kid he always would try to trip Sandru in their practice sessions using wooden weapons of the real thing. Every once in a while Sandru would fake tripping just to give William some encouragement and to keep William focused on combat training to never stop attacking until the opponent is dead, this was a concept that William learned very slowly as Sandru never died in their training.
When William came of age Sandru took him to the Rusty Dragon and bought him a celebratory drink. “To William for turning 15!” he bellowed to the whole tavern and everyone cheered and drank. William taking his first sip of ale ever, spat the drink back into his mug, coughing, he asked Sandru “What is this vile drink?” Then Ameiko piped up saying “Kid that is my best stuff if you don’t like it don’t buy it.” With that Sandru retorted “Give the kid a break Ameiko it was his first time drinking. Don’t worry William you will get used to it.” William replied. “Well you haven’t sent me down the wrong path before.” and took a giant swig of the drink. After he swallowed he coughed and everyone just laughed.
Three years later William set out on a journey hoping to achieve something similar to what Sandru told him in his youth.
Shard's origin is a mystery. He is an orphan rescued by some adventurers from a fiend's lair. Koyo and Niska helped raise him and he is fiercely loyal to them, although he is madly in love in Ameiko. But he has been told in no uncertain terms that he is 'just a friend'. Regardless he uses his magic (Presdititation and Dancing Lights mostly) to complement her performance, essentially being the special effects member of her band.
He has golden hair and a definite golden tinge to his skin. He often uses Presdititation to make himself a more normal looking blond.
I would like to apply with a character that's been trotting through my head for a while. I know vanara is a long shot, but I had to try. Roleplay wise, I'm going for a free soul who's out there to see the world and discover himself on a coming-of-age journey. Rollplay wise, I'm going for a high mobility scout and ranged damage dealer.
Here's Pacchu, a vanara Zen Archer who has come a long way to go a long way.
Background:
There exists, in a land far to the southwest, a tropical land of tall trees and lush jungles. In these jungles lives a great tribe of vanaras, the Mission of Gold. They are led by their chiefs, elder males and females who have accomplished many great deeds in life.
These deeds are not simply written down and remembered, but displayed for all to see. It is customary for a member of the Mission of Gold, when on the road, to dye a strand of their mane with a colorful stripe whenever they live through an interesting experience. Seeing a new unique sight, for example, warrants a green stripe, while meeting a foreigner will allow a blue one. The proudest warriors of the tribe, slayers of would-be invaders and hostile beasts, bear a plethora of crimson stripes, while clever spellcasters mark themselves with purple, one strand for each spell learned. The more strands an individual bore, the more experiences they had lived through, and the more they would be revered.
One of these chiefs, a tall, proud male by the name of Oppacham, begat many children with several wives. One of them was Pacchu, a young male, full of energy and curiosity. Oppacham's many children filled him with pride, and Pacchu was no exception. Unlike many of his brothers who found talents in the staff or the axe, Pacchu proved to mirror his father's own enthusiasm for the art of archery.
As each of his children came of age, Oppacham would speak to them of the world outside the colony, and how they were to discover it if they desired to one day be a chief such as he. The other elders would do the same for their own progeny. The chiefs would pick several successors from deserving youth, both inside and outside their own family These children would be sent on a journey into the land of men, so that they may earn the many stripes that would bring them honor and authority.
Of course, not all of them would return. Some would find a life they enjoyed beyond the tribelands, or meet an unexpected end.
Still, Pacchu was not one to choose the easy life over the adventurous one. This was only made more true after he was chosen as a future leader not just by his father, but also by two other chiefs. After being painted with the white strand of those who chose to undertake the quest, he did as his father instructed while pointing to the northeastern sky:
"Go that way."
And so, Pacchu set out through the jungle, in search of lands unknown, sights unseen, and folk unmet.
He would prove himself a worthy successor when he returned, full of stripes and beautiful colors.
At first, his journey proved simple. One day, he would run into a group of explorers, make some friends, share a good meal and earn a blue stripe. The next, after slaying an agressive wolf in self defense, he would mix some of its blood with the red dye, and earn a mark of combat. The next day, perhaps, the discovery of a colony of rare birds might bring him a green one.
Still, going straight that was was proving to be rather uneventful, and though he ventured far and long, the stripes only added up so quickly. He needed something bigger, something more special.
As the road stretched forward, the jungle trees were soon replaced by their more temperate kin, and the juicy oranges and mangoes of his homeland were in turn replaced by sweet pears and apples, much to Pacchu's delights. (New flavors, new stripes, how wonderful.)
Until, one day, Pacchu broke out of the forest entirely, into a very big clearing. So big, in fact, that he couldn't see the trees on the other side. What an unusual sight!
He ventured through the open lands, meeting more men than he could ever believe existed. How far he had gone from home, he could not even tell. His quest to go "that way" would lead him to all kinds of unusual adventures, especially when he had to hitch a ride on something the humans called a "boat" in order to cross an astoundingly wide stream. (Pacchu would one day learn that the humans called such a thing "ocean".
Then, finally, one day, his journey brought him in the general vicinity of Sandpoint,
There, on the road to the quiet town, Pacchu encountered Sandru's caravan. Intrigued by the large convoy of humans, he agreed to follow them for a time, in exchange for pay, only to discover that they were not on the great adventure he had assumed they were one. He left on friendly terms, and with more than a few good bits of advice.
Pacchu has stopped for a few days' rest in Sandpoint, prepared to continue on "that way", but he does not expect that a much bigger opportunity is about to present itself.
(As it turns out, there are pretty much no vanara avatars, so...)
Appearance:
Age : 17
Size : Medium, 5‘4", 110 lbs.
Type : Humanoid (Vanara)
A young Vanara in his prime, Pacchu appears ever energetic, grinning and chuckling as he leaps about. His fur, a deep burnt orange with just a touch of gold reflection, sways in the wind as he bounces from one branch to another. A mane of longer fur frames his face, strikingly decorated with several dyed strands. One striking white brand ornates the fringe at the top, while strands of blue, green, red and purple are interpersed about. The low number of dyed strands, as well as the lack of a second white strand, are something one familliar with his culture would recognize as the signs of one in the beginning steps of his coming of age journey. A long tail follows his every movement, swishing about the air as he leaps once more.
Pacchu prefers to wear simple clothing: Knee-length pants and an unbuttoned vest are all the clothing he chooses to wear, and he prefers to go barefoot, conserving the remarkable foot dexterity of his kin. Only one weapon can be seen on his person; a longbow, clearly handcarved from the branch of a solid tree.
An observant eye would notice that the fabric of his clothes are the wood of his bow do not match anything from the nearby region, further identifying the Vanara as originating from distant lands.
Pacchu
Male Vanara Monk (Zen Archer) 1
LG Medium Humanoid(Vanara)
Init +3; Senses Perception +8, Sense Motive +8, Low-Light Vision
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Defense
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AC 17, Touch 7, Flat4
HP (1d8+1)
Fort +3; Ref +5; Will +6
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Offense
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Speed 30 ft
Ranged
Longbow +4 (1d8; x3; 100ft; P)
Melee
Unarmed Strike +1 (1d6+1; B)
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Statistics
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Str 13; Dex 16; Con 12; Int 10; Wis 18; Cha8
Feats
Point-Blank Shot
Precise Shot (Zen Archer Bonus)
Traits
Caravan Guard
Wisdom in the Flesh(Climb) : The cities of the Golden Mission are built upon the canopies of very tall trees. As such, climbing quickly becomes second nature, instinct even, to their citizen.
Racial Traits:
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her
person as a swift action.
Class Features
Flurry of Blows (Ex) : Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry
of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Perfect Strike (Ex) : At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow.
Vow of Truth: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all
forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their
commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
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Skills
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Trained Skills: (Favored class bonus: +1 skill)
Acrobatics +9 (+10 to jumps, Racial +2 Bonus)
Climb +16 (Wis instead of Dex because of wisdom in the flesh, Climb Speed (30)
Perception +8
Survival +8 (Student Survivalist)
Stealth +9 (Racial +2 Bonus)
Spoken Languages: Common, Vanara
If the caravan job is used, Pacchu would be a Scout.
Question for DM:
There's a small design flaw regarding the Zen Archer: It uses the Monk's starting wealth, which is 60 gp, which is rather problematic for an archery-based class, making it outright impossible to have any kind of decent starting equipment. (Please do consider most "weapon-based" classes (fighter, ranger, gunslinger) classes tend to start with a lot more.) Would you consider letting Pacchu start with a Longbow in addition, or get some sort of discount on it to actually allow for some starting gear?
Okay, here's the backstory for my tiefling witch. I'm still developing her, but I'd be perfectly willing to deal with the prejudice that would come from being half-fiend - it would make for interesting roleplaying. Campaign trait: rescued by Koya.
Liera:
Fiendish blood, in rare cases, can lie dormant. Several generations can pass before it makes itself evident. Such was the case with Liera.
Born in Sandpoint to Chelaxian parents, Liera had a relatively normal childhood, even if she wasn’t quite a normal child. She was outgoing, friendly, eager to please. She looked just like her parents – smooth pale skin, straight black hair, a cunning smile. She seemed to lack empathy, but her parents decided that would develop in time.
As Liera grew older, her parents grew more and more worried. She would spend hours in the dark, saying she could ‘see better’ and ‘felt more comfortable’. She frightened small animals – not through any ill intent, but simply with her presence, as if they smelled something foul on her. And as she grew older, other children grew frightened – she ‘gave them the creeps’.
Liera still tried to be a normal child – it was just difficult when the others played in sunlight, while the shadows felt safer to her. And when not everybody had imaginary friends lurking in the darkness.
When she shifted from childhood to adolescence, it began to make more sense. When two small bumps formed on her forehead, and her spine began to lengthen into a tail, her parents started to panic. When they couldn’t keep the shameful truth hidden any longer, they abandoned their tiefling child in the nearby woods, and left Sandpoint for good.
Lost and alone, Liera wandered through the woods for days, following only the whispering in her mind. She ate roots and berries whenever she could find them, and stayed hungry when she couldn’t. She fell into a crude trap left (and presumably forgotten) by goblins, broke her arm, and kept wandering in pain. She found a rabbit, and would have eaten it in desperation, had it not stayed put as she approached. It was the first animal in her entire life to not flee as she approached. As she cautiously picked it up, she felt a strange stirring in the back of her mind, as if something had awakened – and it was then that she passed out.
When she came to, she was inside. A woman was leaning over her, tending her broken arm. Something soft and warm was at her side, and when she turned her head, she could just make out the rabbit she’d picked up. Healing magic was flowing through her body, and she let herself drift off again, not into unconsciousness, but restful sleep.
The woman, she learned next time she awoke, was Koya Vhiski, a local cleric. She’d passed out not far from Sandpoint, as it turned out, and Koya found her while gathering herbs. The rabbit had stayed with her, refusing to leave, even when the old woman tried shooing it away. She’d been out for three days, but would be fine in a couple more.
All alone in the world, Liera begged Koya to let her stay. After much begging and pleading (and a bit of encouragement from her adopted son, Sandru), Koya agreed. But the girl would have to earn her keep (Liera eagerly accepted). And the rabbit would be her own responsibility (she agreed immediately).
Finding a job was hard, but eventually, Liera found work at the Rusty Dragon, helping Ameiko serve meals and drinks. She got on well enough with Ameiko – she wouldn’t consider her a close friend, but she was a kind employer, and didn’t judge Liera based on her fiendish appearance. And she enjoyed living with Koya – the old woman was sweet and kind, and helped her develop her own magic power, which had awakened in the woods. While it was of a more sinister nature than her own, she taught the young tiefling to use it to her advantage, and to avoid the whispered temptations it brought with it.
And that’s the way it’s been for some years now.
Again, I understand that non-core races have no guarantee of being accepted, so let me know if you won't accept a tiefling. I'm happy to work up a different character, but want to know if this one has a chance first. Cheers!
Let me clear up something regarding exotic races. While I don't want to limit anyone's creativity I do have a bias toward the more standard races. If two characters are mechanically similar I will tend to choose the standard race over the more exotic one. That being said, I do recognize this bias and tend to compensate for it. So feel free to post your builds as you see fit.