Deciding to move on and revisit this strange item later, when you are armed with more information, you move into the western corridor and take the first door south. Inside, you find a kitchen. Wooden counters and cupboards ring this rectangular room, stocked with cooking implements, utensils, and dishes. Most of the metal accouterments sport patches of rust, and dirty wooden bowls are piled haphazardly in one area. An iron potbellied stove is adjacent to the northern door, while another door exits to the south.
The remnants of the last batch of vegetable stew remain in a tarnished metal pot on the stove.
Searching the kitchen:
The cultists stashed a bag of holding (type I) containing 80 days of trail rations in a cupboard.
Moving south, you enter a dining room. Two round tables, each with four simple wooden chairs, fill this small room. Deep gouges mar the surface of the western table, which is otherwise clean. The other table is slightly dusty as if someone made only a half-hearted effort to clean it. Heavy tapestries are firmly affixed to the walls, depicting proud knights smiting foul-looking creatures. Doors exit to the north to the kitchen and south back into the corridor.
There is only one room that remains unexplored on this floor, and it's on your west. We can move on when you're ready. I'm pausing in case of you want to do something in either of these rooms first.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Coral will search the rooms for any loose floorboards, secret compartments, hidden journals, or the like.
Perception:1d20 + 13 ⇒ (10) + 13 = 23
"Well, this bag should be useful - seems to be bigger on the inside."
She takes a look at the dust on the second table in the dining room. A half-hearted cleaning effort could contain a message, maybe? She looks for any patterns in the dust.
Finally, she recommends removing the tapestries from the wall and searching behind them. How long will that take?
Coral and the party spend the next fifteen removing the tapestries from the walls and carefully searching the room. While they don't discover anything new, they do take note that when removing the items from the western wall, they can hear sounds of movement in the room on the other side (west) of their location.
They know from their previous trip around the floor that there are two doors into that room, one to the south and one to the north. Which way?
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
Marya points with her longsword in the direction of each door. ”I say we split up into a group at each door. It will make it easier for us to get in and harder for them to get out.”
female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 5/8; 3rd 6/7; 4th 3/5 | Activ Effects: mage armo
Feena could only nod in agreement about lacking information on what the object did or how to deal with it so she helped as they continued their exploration as best, she could. It turned out that they would have to deal with something when Coral pointed out the sounds of something on the other side of the wall and Feena said, "That sounds good to me. Damien," she said, "we should each go to one side since we are both capable of some healing. Who do you want to go with?"
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Coral nods in agreement with Marya's plan and Damian's preference.
"Let's go. Marya, give a shout and we'll open the south door."
She moves around to the south door of the room to the west and checks it for traps.
As Coral and Marya give each other a subtle nod of understanding, they motion to their respective groups. On Marya's signal, both doors to the library swing open simultaneously with a well-practiced coordination. The scent of wet fur becomes more pronounced as the doors reveal the room in full.
Inside, the library is an eclectic space, its long shelves reaching up to the ceiling and laden with dusty tomes and scrolls of esoteric knowledge. A mound of books lies haphazardly in the room's center, like an island of knowledge in a sea of dark wood and parchment. What catches the party's attention immediately, however, is not the wealth of information the room holds, but the peculiar stillness that pervades the atmosphere.
It takes a mere heartbeat before the unsettling quiet is shattered. From the western corner of the room, out of sight from both doorways but evidently alert to the intrusion, comes a scampering sound. The first figure that darts into view is deceptively innocent: a small kitten with gleaming eyes. Yet, to the seasoned adventurers, the aura it emanates is anything but benign.
As if on cue, another form materializes—eerily mimicking that of Coral. A perfect copy stands before them, sowing a momentary seed of confusion and mistrust. The illusory party member moves subtly, as if about to speak, but is abruptly accompanied by another feline figure—this one making a beeline to bite Marya.
Two enemies. Knowledge Arcana to ID.
The small, kitten-like creature darts swiftly across the room, its eyes twinkling malevolently. Before Marya can react, it lunges at her, sinking its fangs deep into her leg. A searing pain radiates from the wound, and for a brief moment, Marya feels an unsettling sensation wash over her, as if her thoughts are clouded by some invisible, insidious force. Marya Damage:1d8 + 4 ⇒ (6) + 4 = 10+DC17 Fort Save.
Almost simultaneously, the illusory figure resembling Coral shifts its form, revealing another feline entity similar to the first. This one pounces at the real Coral with incredible speed. In an instant, its teeth find purchase, and Coral grimaces as the creature bites into her. Like Marya, Coral too feels an odd sensation crawl up from the bite, a creeping madness that threatens to grip her thoughts. Coral Damage:1d8 + 4 ⇒ (5) + 4 = 9+DC17 Fort Save.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Fort save, Shake it Off +3:1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
Coral resists the effect of the cat-creature's bite.
She stabs at the creature twice.
Weapon is a +1 short sword in case the cat-thing has DR.
I had thought it was going to be Coral, Vlad, and Damian on the south side, but I see Feena, Coral, and Damian there on the map. So going with that, Coral will hold position in the doorway to protect Feena and Damian.
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
"No fireballs!" shouts Damian as he lays eyes on the wealth of books and scrolls. Then the malignant feline creatures emerge, and he struggles to reconcile the harmless-looking form with their obvious harmful actions. Coral's wounds are lessened by the link Damian has with her, and he feels the sting of their fangs on his flesh.
He tries to pin the creature attacking Coral with an arrow or two.
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
”¿Gatitos, por que? We would give you appropriate pets in lieu of fighting.” She sighs as if disappointed, then strums her guitar and begins to sing, Starting inspire courage.
”Estaba el señor Don Gato” ”sentadito en su tejado ” ”marramiau miau, miau, miau, ” ”sentadito en su tejado. ”
”Ha recibido una carta ” ”por si quiere ser casado, ” ”marramiau, miau, miau, miau, ” ”por si quiere ser casado. ”
also arcana roll:1d20 + 15 ⇒ (11) + 15 = 26
IC is in effect: Inspire Courage Provides a +2 competence bonus to attack/weapon damage rolls, and an equivalent morale bonus to saves against fear. The ability, as a reminder, stacks with bless, other than the bonus to saves (which is larger than bless’ bonus).
female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 5/8; 3rd 6/7; 4th 3/5 | Activ Effects: mage armo
Yeah. Damien should be on one side, I should be on the other. The idea was to spread out the healing so both sides would have some. I'll hold off on posting for the moment.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Coral will, instead of taking a full attack, make a single attack (the first one above) and then use Acrobatics to move out of the line of fire so that Vlad can attack.
It would be my inclination to use the second attack roll from above for the Acrobatics check, for a total of 21 Acrobatics.
Vlad, Coral and Damien each land one attack each against the southern enemy.
Lola Knowledge:
Lola identifies this creatures as Nekomatas.
Nekomatas are shape-shifting magical beasts shrouded in malevolence and mischief. These creatures, steeped in dark magic, embody the essence of cruelty and vindictiveness. Their primary aim is to infiltrate and unravel the very fabric of households, sowing seeds of fear, discord, and chaos. They particularly delight in corroding the bonds of love and friendship, leaving in their wake a trail of mental and physical affliction.
The insidious methods of a nekomata typically begin with a deceptively violent act. Often, they will slay and consume a household servant in secrecy, subsequently assuming their form. This macabre disguise serves as a perfect cover, allowing the nekomata to integrate itself seamlessly into the household. Once inside, it embarks on a sinister campaign of terror.
Employing its innate magical prowess, the nekomata weaves a web of terror within the home. Its actions are calculated to maximize fear and paranoia among the residents. The creature often indulges in the comforts and luxuries of the household while it methodically unravels the sanity and wellbeing of its inhabitants.
An especially formidable trait of these creatures is their fast healing ability. This characteristic makes them particularly resilient adversaries, capable of recovering rapidly from wounds that would debilitate other beings. This, combined with their shape-shifting and magical capabilities, renders nekomatas as foes to be approached with caution and strategic planning.
Feena, focused and determined, aims a ray of magical energy at the creature nearest her. Her spell arcs through the air with precision, hitting its intended target once.
In another part of the room, Marya's strategy to draw out the feline creature proves successful, but not without cost. The creature, seizing the opportunity, emerges to launch another attack on her. It moves with a sinister grace, biting and clawing at Marya with a frightening ferocity. She endures two brutal strikes, and with the first contact, she feels an unsettling, eerie sensation creeping into her being, as if the creature's fangs are injecting her with a wave of disquieting energy.
Across the room, Vlad is in dire straits. The second creature, equally vicious and relentless, unleashes a flurry of biting and clawing, hitting Vlad with all three deadly natural weapons.
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Don't forget Inspire Courage +2 on Vlad's attacks, both this round and last!
Coral moves back to where Vlad was, and strikes hard at the cat-demon.
No AOO because she has cover when leaving a threatened square.
Marya is holding up fairly well despite taking three hits thanks to the protection of her adamantine breastplate. Nevertheless, she is not faring as well as she would like. With Lola's inspiring song going and her likely to soon join the melee and Feena blasting spells Marya decides to switch tactics, trying to continue drawing the creature's attention
IC is in effect: Inspire Courage Provides a +2 competence bonus to attack/weapon damage rolls, and an equivalent morale bonus to saves against fear. The ability, as a reminder, stacks with bless, other than the bonus to saves (which is larger than bless’ bonus). 1 more round of effect after this.
Feena: Note that it should apply to things like scorching ray.
Regulating with the onslaught's ferocity, Vlad quickly regains his composure. With a warrior's resolve, he launches into a counterattack, his weapon moving in a deadly arc as he delivers two powerful strikes against the cat-like demon. Following his offensive, he strategically steps back, creating an opening for Coral to move in.
By seizing Vlad's opportunity, Coral swiftly moves into the vacated space. With a fluid motion, she brings her weapon down hard on the creature, her attack driven by a mix of precision and power.
Damian readies his bow and sends two arrows flying toward the creature engaged with Vlad. His aim is true, and his arrows find their mark. Meanwhile, the life bond he shares with Vlad continues to work its subtle magic, helping to heal some of the warrior's wounds, closing them with a soft glow of divine energy.
Lola, not one to stay on the sidelines, steps into the fray. With a deft thrust, she stabs at the cat creature, her weapon piercing its shadowy form. Her face is a mask of focus, indicative of the gravity of the situation.
Feena, aware of the delicate surroundings filled with ancient tomes, conjures another spell. This time, she unleashes a torrent of fire, carefully controlled and directed to avoid collateral damage. The flames leap towards the creature, engulfing it in a fierce inferno that doesn't spread to the invaluable books around them. Her spell is not just effective but devastatingly so, as she lands a critical strike on the creature.
The creature, overwhelmed by the combined assault of the party, succumbs to the intense heat and energy of Feena's fire. With a final screech that echoes eerily in the library, it collapses, defeated. The room falls into a tense silence, the immediate threat neutralized.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
"Well, then... I suppose we need to start reading. Find out how to bring down that barrier. How should we approach this?"
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
"Let me see if I remember how this was organized... although I suppose that will not help us much, the barrier would be new information. Look for any books or scrolls that look to have been recently handled. A lot of this is covered in dust."
Damian begins to move through the stacks, eyes roving over their contents, on the reading tables and any loose papers he can spot.
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
Marya nods and sheathes her sword. ”Smart call, Damian. I would also add that if anything looks like it is out-of-order on the shelf, take a look, too. The books and scrolls handled the most are the ones most likely to be filed wrong.”
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Coral begins looking as Damian and Marya suggest. At least, on the shelves she can reach.
Perception:1d20 + 13 ⇒ (9) + 13 = 22
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
Lola breathes heavily and trails off with her song, then flicks off some of the beast’s blood from her spear. She muses, ”what a shame. Well.” She looks around the room, her eyes scanning, and then towards the door, ”come - we should find what we can, but be on guard - we do not know what happened to Balthazar. If he finds out we are trying to - disable whatever that thing is - he may choose to destroy the notes before we have that chance.”
Yes, this is research. To research a specific topic or question within a library, a character must attempt a Research check using one of the following skills: Knowledge (history), Knowledge (planes), Knowledge (religion, untrained). Everyone can attempt the religion check untrained.
Attempting a Research check requires an uninterrupted 8-hour research period, and a character cannot take 10 or 20 on a Research check. Each 8-hour period of research grants a cumulative +1 bonus on Research checks. Up to two additional characters can use the aid of another action to assist a primary researcher.
Succeeding at a Research check reduces a library’s knowledge points, similar to the way dealing damage reduces a creature’s hit points. As a library’s knowledge points decrease, it reveals its secrets. Characters learn information when a library’s knowledge points reach various thresholds.
The number of knowledge points reduced on a successful Research check depends on the primary researcher’s training in the skill she used for the Research check and the type of library. A primary researcher reduces a library’s kp by a number of points equal to 1d12 + her Intelligence modifier if she has both 5 ranks in the skill and the skill as a class skill. She reduces a library’s kp by a number of points equal to 1d8 + her Intelligence modifier if she has 5 ranks in the skill or the skill is a class skill for her (but not both). Otherwise, she reduces a library’s kp by a number of points equal to 1d4 + her Intelligence modifier.
In addition to these base amounts, for every 5 by which a Research check result exceeds the library’s Complexity rating, the library’s knowledge points are reduced by 1 additional point. Rolling a natural 20 on a Research check acts like a critical threat. If the researcher confirms the critical hit by succeeding at a second Research check with all the same modifiers (this takes no additional time), the resulting knowledge point reduction is doubled. Conversely, rolling a natural 1 on a Research check automatically fails, and the library’s knowledge points increase by one-quarter of the library’s maximum knowledge points as the library’s multiple sources cause the researcher to pursue an irrelevant avenue of investigation. When a library’s knowledge points are reduced to 0, the characters have learned everything they can from that library.
The DC for all checks is 16. This library provides a +2 bonus to all checks due to the thoroughness of material at your disposal. The Bastion of Light Library has 20 knowledge points.
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Coral looks for any texts describing the harnessing of souls for magical power. While it is a detestable topic, it might be how Valthazar created the barrier.
Knowledge (Religion), 5 ranks, library:1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 Knowledge Points, 5 ranks, not class skill, +1 Int, +1 for beating DC by 5:1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Coral makes good progress, finding some notes scribbled in the margins of an ancient tome.
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
She flits her eyes over the tomes and seems to decide, "hmm - I know of some of these - I suppose we cannot all be guards. Xan Yáan in meyaj ti' le xooko'." She runs her fingers over the dusty tomes until her grey fingers comes to rest on a reddish-brown one that seems very old. She taps it, idly, then retrieves the book, and has an odd look on her face.
Swinging La Guitarra off of her back, she lays the bone-white instrument against the chair as she turns the book over in her hands, and seems to mutter something to herself. After a moment, she sits and retrieves a few pieces of paper from her bag. Carefully, and almost tenderly, she cracks the book open and smells the tome. She shudders, very slightly, if anyone is watching, and begins to read. She can't seem to help humming quietly to herself from time to time as she reads.
As Lola is reviewing the book she found, she's taking notes in a cryptic handwriting, the notes she scrawls seem to vary from Taldan, to the original language of the book itself. At the end of the process, she looks up, and seems a little frazzled - which is unlike her normal confidence.
"Entonces, si. Here is something. I was right, I know at least this book very well." She opens her mouth once, then closes it.
The book is titled [u]High Magic of Xopatl[/u] and it seems to have been written by "Ara"- with the remainder of the author name smudged out, and an illegible, scratched-out subtitle. She shakes her head, "this - " and she seems slightly confused, upset, but also amused, "will help." She shows the notes to the others.
female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 5/8; 3rd 6/7; 4th 3/5 | Activ Effects: mage armo
It was a great relief to Feena that she successfully took out their last enemy without harming the books. Using fire in a library was a sever risk but a necessary one and it had paid off in spades this time. She looked around in wonder at the place, she loved books and this was like heaven to her. She began to look through the materials focusing on the Planar knowledge since the others were looking through the more religious focused section.
Know Planes:1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Does have a +7 from Prof: Librarian give me any kind of a synergy bonus?
Lola, Coral, Damian, and Feena dedicate themselves to long hours of rigorous research in the quiet, dust-mottled light of the Bastion of Light's library. Surrounded by ancient tomes and scrolls, each delves into the labyrinth of historical accounts, annotated maps, and biographies, seeking insights into the fetoring maw and its history. They are rewarded for their efforts and uncover a treasure trove of information!
Fetoring Maw Information
They learn that a fetoring maw is a fist-sized, sickly green gem of ominous power. By holding it and concentrating for an hour, the bearer can summon a vast sphere of poisonous fog. This fog can engulf a targeted area within a mile of the bearer's location, as long as it's centered on a geographical point and not a specific person. However, the area it creates must initially be of normal, safe air, with the bearer choosing its size, ranging from a mere 100 feet to a sprawling mile in diameter.
The thickness of the enveloping fog is always one-tenth the diameter of the safe zone at its center. For example, a safe area of 5,000 feet across is surrounded by a 500-foot-thick layer of poisonous fog. This fog, dense and relentless, can seep through earth and liquids but cannot penetrate worked stone. No wind, regardless of its strength, can disperse this toxic miasma. The gem must remain within 10 miles of the fog's epicenter; otherwise, the fog dissipates harmlessly.
The texts reveal that the fetoring maw can create only one sphere of fog at a time and requires a three-month recharge period after each use. The creator can dispel the fog at will while holding the gem. However, absent such intervention, the fog lasts three months or until the destruction of the fetoring maw, whichever occurs first.
The fog, while allowing passage, obscures vision and contains both poisonous vapors and disorienting mists. The creator of the fog can, by touching the fetoring maw to a willing creature, grant immunity to its toxic and mind-affecting effects through a skull-shaped brand. Up to 13 creatures can be marked for immunity in this manner every three months.
Fetoring Maw Destruction
In addition to finding High Magic of Xopatl, Lola focuses on a worn military report penned by a crusader lieutenant during the Shining Crusade. The document vividly recounts an encounter with a fetoring maw wielded by one of Tar-Baphon’s generals. It describes how the artifact was used to isolate the lieutenant's battalion, cutting them off with a dome of poisonous fog. While the battalion managed to defeat the necromancer in possession of the maw, they found themselves trapped within the fog. A comrade, skilled in poisons, created enough antitoxin to help the survivors navigate through the toxic cloud. The lieutenant details how the battalion members bound themselves together to avoid being lost or misled by the fog, following their most steadfast champion to safety. Eventually, the maw was handed over to clerics of Sarenrae for study, leading to the discovery that a blend of antitoxin and holy water could weaken the artifact.
Coral unearths an annotated map of the Bastion of Faith, which highlights a fountain on the lower floor known for its production of holy water. A marginal note reveals the fountain's remarkable self-cleansing properties; even after being poisoned by an enemy spy, its waters returned to purity within a day.
Damian comes across a biography of a crusader who, after a severe injury, retired to his village to become a blacksmith. This crusader-smith was renowned for his skill with a magical hammer and claimed to have used it to shatter evil artifacts of Lastwall’s foes. Of particular interest is his claim to have worked alongside the church of Sarenrae in destroying a "vile gem of poisonous mists".
Feena, meanwhile, corroborates and synthesizes the information gathered by her companions. She focuses on the technical aspects, piecing together how the combination of holy water and antitoxin could be used to weaken the fetoring maw, and the significance of a magical bludgeoning weapon in its destruction.
To neutralize this artifact, it must first be immersed in a mixture of holy water, blessed by a priest of a deity with the Healing domain, and antitoxin in equal parts. Once immersed, the maw becomes vulnerable for one minute. During this window, a single blow dealing at least 10 points of damage from a bludgeoning magic weapon is required to shatter it, which also causes any fog sphere it created to dissipate harmlessly.
During their research the party discovers a tome bound in a cover of platinum and gold. This blessed book has the holy symbol of Sarenrae emblazoned on the cover. This is a blessed book.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
"Quite a lot of information," says Coral, "And that book looks to be a valuable find in its own right.
But I am exhausted. It was a long day before, and we just spend eight hours reading books." Can we assume Vlad and Marya slept during that time so they can keep watch now?
"I need to sleep. Let's post guards. I hope this weakness is diminished in the morning... or next afternoon... I have no idea what time it is. And we can try to destroy the Festering Maw afterwards. Do we have a magic bludgeoning weapon? If not, we should consider preparing spells to enchant Vlad's adamantine warhammer."
I have questions about the 24-hour save to remove a negative level. Is it the kind of thing where we could reasonably time effects such as Heroism to help with the save to remove it? Or would they need to be in effect for the entire 24 hours? Can Coral stick near allies to benefit from her Shake it Off feat when the save comes around?
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
Lola barks a laugh, then controls herself, ”¡valuable! Si, no sólo es valioso sino invaluable. No tiene precio.“ She snickers merrily, but is confused still, and doesn’t seem to be fully present, as if she can see something outside of the material world.
She keeps her bemused expression, until her eyes widen and she gasps for air, trying to stifle some emotion, or pain - psychic but physically manifested, and she clutches her stomach for a moment, her expression surprised.
Seconds later she’s retuned to her earlier composure, the only evidence of anything odd being sweat on her brow, which she wipes away ”no - it doesn’t matter. We have more important things to deal with.” She slips the ancient book into her satchel deftly.
She opens her arms expansively, and notes ”entonces, now I will help you if I can, but remember also, we have the bottled undead to destroy before it escapes. Let us see what we can do about both, yes?”
She taps her spear, and points at Vlad’s hammer, ”anything. I have magic that can make any weapon magic and bludgeoning. We just need the reagents.”
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
Damian gives Lola a concerned look. "What is the matter? Are you unwell?"
Once he receives his answer, he turns to Coral. "I can bless a weapon, and the holy water as well. I also have a balm to make a weapon holy, although I doubt it will help us much in this case."
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
Assuming Coral is able to rest, she nevertheless wakes up when the pain from the wound of the wight's claw starts building to a crescendo. She stirs and gets up. It's time for her watch shift anyway.
Coral focuses her mind. She remains close to Lola and Feena, drawing strength from them.
Fort save to remove negative level, Shake it Off (2 allies), negative level:1d20 + 11 + 3 - 1 ⇒ (11) + 11 + 3 - 1 = 24
After an exhaustive eight hours spent poring over ancient texts and unraveling the mysteries of the fetoring maw, Feena, Damian, Lola, and Coral decide to call it a night. The library's dimly lit corners and the weight of knowledge they've sifted through have taken their toll, leaving them mentally drained but richer in understanding.
Understanding the importance of remaining vigilant, especially in such an unpredictable and dangerous environment, they gently rouse Vlad and Marya to take over the watch. The shift in guardianship is seamless, a testament to the group's cohesion and mutual trust.
Deciding there is no need to sleep in the library now, the group moves north back to the bedrooms to catch some shuteye. As Coral settles to rest, she can still feel the lingering effects of the energy drain caused by their previous encounter with the undead. It's a subtle but persistent affliction that has been clouding her senses and sapping her strength. However, as she drifts into sleep, there's a sense of the affliction's grip loosening, its presence fading like a shadow at dawn.
When morning comes, and Coral awakens, she feels a noticeable change. The debilitating weight that had been pressing down on her seems to have lifted. It's as if she has shed an invisible burden, leaving her feeling rejuvenated and more like herself.
It's the next day! Coral's negative level is gone. Where are we headed?
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
Lola nods, .”yes, I felt as if I were being killed again. It may have been tied to my former life. But it does not matter - it is my own problem. I will control myself in the future.”
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
"Oh, Lola, you know that's not why I asked. I care about you and I do not want any harm to come to you. You are no longer alone, so if you have a problem please tell us about it, that we may try to solve it together." Damian's kind smile still holds a tinge of pain from the remembered loss as he reaches out to put a hand on Lola's shoulder.
F Halfling Rog4/Ftr4/KoO1 | HP 62/62 | AC 27, T 18, FF 22, CMD 24 (28 vs Trip/Grapple; 25 vs Disarm/Sunder) | Mv 30' | F +11 R +13 W +7, +4 vs fear, Shake it Off | Init +5 | Per +23 (+25 traps) | Active: None
"Yes Lola, please tell us. I am filled with regret at not having paid attention to your distress before, during your conversation with Barzakh in the Dead Roads. I was too focused on my own distress then, as I was last... last night? Before I had a chance to rest in any event.
Please tell us what we might do to ease your burden. You have done so much for us.
Did that book disturb you somehow? Awaken a memory?"
Coral seems genuinely concerned.
When we are ready to move on, I was hoping to go back to the room with the trap (L9, SE corner) and make my best attempt at removing it, with the benefit of Heroism, Moment of Greatness, Inspire Competence and MW Tools from Gerdish's Any-Tool. That would be a total of +15+2+2+2+2 = +23, so a 33 with Take 10.
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
Lola hesitates, and then explains, ”thank you - it is - hard to remember. I am not supposed to, I think. Or maybe I am.” She sits down on a bench, and leans forward, her head in her hands, though she is careful not to smudge her somehow impeccable makeup and hair.
She looks up, ”do you know what I am? ¿En realidad? I am a ‘duskwalker,’ right?” She straightens herself, and wrings her hands in front of her, ”this is - you are all crusaders - concerned with the material. What I am, what I’ve become, is outside of the material plane. Separate from it. I am an outsider. Closer to a psychopomp than to any of you, in some ways.” She takes a deep breath, ”this is boring and complicated, but the point is - my spirit was not always bound to this exact form. Long ago, I lived another life. Or many other lives, no está claro… “ she muses.
She pats her bag, ”I know this book. Because I … wrote it. Or more accurately I think translated it. Even more remarkably, it should not be here. Do any of you know where Xopatl is? Not Avistan. It is far across the sea, to the west - perhaps for some easier to get to than the planes, but unfathomably far for most.
She chuckles to herself [b]” It was written by… someone else. Someone who I used to know - sort of. The goddess Arazni.” if there is hesitation, she doesn’t show it. She repeats the name, calling out, ”Arazni? Right? I remember! ¡Mensaje recibido!”
She looks back at Coral, ”few know she was Arcadian - but even though it is fragmented, I know she was, once.” She shakes her head, and shivers slightly, ”I reacted the way I did because well, when I touched the book - I remember how I died the first time, in Arcadia, untold years ago - even if I do not know why. I was executed…” She pauses for theatrical effect, seemingly, and adds in a whisper ” …. and I deserved it.” Her mouth is a thin line, as if this knowledge is something that is extremely painful. She shakes her head, ”see - this is why I did not want to say anything. You all cannot absolve me, because I do not deserve it. This body, this life, this is a mercy and justice. I should never have asked to your help with Barzakh.”
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
Damian frowns as Lola speaks, but in concentration rather than censure as he is tryin to read her lips and piece together what she is saying. As she stops, he shakes his head slowly with a pained smile.
"Ahhh, Lola. We cannot absolve you, it's true - for only the gods can do that. We also cannot say what you do or do not deserve, in this life or your previous ones, or in the afterlife - save one thing. You do deserve our help, and if this, this..." he gestures at her, "is a second chance, then what is in the past does not matter. Not to me, at least."
F Duskwalker Bard (Dirge Bard) 6/Mortal Usher 3| HP 66/66 | Defenses: AC 19, T 13, FF 17, CMD 21 | F:+8, R:+10, W:+10| Per: +9, SM: +7, Init: +2
She looks appreciative, but wary, ”sorry - I will learn your sign language for you as soon as we have a break. If it is any consolation, I did not remember much of this until I was brought back to life again. There is a story there too - and I will tell it - but my hope is that someone else will tell it first.”
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
Marya listens first with melancholy, then with rapt interest. ”You…knew Arazni? Hilde would be so excited. She would have so many questions. I don’t even know where she would have started.”
Marya leans against the wall. ”There is no forgiveness in this world. Maybe not even redemption. But all we can do is carry on better today than yesterday. When we let our past mistakes keep us from moving forward, we merely compound them.” She grimaces. ”Doesn’t mean it’s easy though. Inheritor knows.”
Hello! Congratulations on making it into the Tyrant's Grasp adventure path!
You are a group of twelve that will need to be broken into two groups of six. Before we get to that though, there are a few housekeeping matters we need to address as a group.
1) I will be granting each of your characters a free story feat. In the past I've taken the time to go through each of your characters and hand pick the story feat for you. Due to the size of the larger group, I'm going to ask that you go through and pick two or three that you think are appropriate and we'll work together to select the correct one. I only have one condition with regards to these feats, and it applies to everything I do when I provide free items to you: Please don't power-game me with them. I'm not giving you more powers to beat up the baddies in one round each combat, I've giving you the ability to further expand the character depth and build new roleplay opportunities. We likely will not really explore these feats in depth until you are much higher leveled as I want you to work up to the goals over time.
2) You'll need to work on the teamwork feats. This obviously means you'll need to know who your team is going to be, but feel free to talk about possible ones you guys all like in the meanwhile. Reference above stated power gaming caveat!
3) You need to have someone in Roslar’s Coffer you are attached to. My preference is that this is someone you are really close to and care for deeeply (family, friend, loved one) but this does not fit everyone's background. If none of those fit really well, then make it an acquaintance of yours that you are at least friendly with.
4) Did I tell you that I love roleplay yet? If not, I do. I love it even more when my player's can foster roleplay between themselves and fill the gaps without having me to jump in to keep it going. Part of what makes this work better are background tie-ins. Again, this isn't for everyone. But if you can tie your background in some way to other characters then this creates more scenarios for interaction.
5) Team division. I have a tentative team breakdown that I used to create two parties that I then used for player selection. Before I share that, I'm interested to hear if there are certain players you do (or would rather not) play with from among the selectees. Post it here or PM me if there are certain player's backgrounds that you feel work better together than others or if there is just another player you really enjoy RPing with. I'll try to pool these requests and post a group up into separate threads after that.
6) Finish your crunch. While I referenced this during selection, I did not check it or make sure you followed my rules because that wasn't important to me. Make all your changes and get ready to start the game.
7) Last but not least, I picked YOU as a player more than I picked your character. Your character showed me what you can create and what you want to play, but with that being said if you want to change something to better fit the party or aren't feeling what you wrote please talk to me about it and I'm sure we can make it work. My 12 selectees are a little light on arcane so someone may need to accommodate that depending on how the party classes and roles flush out.
I have more stuff about my play style and what not, but I'll save that until we break into two groups. In the meanwhile, jump in and say HI and start talking about the above items. I'd like to try and be finished with all of the above in no more than a weeks time. There is no rush, but I'd like to get started with at least team breakup by the end of this weekend if possible.
Here's a quick reference of what you guys submitted:
CampinCarl9127 - Laurel Thestia - Cleric - Divine Support/Channeler/Melee
caster4life - Samalgee Dorn - Oracle Healer/Support/Buffer
Dakcenturi - Aralah T'forc - Inquisitor Ranged, can switch hit | Traps/Survival/Divine (Inquisitor/Monk)
Drogeney - Feena - Sorcerer- arcane caster blaster/support
ElegantlyWasted - Varryk Swiftshot - Ranger - Ranged Combat/Divine/Survival (Infiltrator Ranger)
Hrothdane - Marya Ilyinichna Belova - Cleric - Cleric, big party buffer and heals, plus some slashy slashy
Kittenmancer - Damian Catus - Paladin - Ranged, channeler, healer (oradin)
motteditor - Mithralline Pierce Cavalier - Melee charger
PatheticWretch - Vlad the Heretic - Fighter - Fighter/Barb; Melee damage and tanking
Phntm888 - Sarela Falrin Witch - Support & Debuff/Witch
stormraven - Rajuna Two Fangs - Rogue - Skills+ | Rogue / Warpriest
Tiessa - Rose - Shaman - Shaman (Speaker for the Past) - skills/support/cc
Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait
Greetings all! Thanks for the invite GM!
I'll start reading through backgrounds tonight and then give my thoughts on any possible links or tie-ins as well as potential team work feats. Looking forward to getting this started!
As for the arcane side of things, if we need someone to swap around I could do that. While I'm looking forward to trying out Aralah I have no qualms in changing things up if it is needed for the group as a whole.
Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
Awesome! I'm so glad to be selected, and am really looking forward to this game. GM Shadowlord is an amazing GM, and I love the fast pace and detail of his games. This will be great.
As for my character, though my first level is Fighter the rest will be Barbarian (and eventually Pain Taster), with the likelihood I'll be able to soak up a lot of damage.
Out of combat, I'll be pretty good at Intimidate and Survival.
As for group balance, I am happy to run with any of these great players, but would request if there's a group with a heavier religious bent, that I be in that group for role-playing reasons (looks like there are plenty of options!).
I'll look at Story and Teamwork feats and give some thoughts on that (Teamwork may work better after we have the groups organized?).
I'll also check out potential background ties with other players.
Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6
Hello all, thanks for the opportunity to play!
1) Are we picking from the story feats listed here?
2) Do we have to meet the prerequisites for the teamwork feats you listed in your original recruitment post? It seems that we gain a teamwork feat at level 1 and level 4, but some of the feats have prerequisites that we wouldn't be able to meet, such as 5 ranks in a skill.
I will wait to see what my group is so we can make the decision on teamwork feats together. Laurel is fairly flexible and could benefit from various of the options listed.
3) Laurel's immediate family is all either dead or missing. Would you want me to expand on the monks in the monastery of Saranrae, or is that something that is already established in the AP?
4) I'm down. Laurel has been here his entire life so there will be plenty of opportunities for shared backgrounds. Of course, I'll have to see who my fellow players are first.
5) On the recruitment spreadsheet, I created a secondary spreadsheet that only includes the accepted players, including links to their profiles, for all to use to reference.
I have no qualms with any of the other players.
6) Crunch is done except for teamwork and story feats.
7) I like where my character is. He's a fairly flexible build that doesn't have any glaring weaknesses, and I can't change his build much without completely changing the core of the character.
F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.
Hi all! Very happy to be selected! Thanks for taking two tables, GM. Looking forward to this quite a bit.
1) Hmmm... Interesting. That's tricky but I'll think about it. So far clarifying channel and liberating channel seem awesome since Sam is all about protecting her friends. Edit: Ooh you mean story feats as in an official category? Ok cool. I've never looked at those but it sounds cool.
2) Ranked from my first choice to my last choice: Shake it off, phalanx fighter, lookout, shielded caster, duck and cover.
3) Definitely my parents. Very attached to them.
4) Super down for tie-ins. I'll look for some options.
5) I've played with Dakcenturi before so I know Aralah will be good to play with but I'm sure everyone will be great so I'm not picky.
6) Gotcha. Just realized I made a small mistake in my init. Fixed.
7) Hmm well I am taking the spirit guide archetype which will allow me to pick up some arcane spells here and there on a flexible basis. Question: What do you rule happens if a spirit guide oracle picks up the arcane enlightenment hex for the day? I could help cover a little bit of arcane with that depending on your interpretation. No big deal to me either way.
Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
I've gone though the great backstories of the other players.
For tie-ins with fellow players, as well as teamwork feats, I think it would be better for me to wait and see who's in the group.
As for someone we know in town, is there a list of NPCs we could potentially know? There weren't any in the campaign guide. If not, mine will be my uncle, Arun Bloodmoon, brother of my deceased father.
I’m on the road and don’t have my groupings available to me, but I’ll try to get them up in 30 minutes or so. I was trying to create flexibility, but it sounds like I’m sowing chaos instead. I’ll post my breakdown and if anyone wants to change it that will be fine with me.
I’ll get to the questions above a little later on as well.
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
Hi all, very honoured to have been selected and have the opportunity to play with such a distinguished ensemble. :)
1) Story Trait: the best fit for Damian is Unforgotten, as he is still searching for his children.
2) Teamwork feats: probably something related to ranged combat, but also depending on teammates.
3) Roslar's Coffer connections: I have several options here, I'll make a separate section in my character profile for them.
4) Background tie-ins: I have a list! So far, the most likely potential tie-ins are with people who live or have lived in Roslar's Coffer:
- Laurel was at the Sarenite monastery at the same time as Damian (while he was still Lori)
- Varryk lived in Roslar's Coffer for a while
- Sarela is born and raised in Roslar's Coffer, also a worshipper of Sarenrae like Damian, and a healer
- Rose has been living in Roslar's Coffer for a while, and Damian may approach her to ask if she can contact the spirit of his dead husband
- Marya has lots of things in common with Damian and also is a resident of Roslar's Coffer. They probably commiserate over the deaths of their beloved partners
5) I would be happy to play with anyone, but I particularly love Marya as a character. :)
6) Crunch is done except for picking a teamwork feat.
7) I looked at how I could make Damian more arcane-y, but sadly didn't find anything that wouldn't significantly alter the character concept.
Init +4 Perception +7 Male Half-Orc Ranger (Infiltrator) 1 HP 11 | AC 18 Touch 14 FF 14 | Fort +5 Ref +8 Will +4 | Orcish Hornbow +5 (2d6/x3/80 feet) | Greatsword +2 (2d6+1/19-20)
Had a moment to look over some stuff.
As far as team division, I should be quite pleased to game with anyone else selected for the game. I do think I would like to be in a party with a character that's more extroverted and joyous; it would help draw Varryk out of his shell, which he needs.
For Teamwork feats, I'd very much like to pair up with whatever character in my table will be more melee focused. If we both pick up Broken Paw Gambit, then at 8 or so I can eventually pick up Wounded Paw Gambit.
For my level 4 feat I'd probably take Enfilading Fire to give me a bonus when the foe is flanked.
GM, for my story feat, the one that seems most appropriate given my background is Vengeance, but I would love to hear if you have other suggestions as well!
As far as who in Roslar's Coffer Varryk could be attached to, I could quite easily see his parents returning to re-settle the town.
I would be quite happy to link some backstory to other people! I'll get reading on backgrounds shortly.
I should be able to finish my crunch up at some point today or tonight.
1 & 2 - Feats I'll give the feats questions some thought. I'm flexible on the teamwork feat, so long as it doesn't hinge on my magnetic personality. CHA 8 Like others have stated, making that part of the post-split team discussion makes some sense to me. But I will pull together a short list of the team feats (and story feats) I think may be useful.
3 - Attachments This is tricky as Raj is an outsider in many ways. However, he is good for having an awkward crush on some lady in town (PC or NPC). He's more of the quiet, watch her from afar, and realise he-is-hopelessly-out-of-her-league, struggle against his desires, kind of Romeo. If you want samples of what that might look like, let me know. Would that sort of connection work?
4 - Tie-Ins I'll skim some backgrounds to see if anything fits.
5 - Team Div No preferences for me. I will say that Raj is a morally grey character and while he is fun to play off against a party Idealist, if the entire tenor of the party is righteous holy-rollers, Raj would be better in the other group.
6 - Crunch Raj's crunch is finished, minus the Teamwork and Story feats. If we really need an additional arcane caster, I could tweak Raj in that direction or drop in a replacement character who is more of a 'rascally' rogue/spell-slinger.
F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.
Looking through backstories, here are some Samalgee could have a connection with:
Vlad: Sam might know you and be extremely troubled by your beliefs and self-flagellation. She would have asked to heal your wounds on multiple occasions. Perhaps a friendship developed through this or just an uneasy awareness of each other. If you became friends, she would constantly try to convince you to stop hurting yourself while healing you.
Laurel: Sam might know you and is probably very sad about what happened to your family. She has probably tried many times to cheer you up with a joke but I doubt that's done much for Laurel.
Varryk: Would Sam know about you hunting the undead? If so, you and her have probably had an argument about it. She's an absolute pacifist and doesn't think that seeking out something that is kind of alive and not harming anyone then killing it makes sense. As a player, I think that's a little crazy but it's how Sam thinks! XD
Init +4 Perception +7 Male Half-Orc Ranger (Infiltrator) 1 HP 11 | AC 18 Touch 14 FF 14 | Fort +5 Ref +8 Will +4 | Orcish Hornbow +5 (2d6/x3/80 feet) | Greatsword +2 (2d6+1/19-20)
Sam, Varryk certainly doesn’t make a secret of it! That could lead to some lively discussions, especially once the undead actually start hurting people in the campaign.
Alright, here's how I did my breakdown for selection:
TEAM 1
Tiessa
Drogeney
PatheticWretch
Hrothdane
ElegantlyWasted
Kittenmancer
TEAM 2
motteditor
Phntm888
Dakcenturi
CampinCarl9127
stormraven
caster4life
By no means is this set in stone, it's the framework I used for selection to keep it relatively balanced. If you want to switch or see issues, speak now or forever hold your peace! Next post I'll get to your questions, but I'll post this now as that could take some time.
Alrighty! Here are the answers to the questions so far:
Laurel Thestia wrote:
1) Are we picking from the story feats listed here?
Those are the ones! I'm not confident that list is 100% complete (there may be more elsewhere), but it looks like a good reference to me.
Laurel Thestia wrote:
2) Do we have to meet the prerequisites for the teamwork feats you listed in your original recruitment post? It seems that we gain a teamwork feat at level 1 and level 4, but some of the feats have prerequisites that we wouldn't be able to meet, such as 5 ranks in a skill.
Yes you still need to meet the prereqs. The plan is to continue to offer teammworks every four levels, so again at 8, 12, 16.
Laurel Thestia wrote:
3) Laurel's immediate family is all either dead or missing. Would you want me to expand on the monks in the monastery of Saranrae, or is that something that is already established in the AP?
First, don't feel the need to push your story to make this fit. If it doesn't fit, it doesn't fit - no sweat. If you can modify/append some NPC interaction that fits in than that's awesome.
Laurel Thestia wrote:
5) On the recruitment spreadsheet, I created a secondary spreadsheet that only includes the accepted players, including links to their profiles, for all to use to reference.
Thank you!
Samalgee Dorn wrote:
Question: What do you rule happens if a spirit guide oracle picks up the arcane enlightenment hex for the day?
What are you looking to happen here? Gain spells charisma mod number of arcane spells? Seems reasonable to me.
Vlad the Heretic wrote:
As for someone we know in town, is there a list of NPCs we could potentially know? There weren't any in the campaign guide.
This will work better if you create your own I think. If you are stuck for ideas then let me know and I can help with some.
Damian Catus wrote:
5) I would be happy to play with anyone, but I particularly love Marya as a character. :)
Don't you worry, the nuances in your characters was not lost on me and I paired you together for a reason! :)
Varryk Swiftshot wrote:
Oh, GM, have you given any thought to waiving PBS as a prerequisite in favor of Precise Shot?
Yes. I'm fine waiving using PBS as a requirement, but I'm not granting it as a free feat. If you want the bonus damage you still need to pick the feat up.
hp 97; AC 26 or 27; Fort +13, Ref +11, Will +12 LE sprite vampire tyrant 7
Hey all,
First of all, thanks for the selection, GM. I very much appreciate it, as I've been very eager to play this character. And I'm loving your Ironfang game, so hopefully this one will be as successful.
I'll try to look through everyone's characters ASAP, though I tend to trust GMs and their divisions. I divided up the tab so Team 1 and Team 2 are together, though obviously that can change. As far as Mithralline goes, she'll do well with another character to challenge her. She's outgoing, but she's also someone who will work best with another character to doubt her or push her on to greater excesses.
I'll also look into best options for a story feat and teamwork feat (I'll be granting Escape Route as part of my character build, so having someone else in melee would be nice).
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
Hi everyone! I’m honored to have been selected to take part in this journey!
1. Marya was written with Deny the Reaper in mind (it’s in her stat block after all) so I would really like that one. Getting it for free would free her up to grab something else, in which case I’d prob get heavy armor proficiency, as I see her as eventually in full plate like the picture I found. I also made a conscious choice to not give her selective channel at 1, as her not having it is meant to be one of the reasons Hilde died, and she’s still guilty about it.
As for why I’m so attached to Deny the Reaper, as I’ve been thinking about Marya more and realizing that hey, she’s a cleric, and hey, this campaign goes to high level, the concept of her bringing Hilde back to life isnt out of reach, especially since Marya has held onto something with Hilde’s blood, and that feat ties in. As she reaches higher and higher levels, I can see her realizing more and more that it’s actually possible.
2. Escape Route would be my preference. It’s a solid feat and it allows for Swing About later.
3. Hmm...I’ll need to think on this. I’ll see what I can come up with.
4. I agree with Damian that we have a lot of parallel backstory that’s rich for interaction. I’ll look through the others more closely.
5.I’m great with that arrangement!
6. Marya is pretty much done but I’ll look over her again tonight after class.
7. I’m pretty attached to her character concept and her class is very tied to her concept. I’m also currently playing a sorcerer in Wrath of the Righteous and did Mummy’s Mask as a pure bard, so I’d rather keep it switched-up by doing a pure divine character.
female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 5/8; 3rd 6/7; 4th 3/5 | Activ Effects: mage armo
Thanks for picking me!
1 & 2 I'll have to think on these some more, might take me until Saturday to come up with much but I'll be as quick about it as I can.
3 & 4 Does this have to be an NPC? Her backstory includes and unnamed Priest of Sarenrae who bought her from the slave auction to free her and would be her connection tot eh town. If this doesn't need to be an NPC it could be another player, if it does I'll get more wrote up about him.
5 The division seems fine to me.
6 Should be good but I will double check. If anyone else wants to look it over feel free.
Female Half-Elf | Inquisitor 1/ Monk (zen archer) 2 | HP 19/19| AC 17 | T 17 | FF 14| CMD 19 | Fort +5| Ref +5 | Will +10 | Init +2 | Perc +12 (Low-Light) | Portrait
So, still looking things over, but one thing that stood out, it looks like the two disable device monkeys are in the same party. May need to make an adjustment there otherwise Team 1 may be sad when they find their first locked door or trap :D
Female Female Elf | Shaman (Speaker for the Past) 1 Sorcerer (Tattooed) 1 | HP 14/14 | AC 17 | T 13 | FF 14 | CMD 13 | Fort +1 | Ref +3 | Will +7 | Init +9 | Perc +10 (Low-Light) | portrait
Thank you for picking me, I appreciate it!
I'm at work right now, I'll read everyone's background and posts when I get home later this evening and can provide more detailed feedback. I'd like to give everyone a quick summary of Rose so you have somewhere to start to riff off of if you wish.
A quick bit about Rose, she's an elf who has been living in the town for about 30 years. She has been teaching the children of the town for that period of time. Her method of teaching is very hands on, involving roaming around the countryside and learning from everything. She is patterned on an old Microbiology professor of mine who took us out into the field and taught us all sorts of fun things in addition to the practical microbiology. Very fun, not a stuffy school marm type. If you grew up here, you probably were taught by her if you and/or your parents wished, she attracted children to school by making it fun rather than forcing anything official.
She is a Shaman (Speaker for the Past), so has numerous knowledge skills. I'm going to focus her more on crowd control abilities with her backup being a bow.
She came here to ferret around the battlefields, listening to the spirits of the dead, and looking for interesting artifacts that she could return to family members. My view of the dead she speaks for isn't just her own ancestors, but more broadly anyone of the dead with a strong spirit and wisdom to learn from. She doesn't tell people she speaks with dead spirits, she was not treated well growing up by those around her who thought she was insane. She passes off what she learns as knowledge she's researched/uncovered.
She went through the rebuilding, pitching in for everything and helping everyone rebuild from scratch, she's a Reclaimer.
She's generally a very bright, sunny, and optimistic person. She has a 'momma bear' attitude about anyone that hurts people she views as under her 'protection'; she won't hesitate for a second in bringing that to an end.
Her one noticeable quirk is that she tends to have one sided conversations with herself, under her breath if she thinks anyone is around, but if anyone listened in under her cottage window or something like that, you'll have noticed that she can get quite argumentative with herself. (Read my RP bio if you want to know the details, but she's never told anyone her "secret" and tries to hide it. Sometimes she even thinks she succeeds at it.)
I too haven't spent my teamwork feat and am up for story/teamwork feats with anyone.
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
Aralah T'Forc wrote:
So, still looking things over, but one thing that stood out, it looks like the two disable device monkeys are in the same party. May need to make an adjustment there otherwise Team 1 may be sad when they find their first locked door or trap :D
That’s...a good point. I did Mummy’s Mask from beginning to end as an archaeologist bard, and damn was that disable device needed.
Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:
Thank you for the selection! I’ll look over everyone’s backstories for tie-ins tomorrow when I’m on a computer and not my phone. Regardless, anyone who grew up in Roslar’s Coffer is a good choice, as well as anyone who worships Sarenrae, especially since her father was a paladin of Sarenrae.
My crunch should be almost entirely complete except for the two feats. I’ll figure out a couple of story feats I like tomorrow. For teamwork feats, I’m always partial to Shake It Off, although Escape Route could be useful if I somehow end up in melee.
As for arcane potency, given the number of Clerics that got submitted, I could drop the hedge Witch archetype and either look into a more arcane archetype for Witch or just stick with Bonded Witch. Hedge Witch doesn’t alter the Witch until 4th level, anyway, so it won’t have an impact on my background to lose it.
>:) <-- insert EEEEEVIL DM Smile at that 'accidentally' missing trap-finder for Team 1.
Re: Tie-Ins...
I've looked through everyone's backstory and I don't see a plausible tie to Raj. Guess he'll play the true outsider by really living his Campaign Trait. :)
Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
Team 1
I'd also love a trap-finder, if possible. :)
Looking at backstory ties, you might know Vlad if:
1. You knew his father, Alric Bloodmoon, a native of Roslar's Coffer, who went on to be a hero of the Knights of Ozem stationed in Vigil (where he lived for quite some time, so he's been gone a while). Killed in battle, he is buried in Roslar's Tomb, along with other heroes.
2. You know his uncle, Arun Bloodmoon, also native to Roslar's Coffer, who is an inquisitor of Iomedae.
3. You have been to the Cathedral of Sancta Iomedaea in Vigil, or have associates with the Knights of Ozem.
4. You, along with a group of drunken revelers, beat up a homeless man in Vigil.
5. You enjoy whips and/or pain.
Marya, I think we have some natural leads I'm going to PM you about. I'm happy to tie in with any others, as well.
Human Fighter 1 / Barbarian 6 | HP 73/73 [87/87 Rage] [DR/3] | AC 20 [16 Rage]; Tch 13; FF 17 | F +12; R +6; W +7 | CMB+11; CMD 22 | Speed 40 ft | Init +2 | +1 Scythe: +12 (2d4+7) | Perc +11
Rajuna Two-Fangs wrote:
Vlad the Heretic wrote:
you might know Vlad if:
5. You enjoy whips and/or pain.
I'll thank you to stay out of my closet, sir!
;)
Haha--I should note for the record that he's not into THAT kind of stuff. ;P
He's based on the Flagellant from Darkest Dungeon if anyone's played that game. He seeks enlightenment through pain, and is a complete religious zealot.
As for the teamwork feats, since we haven't started the story or know each other, it's hard to think of these without a little optimizing. Shake it Off or Escape Route would certainly be nice.
Channel 5/5, Bolstering Touch 7/7, Seize the Initiative 7/7
Spells Remaining:
See Sheet
Spells/Effects Active:
AC 21 T 12 FF 20| Current HP 64/64| F +10 R +6 W +13 (+1 vs illusion+charm)| Init +0 | Perc +9
I came up with two NPCs in Roslar's Coffer that is connected to Marya!
Background:
When Marya first came to Lastwall and Roslar's Coffer aroudn three year ago, about six months in, a single woman came to town. Heike Franke was from the Barstoi province of Ustalav, known for its vast forests occupied by villainous creatures and cultists, as well as its military history. (I think of it as Prussia, hence the German names) Heike's parents had forced her out of her home when they discovered her pregnancy. She had come over the border to stay with her cousin at his bar/inn, The Jig and Whistle. She still needed help with her baby, preferably from an individual who wouldn't ask questions. She found Marya on her cousin's recommendation, and Marya agreed to help and even keep the entire matter quiet on the condition that Heike raise the child without gendering them until the child chooses one for themselves, if they even do. Heike agreed, even if she didn't quite understand, and that rule became Marya's one condition for helping someone.
Heike almost died from the werewolf child ripping through her belly. She had suspected something of the sort would happen, having been assaulted by a werewolf wearing a necklace of a skull with chains through the eyeholes, and warned Marya, who was able to prepare.
That child is now three years old and recently chose the name Konstanze. In many ways, Marya sees the dark-haired girl as who she herself could have been. Heike's cousin died in the intervening years and she took over the bar, and Marya is often found drinking there. However, she only drinks when Konstanze is around, as she knows she won't let herself drink too much and set a back example. She likes to listen to the little girl talk, and Konstanze is happy to go on for hours and hours about her imagination games.
M Human Paladin of Sarenrae 5/Oracle of Life 3/ Medium 1 | HP 85/85 | AC 20/14/17 | F +13, R +10, W +15 | CMB +7, CMD 21 | Scimitar +7/+2 (1d6) | Longbow +10/+5 (1d8+6) | Init +1 | Perception +4 (Deaf)
I like what Rose did with earlier in the thread with their character background, and as most tie-in characters for Damian got put in Team 2, I'll do something similar in case Team 1 sees something they can work with.
Damian has been living in Roslar's Coffer for 42 years, being raised by a deaf and mute woman named Suzana (Damian is deaf himself, and while he learned to speak and lip read, he also uses sign language).
17 years ago he started working at the Sarenite monastery - back then he was still known as a rather beautiful woman named Lori. He transitioned about a year before the Twisted Nails raid and became a paladin of Sarenrae. Since the raid he's been wandering the surroundings of Roslar's Coffer, searching for tracks of his missing children. He's good with a bow, and also at making them.
Potential tie-ins:
- Anything related to Sarenrae. While he's no longer formally serving the Dawnflower, Damian has taken her teachings to heart and is a devout follower.
- Bonding over loss of loved ones. Damian lost his husband in the orc raid, and his twin children have been missing ever since.
- Archery and bowcraft (Varryk?)
- Helping people and healing. Damian has always admired the paladins and priests of Sarenrae, how they are able to bring succor to the sick and injured, and also has a very strong protective streak.
- MLM (men loving men). Damian has a lover, but they're in an open relationship. If someone interesting/interested comes along, who knows.
- His twins, Ruxanda and Sorin. They were 11 when the raid happened and should be around 23 when the game starts. Younger characters may have grown up with them, or known them from school.
Male Human Cleric (Angelfire Apostle) 2 | AC 17, Touch 12, FF 15 | HP 18/18 (3 charisma damage) | F +5, R +2, W +6 | Init +2 | Perc +6
See you guys in the other thread!
FYI to team 1 & GM: I won't be checking this thread anymore, so if you have something directed at me please either post in the other thread or PM me :)
F Oracle 4 | HP 28/39 w 4 NL | AC 21 T 13 FF 19 | CMD 12 | F+4 R+3 W+5 (+2 against fear or despair) | Init: +2 | Perc: +7; low-light vision | Spells: 1-3/7, 2-3/4 | Channels: 4/5 | EH reroll: 1/1| Hex of the day: Heaven's leap.
Laurel Thestia wrote:
See you guys in the other thread!
FYI to team 1 & GM: I won't be checking this thread anymore, so if you have something directed at me please either post in the other thread or PM me :)
GM, for my story feat, the one that seems most appropriate given my background is Vengeance, but I would love to hear if you have other suggestions as well!
No problem. I'll need you to name your chosen foe in your profile somewhere.
Damian Catus wrote:
1) Story Trait: the best fit for Damian is Unforgotten, as he is still searching for his children.
This works for me.
Marya Ilyinichna Belova wrote:
1. Marya was written with Deny the Reaper in mind (it’s in her stat block after all) so I would really like that one. Getting it for free would free her up to grab something else, in which case I’d prob get heavy armor proficiency,
You're all set with Deny the Reaper, go ahead and add heavy armor or whatever other feat you wanted to replace the free one!
Rajuna Two-Fangs wrote:
I think these Story Feats work best for Raj based on his background:
Either of those fit thematically, though Vengeance is harder to pull off because you don't have a specific foe defined to meet the criteria (Though I assume you had one in mind). I'm fine with either of these selections, but I'll need to know what creatures they were if you select Vengeance.
Either of those fit thematically, though Vengeance is harder to pull off because you don't have a specific foe defined to meet the criteria (Though I assume you had one in mind).
Actually, I don't. Clearly it would have to be whatever toothy nastiness nuked his village but I left it intentionally vague along with Raj's hazy memories to give the DM some rope to work with.
You're welcome. ;)
If you'd rather I pick the baddies, that's fine with me. I'll put on my DM hat and grab something nasty... if I decide Vengeance fits better than the RP-heavy possibilities of Feral Heart. Raj getting hitched in a survival horror adventure path? Talk about a hard goal to achieve!
The way I want to play the story feats is that you won't really make any headway on them for quite some time. I don't want them accomplished in the first few levels, or even the first book really. I'd like to make them ore of a mid-game story if possible (though it will vary character to character). Let me pull down books 3 and 4 and see if anything jumps out at me for Vengeanace. If not then let's go with Feral Heart.
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I'm opening up gameplay for some pregame roleplay and allow you guys to get some interaction before the real fun begins. Please dot in and start to feel out your character a little bit. Don't worry about the crunch not being done yet for this part.
Oof. You guys and your crazy goals! Should make for a fun AP!!!
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Dakcenturi has been setting up Discord channels for games that I'm in him with. Since I'm ever-present for those games, I had him add this one as well. Here's his spiel:
Dak wrote:
So since I was reminded about this in another game and we are just starting up. I have a Discord channel just as a secondary point of contact. I created it after the forum fail of last year where they were down forever so communication could still flow if that happens again.
If we want to utilize it as a backup for communication I setup a channel for this game. Here is the link if we are interested. When you join just say your character name and game you are in so I can set permissions appropriately.
If it's your cup of tea then please hop in and join us. If it's not, no big deal! I'm a big fan of communication :D
Init +4 Perception +7 Male Half-Orc Ranger (Infiltrator) 1 HP 11 | AC 18 Touch 14 FF 14 | Fort +5 Ref +8 Will +4 | Orcish Hornbow +5 (2d6/x3/80 feet) | Greatsword +2 (2d6+1/19-20)
Apologies, got tied up with a few issues on my end! Will complete crunch shortly.
GM, for Vengeance, I would think that Tar-Baphon and the Whispering Way as a whole would make a lot of sense, but if that is entirely too broad I can focus up. Not knowing the AP, are there any NPC's that Varryk may have encountered during his slavery that would make sense? Or would you rather I create one?
Varryk - Hmmm. It depends if you are going to classify every enemy you encoutner as a minion of Tar-Baphon? :) We can set it this way for now and give me some time to read ahead to see if doesn't make sense. I assume mid-game it will start to come into play pretty significantly.
female human sorceress 9 | HP 47/47; THP 0/0; N/L 0/10 | AC 19, TAC 14, FF 16 | F +6, R +7, W +8 | CMB +4, CMD 17 | Init +2 | Per +9 Immolation Aura 9/9rnds | Spells: 1st 7/8; 2nd 5/8; 3rd 6/7; 4th 3/5 | Activ Effects: mage armo
List of possible story feats:
Lost Legacy: Not sure how to work this one in to the story but I could see her as the heir to some noble house that was believed lost. Her mother could well have been sold off into slavery after being taken as a hostage against a noble or wealthy individual who failed to pay some ransom or another. They never could have found her mother and thus Feena never knew of her heritage.
Eldritch Researcher: I could see the phoenix blood in her driving her to not only guard knwoledge but create more of the same. Creating a new spell, while maybe more of a wizard thing, could as easily be a sorcerer as they are magic as opposed to do magic.
Twisted Love: Not quite sure on this one but I think it might be very interesting. Particularly if she is unaware of said evil thing for now.
Teamwork feats that interest me:
elemental comixture, shielded caster, shake it off, switch places