
Sun DM |
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Background:
It's a standard day in the bowels of the Ustalavic prison you call home for the rest of your foreseeable life. You're in the mess hall on the second floor, eating your mystery meal to the extent your stomach permits. The monotony of yet another day behind bars is disturbed by the sound of clanking metal coming up the stairwell. The guard don't wear that much armor aside from when the local nobles decide to visit, and even then, there's usually more of an effort to "hide the bodies" first. Two gleaming suits of armor round the corner and the shorter of the two bangs on their shield with a gauntlet to make sure everyone's attention is captured.
"Who is interested in earning time off their sentence?" he says with a smile.
Concept:
One-shot of prisoners helping two paladins investigate a fortress in the wilderness. This is the lead-in to the kingdom building follow-up that sees what happens with the fortress after a generation of peaceful contact with the outside world. Preference for that campaign will go to players from this one-shot.
FAQ:
You're a first level adventurer (or NPC class) who never really got the hang of the life. Maybe you got scared or made a horrible mistake but you've been caught before your deeds are anything to boast about, and even in prison, your main claim to fame is that no one's killed you... yet.
How evil can I be?
You can be evil enough that your crimes earned you life in prison, but the year is 4000 - the Whispering Tyrant recently ran these lands and justice, such as it is, favors brutal effectiveness over opportunities for reform. Think fallen paladin to common criminal and avoid evil mastermind levels of evil. Necromancy is likely to get you killed before you even leave the prison grounds. A cleric of Norgorber may survive the initial interview, but a cleric of Father Skinsaw likely won't.
What if I choose to escape?
Your character will have a Mark of Justice on you that keeps you honest to the task.
What if I try to kill the paladin?
I wouldn't expect you to be successful but there's worse things to be said over your grave than 'They tried.'
What about gear?
You can politely request anything, but the paladins may not show you much mercy if you request something outlandish. Gear will be provided from the effects of the paladins, the prison effects room, and local shops. The town isn't much and you're not, either, so keep it to +1 weapon or lower price (overall). If you want to have masterwork full plate and a masterwork weapon, that's potentially available.
If the paladins are so noble and powerful, why don't they go alone?
The paladins didn't spend a long time learning languages. One of you is the interpreter, the rest of you are the bodyguards for the interpreter, and the paladins are your keepers not your protectors. Should (when) combat break out, they are going to spend the first round trying to offer mercy, the second round waiting to see if there's any hint of an opportunity to sway the hearts and minds of the enemy, but they wish to avoid personally killing as many of the enemy as possible so as to increase the chances of a peaceful resolution when the appropriate echelon of the enemy forces is reached.
Enemy?
Goblins seem to have taken over a fortress. The paladins are unsure if they actually drove out the people living there or took advantage of open gates with four stout walls, but the more information that can be gained about the events that lead to the fort being overrun by goblins, the happier the paladins will be.
Am I going to survive?
Maybe. Goblins can be brutal creatures and while the paladins will stabilize you, they may not raise you from the dead.
Recommendations?
Bard or another class that could potentially Aid Another on the paladin's Diplomacy attempts as the interpreter. Anything without a rage class feature is recommended. Sarenrae or another merciful deity is encouraged - you don't have to have E in your alignment to end up in prison.
Begins 6/15
Questions?

Goma Gashi |

Perhaps an odd choice but this is a fun character to play. I originally ran him in 'We Be Goblins'. I'd have to raise his stats a bit to the 25 point buy and change up his gear but other than that he's ready to go.
Why would a goblin help humans against other goblins? They aren't Licktoad tribe. Screw em'.

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Human Psychic (Dream) 1
NE
Init +0; Senses ; Perception +5
DEFENSE
AC 10; CMD 9
HP 7
Fort +0 ; Ref +0 ; Will +3
OFFENSE
Speed 30ft;
Spells Known/Prepared
1st— 5/day -- Mind Thrust I, Comprehend Languages, Sleep
0th—Message, Daze, Detect Magic, Read Magic
STATISTICS
Str 7, Dex 10, Con 10, Int 20, Wis 12, Cha 16
Base Atk +0; CMB -1
Feats
Spell Focus (Divination), Spell Specialization (Mind Thrust I)
Skills
Bluff +9, Diplomacy +9, Intimidate +7, Linguistics +9, Perception +5, Sense Motive +5, Spellcraft +9
Languages
Common, Elven, Goblin, Giant, Orc, Dwarven, Sylvan, Draconic
SQ
Phrenic Pool (4), Dream Leech, Oneiromancy, Mind Touch (PA)
Gear
Traits
Harrow Chosen, Secret Keeper
Alternate Racial Traits
Silver Tongued
"Obviously you are Goma. The rest of us are here to be your bodyguards."

Goma Gashi |

”Yes. Because I most important!”
Goma: ”I don’t want to stay here in jail. A witch may survive here, a goblin will not”
Tuk Tuk: ”Fair enough. Hope they buy it.”
Sorry, didn’t mean to hijack the recruitment tread :-)

Sun DM |

"So are you going to introduce us or do I have to do that?", says the taller of the two.
"Greetings and salutations! I come to offer you mercy and a chance at redemption in the name of Sarenrae...", says the shorter of the two, and you notice the star metal scimitar by his side as he speaks.
"So let's skip the theology and focus on the practical. So we're speaking the same language, right?", says his partner, interrupting.
"Right. Facts. Apologies for waiting to speak, but I wanted to see how many would show an interest before I began. My name is Gustavus Bartonius Larimentius the III but many of my order call me Lar. My partner is called So for reasons which may already be apparent. We've come to prepare a diplomatic envoy to Highwall Keep in Ustalav. You may have heard of it as the Forgotten Fortress due to an unfortunate tendency for it not to be checked up on, though the truth is that communication is a two way street..."
"So remember what I said about brevity?"
Perception check

Sun DM |

Raltus - Sure, let's do background skills. 2 skill points to split between:
- Appraise
- Artistry
- Craft
- Handle Animal
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (history)
- Knowledge (nobility)
- Linguistics
- Lore
- Perform
- Profession
- Sleight of Hand
Traits: I didn't plan Adventure Path traits for the one-shot just the actual campaign, and I can't reveal those until we finish the one-shot, as the campaign comes a few decades later. The one-shot is helping shape the Campaign traits for Empire of the Sun by determining some of the history of the founding of the empire. You may start in a prison, but you may be the next Alexander Hamilton.
However, since Campaign Traits are part of the fun of a campaign, I made a few for this one-shot. The Campaign Traits for Dawn are unlike those of similar campaigns, e.g. Way of the Wicked, because your crimes are, by necessity, less. You also may be innocent of the charges - Ustalavic legal precedent frowns upon magic in the courtroom, even things like Speak with Dead.
Campaign Traits:
Magic Shop
Among your past crimes was a theft at the magic shop (or of magical items from a wealthy individual). You never gave up where you hid your haul and it's not that difficult to recover it on your way to Highwall Keep. Your hidden wealth consists of (300gp / 1d12) worth of potions or scrolls (e.g. if you roll a 1, you get either a 2nd level potion or two level 2 scrolls or 1 second level scroll worth 200 gp (Ranger, Paladin, Bard, Sorcerer) and 4 level 1 scrolls, etc.).
Loyal Friend
You have someone on the outside who believes in you. At the end of the adventure, you will be raised (if dead) or otherwise reunited with this friend/partner/family member. You've got something to live for and gain a +2 on checks to stabilize and death effects.
Innocent
Unlike everyone else shouting it, you actually are innocent. You never strayed from at least the path of neutrality if not outright good but you were convicted for a crime you didn't commit. You gain a +2 on Initiative and add Knowledge (Nobility) to your class list.
Guilty
You never denied your involvement in what happened. If you had the chance, you'd do it again. You are serving the time in accordance with the law not out of respect for it but in protection of others. Your only regret is that you couldn't do more to protect those who matter to you. You gain a +1 trait bonus on damage against any foe who has wounded an ally and may rage once per day if an ally reaches 0 hit points or lower. If you already have the ability to rage, you gain the benefits of Extra Rage instead.
Unwise
Chaos follows you... if given the chance to choose, your first instinct is towards trouble, but you have survived by the seat of your pants. You must save against all divine supernatural abilities or spells or spell-like abilities but you get a bonus of (1/2) HD to all saves. You lose the benefits of this trait if you become a divine caster of any deity other than Nethys.
HP:
Max at first level, roll for subsequent levels with 1/2 + 1 minimum
Use the forums like HP: 1d8 + 2 ⇒ (1) + 2 = 3 - 3 becomes 7 (nice example, thank you dice gods).

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"Well, if it means getting out of this place then I'm sure you'll get a few volunteers. I'd be happy to help out, it beats rotting away in this dump."
Festus:
Human Fighter 1
NG
Init +5;
DEFENSE
AC 13; CMD 18
HP 16
Fort +4 ; Ref +3 ; Will +0
OFFENSE
Speed 30ft;
STATISTICS
Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +5
Feats
Exotic Weapon Proficiency (Bastard Sword)
Weapon Focus (Bastard Sword)
Toughness
Skills
Intimidate +5, Ride +7, Handle Animal +5, Knowledge: Nobility +3
Languages
Common
Gear
Traits
Innocent
Defender of the Society
Perception: 1d20 + 0 ⇒ (2) + 0 = 2

Sun DM |

Maicoh: Welcome. Perception check?
MisterLurch: No objection. Show me what you got.
Festus: How did you know I used to sneak downstairs to watch Gunsmoke reruns? Thank you for the Perception roll.
Everyone:
Currently, we have 1 interpreter (Goma) fleshed out, and I believe 3 bodyguards (Festus, Maicoh, Forthish) with Grulyn having dotted to remake himself as a fighter. We have 1 or 2 slots to fill so flesh out what you have (to be able to respond to requests like Perception rolls) and we can work on the finer details / do game zero stuff like introducing NPCs and PCs until 6/15.

Goma Gashi |

Perception = 1d20 + 0 ⇒ (15) + 0 = 15
do we ask the paladins for gear or have starting cash?
”Goma ready. Be interpreter for you. Best interpreter ever.”
”What’s an interpreter?”
“Why ask me? I’m just a figment of your imagination that bites things occasionally.”
“I’ve got to figure it out. Sooner or later they’re going to ask me to ‘interper’ something.”
“Is it like invade? Maybe they need you to burgle the place.”
“Burglar work? I can do that. All right we’re set.”

Sun DM |

do we ask the paladins for gear or have starting cash?
You can ask for up to 150 gold worth of items from the prison effects (ostensibly, this is your gear held until you are paroled.) You can also request items from the paladins - once more formal positions are being discussed - worth up to ~2500 gold. Each. Yes, you'll be a level 1 walking around decked out, but keep in mind, for this, more small requests are better, as the paladins are used to arming for battle, and are accustomed to arming a new recruit, fresh from the farm, while nobility brings their own ancestral arms and armor. They also may not see the harm in giving you a Thunderstone or a Tanglefoot Bag because they aren't used to alchemical tricks of the average adventurer.

Forthish |

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
know local: 1d20 + 5 ⇒ (11) + 5 = 16 | So 10
Know history: 1d20 + 5 ⇒ (9) + 5 = 14 | So 10
A slightly gangly human stands up, his prison robes hanging off of him like a bedsheet. Despite his clothing and dirty appearance he holds himself quite high and haughty. "If I am to gift you with my presence, I will require my harrow deck back." With a wry little smirk he adds, "It is a bit of a good luck charm."

khalisa |
"Well I have no interest in staying here longer than needed." A Half Orc woman approaches the group looking sullen. She is quite tall and measures up to most of the men around her. The clothing she was been provided are ill fitting and have torn to aid her movement.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Knowledge History: 1d20 + 1 ⇒ (20) + 1 = 21
Half Orc Fighter 1
CG
Init +2;
DEFENSE
AC 19; CMD 16
HP 14
Fort +5 ; Ref +2 ; Will +1
OFFENSE
Speed 30ft;
STATISTICS
Str 19, Dex 12, Con 16, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +5
Feats
Exotic Weapon Proficiency (Butchering Axe)
Weapon Focus (Butchering Axe)
Skills
Climb +9, Intimidate +2(R), Handle Animal +5 (BG), History +1 (BG), Survival +6
Languages
Common, Orc
Gear
Mswk Full Plate
Mswk Butchering Axe
Traits
Guilty
Tenacious

Jericho Dask |

Jericho stands up from his table in the shadows and approaches the pair of paladins, "Getting out of here for a while would be nice. I have not seen a sunrise in months. Not since the guards found out I worship Sarenrae and moved me to the west side of the cell block."
Misterlurch here .. I decided to go with human, and to do crossblooded sorcerer, orc with draconic.

Mr. Quinlan |
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Quintus Sertorius
Dhampir rogue 1 (Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4/19-20) or
dagger +4 (1d4/19-20) or
rapier +4 (1d6/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
Str 11, Dex 18, Con 12, Int 14, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits anatomist, - custom trait -
Skills Acrobatics +2 (-2 to jump), Bluff +8, Diplomacy +6, Disable Device +5, Disguise +6, Escape Artist +2, Perception +7, Sense Motive +5, Sleight of Hand +2, Stealth +2; Racial Modifiers +2 Bluff, +2 Perception
Languages Aklo, Common, Goblin
SQ resist level drain, trapfinding +1
Combat Gear caltrops; Other Gear studded leather, dagger, dagger, rapier, shortbow, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, 31 gp
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Sun DM |

Game is not going to begin for another month due to personal, holiday and work schedule reasons, but I appreciate the interest and effort.
Accordingly, I may even run two tables - currently, an epic encounter for the one-shot is CR 6 (APL 1, +1 for higher gold levels, +1 for a full party) and that's 2400 XP worth of creatures or ~18 level 1 goblins (~three to one).
Table 1:
- Goma
- Quintus
- Festus
- Ragna
- Forthish
- Maicoh
- Jericho
Table 2:?
- Grulyn
- TheWaskally
- Redac
- Raltus
Bold names are definitely in, with table 1 being 7. Table 1 players can ask to transfer to table 2 and table 2 may be allowed to transfer to table 1 if there are enough defections to bring it below 6.
Thanks again for the interest and effort!

Sun DM |

"When I was young, I was ill. Gravely ill... feverish, dehydrated, and wasting away. My parents did all they could, and spent what meager fortune we held trying to find a cleric, a druid, or even a wizard who could stop the affliction. My mother blamed my father for upsetting a deity but he was sure that it was a test, not a punishment, and sought out all the clerics of gods of healing to seek out their council. Pharasma's priest was silent, and said there was a prophecy but the Lady of Graves would not share it. Irori's cleric said that knowledge must not interfere with faith, and assured my father that I was strong. We were thinking about reaching out to the saint Milani but her faithful are not only uncommon but are not found in the safest of places. As we packed for the trip, we were approached by a traveling Keleshite who said that I must be offered up to Sarenrae to be healed." Lar pauses, gauging the reaction to what is inarguably an insane course of action.
"My mother wept, certain that further dehydration would only burn the candle faster, and I would be naught but a pile of wax. My father insisted that taking the family into a war zone or a powder keg was more likely to see us all die. The die was cast, though, when I began to speak in my waking, fevered sleep." Lar paused, as though trying to recall a specific phrase.
"I was saying 'lehibwa'ah fishereqel' and to this day, as my accent attests, I do not speak Kelish. 'The dawn will come.' There was more - so much more - and the best translation that could be written down in the moment included 'The sun must try to touch every corner or it is not the sun' and 'The light that pierces the darkness is the most treasured.' Hearing the confirmation of the wisdom of the Sarenite, my father grabbed me and carried me to the flattest field available to watch me bake in the sun. The Sarenite consoled and kept my mother from interfering as I writhed and twitched but after a harrowing hour, my fever had broken and my eyes opened fully, for the first time in weeks." Lar's demeanor appears nostalgic, as if remembering a great joy and pain all at once.
"I spoke of a place that I only came to know later as Highwall Keep. I spoke of a vision of myself as a grown man venturing into that place, peace bound, with several dark figures around me before plunging a glowing sword down, into a map. There was more, but you can only imagine my disappointment when I was posted to the Keep and nothing remarkable happened." Lar's face betrays the disappointment that lingers now, years later, and he goes silent.
So steps forward and says, "So as you can imagine, no one believed Lar's vision but myself, and so we became fast friends. So we're both emotionally invested in this enterprise. So it's clear, we'll spend a few days of equipping you and marking you with a Mark of Justice before we let you free, and you shall not stray too far from our sides without triggering it. So Goma, are you volunteering to be marked first?"
Apologies for posting so long before the adventure begins, but as you can see, I have lore leaking from my brain, and I needed to put it down and see how the initial reaction is/was. In game, there will be at least four days so we can totally RP but the first attack rolls by PC or NPC are not going to happen until June.

Sun DM |

@ Lacrima - cool, you're in for Table 2. I haven't heard anything recently from:
Grulyn
TheWaskally
Redac
Raltus
... but if Table 2 doesn't happen, you (and any that remain interested) may still have roles to play in the campaign that follows.
@ Festus, Ragna, Quinlan - Done. The paladins have a few spare sets of armor in the wagon for you two to use and I'm going to use Masterwork Transformation on your normal weapons for F & R.
Q, +1 Rapier approved.
@ Jericho - No, I don't think so... (kidding). Done. Thank you for suggesting it!
Table 1: Let's keep further equipment requests in the Discussion post or the game thread and out of recruitment.

Sun DM |
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@ Lacrima - Excellent.
@ Redac - I understand. Thanks for affirming your continued interest in joining Lacrima et al at Table 2.
@ Digger - Sure. I'd suggest either Constable or Standard Bearer archetype. I'd also allow you to use either archetype with Samurai to give up the mount feature if you like. Either way, you can definitely be a samurai/cavalier with a dash of Eastern flavor from Minkaian lands who acted in accordance with the laws of your land in Ustalav, making you a criminal by their standards as you didn't fill out the right forms in triplicate.