At the beginning of “Hellknight Hill,” you are adventurers who plan to attend this month’s Call for Heroes to lobby for work. As such, you should have a reason for doing so, although your motivations might differ wildly. It’s up to each of you to decide why they’re planning to approach the council for work. Before this adventure begins, encourage the players to decide how each character knows or is tied to the other PCs, if at all.
When it comes time to choose a background for your PC, you should strongly consider selecting one of the Age of Ashes backgrounds presented within.
|J. A. Chapman|
Cabaguil Hobnil is, I think, ready to go. Well, he's not much of an adventurer, but he's going to try...
Tyranius, let me know if there's anything you want me to change, alter, adjust, edit, or delete. :)
Common is certainly the most important language to know in this Adventure Path, along with Dwarven, Elven, Gnomish, Goblin, and Halfling. Draconic is a key language in many parts of the campaign as well. Other languages will have their moments to shine, but in most cases key lines of communication should function if the above languages are represented in the group.
I started with Common (Taldan) of course, and picked up Halfling, the language of many servants in the area I presume. But my other language is open. Cabaguil is a minor clerk for some equally minor functionary in the Government, but he has plans of moving up - maybe even running for some local office himself someday. To that end, he’d want to know what languages, other than Common and Halfling, are the ‘most’ common locally?
Is Dwarven or maybe Elven, used not only by the locals of that race, but perhaps by some guild or other as well? Draconic seems unlikely, but maybe there’s a large kobold element in town…
Second, my father was in the Breachill military service doing something or other. However, he died about a year ago. I’d like him to have died ‘in the service’, rather than by some other means. An accident is fine, but I’m wondering if the region is hostile enough that he could have died with his mates defending the city from something or other. Just for role play purposes, I’m not after anything special.
Anyway, any light you can shed on these would be most appreciated so I can continue to develop Cabaguil. Thanks!!
- - -
Quite alright. We have time.
As for your father, he could have easily passed away defending the town. Breachill is only roughly 1300 residents. Or if you want there is an event early on in this book that can easily kill him. Up to you.
As for my father, I want him in the ground already. They say you don't become a man until your father dies. Dunno if that's true, but I want to play Cabaguil young (just 18 I think) but somewhat mature for his age. So he needs something from his past to help that along.
So we'll leave him deceased in some minor skirmish.
"There is more beauty in the broken than in the whole." - The Dreamer of Beauty
* * * * * *
Painlord kicks aside the stone, raising himself to his full height. He looks around the room, at the new faces that have entered and realizes that it is time for him to have made his choice.
"I have chosen a new form for this debacle, and have no regrets about my chosen form. It lacks the remorseless savagery of my current form, but has other qualities instead, like toe hairs," Painlord looks down upon the ghastly sticks he calls legs.
He begins to channel his will inwardly, and, as he does so, his form changes and shifts, shrinking down to that of a smiling halfling.
He halfling bows, excited to be in this discussion room.
"Hello, my name is Raspar Soulsage. And I will bleed for you," he says in a cheery voice. "I will bleed for all of you." He looks around the room with a smile on his face, espousing more sincerity than Painlord has every evinced, ever.
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Just a little bit of notes about me. I generally do 1+ posts a day across the boards. But at a minimum I will do 1 post a day.
As players please try to do the same minimums as AP's can be quite long and I can really only go as fast as the slowest player. :P Also please have your posts be good 'Push Posts'. A push post meaning that you have some sort of action within your post to help propel the story forward. Such as opening a door, investigating, asking questions, ect.
An open ended, great roleplaying post is awesome but generally doesn't go anywhere unless you push (action) the direction that you wish to take. That will help me know what you are expecting to do.
I am going to kick off a little bit of the opening while Matt builds his PC.
...6 sp leftover starting money
.+50 sp retainer from first scene
..56 sp to spend
Not sure what else to buy, but since we're only a mile from town, not going to buy too much right now. We'll hope he can recover his spare starknife.
Have 2 weeks rations and one waterskin, which should be fine.
+7 HP (22)
+1 Skill Feat (Multilingual (goblin, dragon))
+1 Class Feat (Alchemist Dedication)
- Trained in Acrobatics
- 1 reagent/level (2)
- Gain Alchemical Crafting
- 4 formulas (Frost Vial (1), Bottled Lightning (1), Alchemist’s Fire (1), Tindertwig (1))
+1 First Level Spell (Magic Weapon)
+1 Proficiency Bonuses
Just want to give a heads up. I'll be on travel Thursday afternoon to Monday morning. I have NO idea what my internet time will be as I'll be in a different country and way different time zone (GMT +2.) If you're waiting on me, I trust people to bot. I suspect I'll have time in the morning and at night to post though.
One thing we have not done a good job of is tracking time, which seems to be a necessity in Pathfinder 2.
It’s an hour before we can heal using the skill, and often the same folks are injured after each combat. We’ve been healing them anyway, though it’s not been an hour. But, by the rules, we need to sit around for ~50 minutes until we can heal again.
If we stick to that particular rule…
I think, when I eventually DM PF2, I’ll be dropping the 60 minute ‘cool down’ time for healing. I agree, a bit, with Raspar’s complaints that healing is breaking immersion. Wands did too, but to a lesser extent because, magic. But waiting around for 50 minutes to bind someone’s injuries - just sustained, because I just bound their last injury not too long ago seems, well, like a foolish rule in my opinion.
Tyranius, how do you want us to handle it? Do you want to stick to the rules, or compromise it a bit? On the plus side, if we stick to the rule, we'll be sitting around more, and I'll have time to ply my trade.
Technically, Raspar hasn’t been complaining, but Painlord has. Raspar is a goddarn delight. Don’t you dare pin this on him.
Although I didn’t actively complain about my last post, I’m impressed that you correctly read my mind as I was typing it. I *was* complaining internally how much I dislike how PF2 seems to be handling healing...or how its come about in this game. I cringe every time I know I can heal, or need healing, and know that I have character power solution that seems so disjointed in time and flow.
I think I just miss the wand of CLW. It was always a trade off, but it was a trade off that I preferred.
I am all for compromising as it does seem a bit disjointed during how an AP flows. It seems to be alright during shorter scenarios but odd during a longer form.
The only thing is that I am unsure of is how far it will go towards higher levels and end game as there are feats to considerable shorten everything such as identifying magic items down to 1 minute and the treat wounds down to 10 minutes and I wouldn't want to mess with anyone's builds in that way or break the game.
This may also be a party composition issue as well. Looking over all of your character sheets each of you have healing options (Spells (1), Medicine (4; some with battle medicine), Lay on Hands (2))
There are also elixirs and potions to be used, So I am not sure if it is the 10 minutes or folks not quite using their full potential and learning a new system yet.
But I am all for ideas on how to not make the short rests after every combat or every other combat feel quite as disjointed. Whether that is eliminating the 60 minutes on medicine and dropping it to the same 10 minute mark or adding in a few more healing elixir drops.
I feel like they kept the core of this great and even improved in some areas but the constant 10 minutes rest definitely gets a bit annoying.
Yeah, I didn't know anyone other than Raspar could lay on hands, and didn't know we had four with medicine trained (I have the spell, and am trying not to cast them ALL on heal like clerics of old). The former could help a lot, but the latter won't as we're still up against the 60 minute limit.
That said, it would be nice to get some more help in the healer's box. Cabaguil has spent all his time out of combat elbow deep in someone else's muck. I can also try to ID the many potions we've received but I've never had the opportunity. So other folks stepping up might lessen my perspective that all we do is heal.
The Continual Recovery feat feels like a tax to me, but it is in my queue, though there are other things I'd rather take. If we keep the 60 minute recovery, I'll be picking that up at level four, so that'll help then.
Cuthberwyn took the Battle Medicine feat specifically to try and lend a hand in the healing department. His player, on the other hand, is frequently too slow posting to do it before Cabaguil. :-)
I like the Medicine skill and its ability to make healing less tied to magic. I do not like the cooldown as it feels like a kludge (even in Society play where time is frequently more abstracted).
It occurs to me that our opponents must face the same dilemma, no? Although often they are at home and we are
colonizing invading, so that may be less pertinent.
I agree that it is a bit of a nuisance that we feel like we're always stopping, but I think we're also ignoring just how long it takes to search a room. Time should fly faster than it probably is to us.
Another thing, and I think this is something that Paizo needs to figure out in their writing, is just how often combat occurs. The ratio of exploration to combat feels wrong to me. Opening a door to a room, fighting a monster, then moving 30ft to open another door and reveal another fight... I'm exaggerating, but I don't think by much.
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Excellent, I can definitely use the help! Cabaguil has simply seen people injured and jumped in to help. However, in some cases, he just helped one or two people due to time constraints - there were others who could be helped by others.
So by all means, jump right in! I can also do Arcana and Craft (alchemy) checks, both of which are still needed I think (or were last time I checked the treasure sheet). And of course, Cabaguil is happy when his hands are occupied with scrimshaw. :)
The following is entirely my opinion and is nothing more than my views.
Taking a look at the treasure sheet, I think the remaining two elixirs we have should go to Kelvin and Raspar. Keeping our front line intact is prudent.
Cuth is perfectly willing to take the silver dagger. The silver flail, light hammer, and mace should also be claimed. Silver weakness is a thing. Similarly, everyone should probably grab a club, since bludgeoning weakness is also a thing.
I know Cuth does not have the Strength score to use the chain shirt, the hide armor, or the studded leather (he'd have a check penalty for any of them). If any of them improves what someone is wearing, they should make use of it. If not, we should sell them.
The doubling rings are hella cool and will be a must-buy for my PFS Ranger, but I don't think they fit anyone's MO here. Maybe Kelvin, if he goes that way.
The tanglefoot bag and alchemist's fire can go to anyone who isn't looking to wade into melee. Both darkness and darkvision are on all four spell lists. The cheetah's elixir, comprehension elixir, and monkey pin are probably best kept in a collective reserve for when needed. I am not averse to anyone wanting to claim them, however.
Raspar Soulsage wrote:Isn't the halberd plus one? In that case it gets two weapon die.
Melee Strike (halberd):
[dice=Halberd]1d20+8 to hit; (vs FF)
Melee Strike (halberd):
[dice=Halberd]1d20+3 to hit; (vs FF)
** spoiler omitted **
Shifted to discussion tab to keep Gameplay clear.
The halberd is indeed +1 but the +1 magic weapon only increases the bonus to attack rolls. What you would be referring to is the striking rune.
The striking rune increases the amount of damage die. Pages 599-600 of CRB.
+1 Level Bonuses & hero point
+7 HP (29)
Become Expert in Medicine (+2)
+1 General Feat (Continual Recovery)
+3 Second Level Spells
- Flaming Sphere*
- Faerie Fire
- Dispel Magic
Gain Signature Spells (Heal§ & Flaming Sphere§)
Heightened Cantrip: Produce Flame*
Heightened Signature Spells: Heal (2)
Skills: Expert in Stealth.
Kelvin's profile has been updated to level 3.
The only shopping he's looking to do is to buy a bandolier (1sp) and a repair kit (20sp).
General Feat: Skill Training (Athletics)
Skill increase: Athletics -> Expert
2nd level spells: silence, telekinetic maneuver
For those who don't know, I'll be on vacation (a real, honest-to-the-gods vacation) starting tomorrow through Friday, November 22. I don't know how available I will be.
Everything is updated on my Paizo profile and I trust anyone to bot me if needed.
...6 sp leftover starting money.+50 sp retainer from first scene
..56 sp to spend
..56.0 sp to spend+200.3 sp last disbursement
.256.3 sp to spend
-.20.1 tithe to Lamond's & Dreamhouse
.236.2 sp to spend
Not sure he's buying anything else at this time. In theory, I'd like the striking rune to a weapon, but that's $$.
If anyone wants to borrow gp, please see Rasp. He's happy to share and offer no interest loans to his friends.