Leading away from cargo entrance, Sho finds horse tracks, horse dung, and wagon wheel ruts. She cannot be sure since some overlap, but she believes she counts three to five wagons each being pulled by at least two horses per wagon.
Perception:1d20 + 5 ⇒ (1) + 5 = 6:(Malakar seem entranced in watching his companion swim. I was only a few short months ago that he rescued the poor beast from what he would call a monster but his actions got him banished by his kind and now hew was here. It was hard not to dwell on the past when there is nothing else to do. Soon we will have a new home and can start over.
Maybe Razor can get a perception and a bad feeling? Razor Perception:1d20 + 1 ⇒ (3) + 1 = 4Razor thinks this port spells delicious.
Good idea, I don't usually play with hero points so I had forgotten.crosses fingers Hero Point Reroll Perception:1d20 + 5 ⇒ (16) + 5 = 21 Malakar looks around frantically.He yells to anyone who will listen on the deck."The boat over there they have slaves or something in those boxes we have to stop them."
"Razor lets go!" Knowing he may be going in over his head Malakar grabs his shield and scimitar and than dives off the deck and starts swimming toward the rowboats. With the distance between here and there he will swim underwater to try and avoid detection from the people on the row boat.
If the crew of the boat even looks remotely aggressive Malakar is ready for a fight
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
”I’ll take a look, Nymbleth offed before heading toward the small window Fenna pointed out.
He peers into the small opening, Hmmm, what do we have here.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
Nymbleth peers through the window of the warehouse. His Tiefling eyes easily adjust to the lack of light. He notices a big open area near the enclosed cargo door and clumps on the ground which he can make out to be more horse dung. Along the wall are topless crates assumingly empty. The only other item of note is a pile of clothes near the back center of the building. With a closer look, but to the fact he cannot see color, he attempts to make a guess of what it might be.
Knowledge – Local DC 10:
You believe by the designs you can make out, it is the crumpled up form of an Andoran Soldier’s Uniform.
Knowledge – Local DC 20:
You are certain it is an Andoran Soldier’s Uniform.
Nymbleth, just checked your character. Your Knowledge-History has a better modifier and would also make sense with this check. But keep rolling 20's and it's all a moot point. :)
Merrek, Have to take some GM Liberty and add you in.
For Malakar and Merrek:
Both of you are a bit ahead of the search team in the time-line. I need to hold off a bit after Malakar’s dive until I get the other group back to the docks and caught up with the storyline.
Merrek talks his way onto Peregrine after confirming a few things. He stands on the high deck breathing in the salty air and feeling the wind on his scales. With the waxing moon high above the horizon giving off little light, Merrek easily spots the Stair of Stars and Cynosure which confirms his knowledge of which direction North points.
Suddenly a shout for help breaks the silence on the other side of the deck. He makes out the words ‘slaves’ and ‘boxes’ just in time to see a humanoid holding a shield and blade jump in the water.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
”Surprisingly empty for a warehouse. Nothing but some crates which appears to be empty, a bit of horse dung, and an abandoned Andoran uniform.” Nymbleth informs the others after peering into the window.
Forgot to mention that a large open area has dust squares all around the size of the crates which allows you to deduce that there were more crates here recently.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
Nymbleth begins to pace and suddenly stops, he raises his eyebrows briefly, as he speculates. "By the dust, or lack there of, on the ground it appears that some crates were recently moved. I think that is all we will find out by peering into windows."
male halfling arcane trickster 2/unchained rogue 3/wizard 3 | ♥️45 | ⛨23 t17 ff18; dodge +1 vs attacks by traps | CMB +2, CMD 18 | F+6 R+13 (evasion; avoid traps +1) W+8; +2 vs. fear | Init +9 | Perc +17 (avoid surprise +1, locate traps +1), SM +9 | Speed 20ft | Pearl of Power 1st☐ | Spells 3rd ☐☑slow 2nd ☐☐invisibility ☐mirror image 1st ☑color spray ☐comprehend languages ☐hydraulic push ☐touch of the sea | Arcane bond☐ | Hand of the Apprentice☐☐☐☐☐☐☐ | cat burglar’s boots reroll☐ | Skillful☐ | Active conditions: none
GM Mioki wrote:
”Aye,” the merchant nods. Then he sniffs with his nose and makes a disagreeable face. His forehead crinkles up, ”Do you smell that? Smells like raw fish.” He sniffs toward the Halfling with a slight look of confusion. Then continues, ”Well, you see … this is the second voyage to the colony. First for the Peregrine, but second over all. Purchases are made all over Almas as if they are building a village, and in fact, they are. So lumber, nails, tools, food, all sorts of goods are bought locally and we thrive since this is the venture’s home berth. We merchants make out like bandits.” He gives a wry grin, lifts his glass, ”To the Colony”. The other merchants follow suit and lift their glasses in a toast to Talmandor’s Bounty.
Right, the fish. Anyway, I suppose that confirms the safety of this expedition. A fairly domesticated destination with Azlant ruins on the side. No raiders or the like causing trouble... yet.
Vexas bows and takes his leave, approaching the bar to see if they can have the kitchen prepare his fish. Satisfied that he's learned all he's going to in the tavern of the Inn, he spends the rest of his evening leisurely eating and sampling local ales, then "filling the corners" with pastries and coffee, as a halfling often does. Finally, a short pipe-smoke by the hearth, eyeing some of the hunting trophies to take note of what game excites the locals.
Unless otherwise approached he retires alone for the evening, ready to make his way to the chocolate shop in the morning.
Did that just really happen? Did some fool just jump into the water to save someone else? And while armed and armored? Surely they'd need help just as much as the person they are trying to save.
With a sigh and a soft "excuse me" Merrek made his way to the edge of the boat and jumped in. The moment he hit the water a sense of relief swept over him as water rushed by his gills. Somehow breathing always was more relaxed under water than it was above.
Remembering why he had jumped in in the first place, Merrek started scanning his environment.
Fenna's expression goes from disappointed to grim.
"That's not good. If this was the typical take and advantage of the girl or bilk her out of some money kind of thing I don't think there would be this much work involved. If there's no real soldier, there's probably no real Andar. This is more like the setup for kidnapping. Doesn't seem like the family's rich enough to make it worthwhile though.
When Merrek gets to the railing just before his jump, he notices several rowboats, ten in all, lapping in the water near a sailing ship two ships down. Six of the boats are empty except for two rowers moving away from the ship. The remaining four boats are loaded with two crates and four men each. These boats are in the process of using ropes and pullies to lift the remaining crates onto the ship.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
”Flesh has it own value,” Nymbleth solemnly advises.
His tail whips quickly as he quickly turns back toward the warehouse. He looks back over his shoulder, Only one way to find out. He goes back to the small window and breaks it with his gauntlets fist. If can he will climb through.
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
"Slavers."
Brannart's face darkens.
"By Cayden, this will not stand."
He looks at the tiefling who is breaking into the warehouse.
"I don't think there are any children to be found in the warehouse. If the slavers were still here there would be guards. It is dead quiet. This was just a collection point and they have gone. Probably to the docks."
Nymbleth breaks the window and enters the warehouse. He notices a piece of parchment partially sticking out of pocket in the uniform.
Side of Parchment:
The sale of These goods are final. YoU aRe respoNsible for all paymeNts and yoU are responsible for any interest payMents. Since you are a loyal customer and Buy in bulk you can rEceive RewardS TO be used whiLe in diffErenT porTs. You have chosEn Real excellent productS, And should thankfuLly be rewarded for your Patronage and Honest business prActices. I Bet you will rETurn to Buy mAny more produCts because there is no lacK of WARes to choose from. ShoulD you ever need anything that is miSsing in ouR invEntory All you woulD have to do is let us know Real soon so we can adjust our Inventory and GatHer whaT is needed TO make your LifE Forever easier in the fuTure. Please do not Back OuT of fuTure purchases tO find a different agreeMenT. YOu are a very importanT and mOst reliable toP customer.
Intelligence or Wisdom DC 12 (less modifiers for any Linguistic Skill):
You recognize this nonsense as some type of cypher.
If you made the Intelligence/Wisdom Check:
My wife and I love Escape Rooms and puzzles. I created this for a bit of fun. If you are getting frustrated, ask for a clue. If you are not enjoying the puzzle, ask for the answer.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
”Perhaps, but there are dozens of ships in port there might be something inside to narrow it down, Nymbleth advises the departing fighter.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
The tiefling examines the parchment his eyes darting back and forth as his mind trys to figure out the cypher.
He climbs back out the window and holds up the parchment to the others, ”I think it is encoded with a hidden message.”
For the others, not in the search party. Feel free to look at the parchment if you like cyphers. My wife and I love Escape Rooms and puzzles. If you like them to, go for it.
Male LN Priest of Razmir 1 | HP 7/7 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 Spells: Level 1 (4/4) | Active conditions: None
Yraelzin peers intently at the document. "Ah, yes, yes, I see. Very interesting. Note how some of the letters are capitalised. Doubtless they relate to the numbers on the back."
Male LN Priest of Razmir 1 | HP 7/7 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 Spells: Level 1 (4/4) | Active conditions: None
"A simple code: "Turn Numbers to Letters. Alphabet backwards. Read right to left, bottom to top." Obviously, we're dealing with criminals suffering from severe cerebral deficiencies. Now, on to the next step."
Male LN Priest of Razmir 1 | HP 7/7 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 Spells: Level 1 (4/4) | Active conditions: None
"Now, obviously, all we need to do is apply the instructions to the numbers on the back. "Take cargo to Silent Asp. Use planned route "B". So, a ship at the docks." The man in the iron mask starts striding in that direction, his robes swishing in the air, taking it for granted the others will follow.
I liked that one--it was fair but fun and not so hard it was frustrating.
Sho remembers walking past The Silent Asp two berths down from the Peregrine. You all rush in the direction of the docks after deciphering what has been going on with the missing people in the City of Almas. As you near Peregrine you shove past a Halfling taking a casual stroll along the docks. Then from above you hear a shout on the top deck of Peregrine. Looking up you see somebody jumping into the water. Moments later another humanoid takes a plunge into the Andoshen, following the first.
Then the dock seems quiet and a waxing moon high in the sky along with a few lanterns along the docks are your only light. The ship you are looking for is about 600 ft away. What would you like to do?
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
Brannart is ahead of the rest of his group, as he did not stick around long enough for Nymbleth to find the note. He is looking for the Harbormaster to get him to confine all ships to the harbor. "Slavers, man! For Liberty's sake, shut down the harbor! Block all ships!"
And if he can't find the Harbormaster, he'll shout this to any Eagle Knight he sees. This is taken very seriously in Andoran.
Seeing someone jump off the Peregrine, he starts running that way. "Bosun Raearg, I think they were caught by slavers and are on a ship here in the harbor! What's happening on your ship?"
Malakar as you get closer to the ship, you notice six of the boats already had their cargo lifted onto the ship. These six boats now only have two men on them and are rowing away. Four of the boats are in the process of having their cargo loaded using a rope and pully system. There are still four men on each of the remaining boats. What would you like to do?
At this point, you are about 60 ft away.
Can I get a Stealth Check.
Perception DC 10:
Swimming up from behind you notice a Locathah. If you’re not mistaken, you also saw him on the deck of the Peregrine.
Vexas, you hear a man yelling along the docks something about slavers down near where Peregrine is. Then moments later, a group runs right past you almost knocking you to the ground. They are headed in the direction of the screaming man. Then from above high on the top deck of Peregrine you notice two humanoids jump into the water.
Brannart can you give me a Perception Check to see if you are able to find any help along the way to the docks. Also, a Charisma based check to see how effective you are in speaking to the Peregrine night guards.
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
Brannart, in your haste and with it being such a late hour, you do not find any aid as you rush back to the docks. The guards do respond to you about waking the Bosun. As one of the guards leaves his post, your companions coming running down the docks almost knocking a Halfling in the water in their rush to catch you.
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
"Shut it down! No ships leave!"
Brannart calls this to the guards as he follows the half-elf and the others.
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
Holding his side the thiefling informs Brannart through labored breaths, ”We...the ship... it’s called the Silent Asp.” Taking a deep breath the words that follow come out in a rush, ”No time to waste you've probably alerted them with all your racket. We must board that ship now.”
Fenna runs down to the docks with the larger group.
Too bad the Spectral is a couple of days gone now, we could have had a small army at our backs.
Once they've located the Silent Asp she slows them all down and brings them in behind some cover, stacked cargo or something similar. Fenna wants to take a look at crew disposition on the decks and dock.
It's no small thing to just gang rush a ship. The boarding pike in her hand is an excellent reminder of why.
She whispers to the others "we need to find the path of least resistance. If we just go for the gangway and find it solidly defended, it would be ugly."
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Prof. Sailor: 1d20 + 4 ⇒ (8) + 4 = 12
Fenna will be routes of access unto the ship that are not well watched, she's also checking for crew alertness and how close they are to being able to sail.
Merrek swims as hard as he can hurrying to try and catch up with whom he followed into the water.
Stealth Check Please
Stealth.. this should be fun
Merrek follows the boats under water, trying to get as close as possible without them noticing.
He had no idea what to do when he got closer though. Someone shouted something about slaves but he couldn't spot any. At least not unless they were willing slaves as those men didn't seem to resist.
Male LN Priest of Razmir 1 | HP 7/7 | AC 11 T 11 FF 10 | CMB +0, CMD 11 | F: +1, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1 Spells: Level 1 (4/4) | Active conditions: None
Yraelzin crouches down behind the crates with the others and listens as Fenna whispers the need for a plan. Yraelzin whispers back, though the mask muffles his voice so much he's hard to understand. "Yes, I see the dilemma! Here's what we'll do. I'll approach, order them to surrender in the name of the Living God, they'll do so, and then you go collect the children while I admonish the miscreants and induct them into the church."
Male N Tiefling Alchemist (Grenadier) 1|HP 10/10|AC 17(T:13, FF:14)|CMB +2, CMD 15|F:+4, R:+5, W:+0|Init +3|Perc: +4, Darkvision|Speed 30ft |Spells 1st: 2/2|Hero Point 1/2|Bombs 4/4|
Effects:
resist fire 5
Skills:
Bluff -1 (+8 to lie) Diplomacy-1 (+4 to persuade) K. Arcana +7 K. History +8 K. Local +5 K. Nature +7 Perception +4 Background Skills K. Engineering +4 Craft (alchemy) +8
Vexas Flamespark wrote:
What the..?! Hey everyone, what's the rush?
[dice=Perception]1d20+6
The tiefling called to the startled halfling as he passes narrowly avoiding tripping on his own tail as he does so, ”Excuse us there has been an abduction.”
.................
Nymbleth takes a position behind the crates with Yraelzin and Fenna. He nods his head in agreement with Fenna’s words trying to articulate a course of action when the Masked man starts to speak. He listens, dumbfounded, his eyes becoming wide as saucers, is this the same man who decoded the cypher be for me? Perhaps being in the sun in that mask has fried his brain.
There is no use in offending or reasoning with a crazy person, He astutely concludes. Looking askance at Yraelzin he tentatively suggests, ”That might work as a distraction priest but there is a chance they fail to see the the wisdom of your words and launch the ship.” He looks back to Fenna, although I must admit that I have little understanding of nautical matters, or tides, winds and such or how long it would take to get such a ship ready. If there is time, perhaps, it would be more prudent to wait for the guards?”
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
Brannart crouches behind some crates and looks for any slaver guards. How many are we facing? Perception:1d20 + 3 ⇒ (9) + 3 = 12
"A diversion is not a bad idea. We can slip on board, and if they launch the ship we can 'persuade' them to sail back. And if they spot us right away, I am prepared to fight."
He listens to the tiefling. Think I've seen him around Almas. Apothecary shop? Alchemist? Not in several years, though.
Brannart considers how close the ship looks to being ready to launch?
Profession (Sailor):1d20 + 3 ⇒ (18) + 3 = 21
He relates his observations.
"I will not sit here and wait for the guards, by Cayden. Not when slavers have abducted children. Prudence be damned. I'm going to free them."
Brannart kisses both of the holy symbols around his neck, draws his sword, and prepares to move.
The Silent Asp floats with its Starboard side facing the dock and its bow facing you about six hundred feet away. Darkness envelopes the vessel since it appears that the dock lanterns, spaced evenly apart along the marina, have been extinguished. The waxing moon is your only source of light and offers little light as it periodically covers itself in cloud.
DC’s are for low-light vision. Subtract 3 for Darkvision and add 5 if you lack either
Perception DC 10:
While there is no boarding plank, the dock lines seem sturdy and taut. You can tell there is activity on the Port side of the ship due to a light source being jostled around. You can also tell that the ships rigging is being adjusted and the sails are in the process of being unfurled.
Perception DC 15:
You can make out that there is at least one sentry amid ship facing the docks.
Perception DC 18:
The sentry carries a crossbow.
Perception DC 22:
If the dock lines are untied, the ship will be ready to leave its berth within minutes.
Perception DC 24:
You can tell the activity on the Port side consists of crates being loaded on the deck using a rope and pulley system.
Perception DC 25:
From the port side activity, you can deduce that there is at least one smaller vessel on the starboard side of the ship.
If you provide an extensive background that can justify a 3rd trait, go for it. The bonus trait just has to be in a different category than your other traits.
max starting gold
Let me know if you have other questions.
No rush on the characters. I am a good two weeks out from being ready. Let's set a tentative start date of Monday, February 3rd.
I'll be looking to recruit two more players, but if you have any friends that would like to play, have them stop by.
Of course! The expedition is funded by the government of Andoran and the Bountiful Venture Company. You set sail from the City of Almas which is a democratic metropolis with over 76,000 residents. Most residents are humans, but most races are represented. I do not see why a Tiefling would not find his/her way here. All that I ask is that you offer a compelling backstory of why the Bountiful Venture Company selected you to be part of the expedition with the second wave of colonists.
Feel free to add 2-3 background skills that figure into your backstory.
Within your backstory, please have the reason why you applied for this expedition and what you told the Bountiful Venture Company you can offer the colony that would get you accepted.
(feel free to hide alternative motives, if you want some secrets)
Also, your character is going to get wet. A good constitution for holding your breath might help, along with aquatic skills.
I just added a post to the GamePlay Thread. When you have your character ready, feel free to have him/her/it enter the game. I plan to interact with NPC's and perhaps throw in a prelude side quest until everyone is ready.
Also: forgot to note that on your critical hit successes, I plan on using the Critical Hit Deck for some extra flavor, if the card makes sense.
Any questions or thoughts on character build or party composition, please post to keep everyone in the loop.
Looks like we might have 2 druids and an alchemist so far. Could use a tank, rogue, and cleric, but play what you want. If we end up with 5 druids and an alchemist I'll have to create a meme. :)
My gut says a weasily undine or aquatic elf would horn in on this mission to make sure he got a cut of the azlanti treasure procured. The specific class for this shouldn't matter, but I suppose tidal trickster rogue is a decent choice. An archaeologist bard would also be good here. Trait: expert explorer
Separately, I would think the mission would accept a wizard hungry to process and identify the newfound artifacts. A very stodgy, academic type who can't be bothered to care about any causes that flare up, and is generally low on empathy seems reasonable. He is quite frail and spends a lot of time in a bubble to protect from the water. Doesn't *really* want to meet the sea-life up-close. Trait: Azlanti Scholar.
Finally, since I thought I saw mention of needing of a tank; an Adaro warrior of some type (deepwater rager, sea reaver, abendego diver, oceanrider cavalier) who has such pride that he must join the mission and ensure these "dainties" do this mission right and respect the watery Azlant grave. I suppose this character could also join "team druid" as a shark shaman :) Or perhaps instead of an Adaro, an Undine Wave Warden with the same motivations. Trait: set mind.
Those are three ideas off the top of my head. This sounds like a lot of fun.
Welcome PaleDim,
You have some really excellent ideas here. We will have an Undine Druid (not to say we could not have 2 Undine), and I would be hesitant regarding an Adaro being accepted by the Bountiful Venture Company. Unless the Adaro joined the party while on the Island, but then you would miss out on the Prelude adventure. Rogue and Scholar work for sure. I really like the Archeologist Bard concept and would consider this submission as a 9th pc. (hint, hint)
I'd be keen to play--I'd love to try a cleric (cough!) of Razmir. Proselytizing in foreign lands about the glories of the Living God could be a lot of fun!
Welcome Jhaeman!
This is an interesting concept and would fit our need for a magic-user type. I can almost see the role-playing come alive if we also had a true goodly cleric in the party.
A question, would you be ok with a Locathah, or would that be too much?
Hello and Welcome Cuan!
I am hesitant due to the story of colony acceptance, so I will give the same answer as I did regarding the Adaro.
This type of PC would need to join the party while at sea or on the island. I am not saying no, but you would miss out on the potential prelude adventure.
Since Locathah are not the human eating creatures that Adaro are, a very compelling backstory could change the mind of the Bountiful Venture Company.
Just a thought, still need a true cleric. Maybe this Locathah wants to establish a temple to certain aquatic deity on the colony.
A question, would you be ok with a Locathah, or would that be too much?
Hello and Welcome Cuan!
I am hesitant due to the story of colony acceptance, so I will give the same answer as I did regarding the Adaro.
This type of PC would need to join the party while at sea or on the island. I am not saying no, but you would miss out on the potential prelude adventure.
Since Locathah are not the human eating creatures that Adaro are, a very compelling backstory could change the mind of the Bountiful Venture Company.
Just a thought, still need a true cleric. Maybe this Locathah wants to establish a temple to certain aquatic deity on the colony.
I was actually looking at making the character the child of a merchant that sails a barge along the Sellen River from Outsea in the River Kingdoms all the way to Almas in Andoran, moving along the coast for the last part.
When it comes to class I was thinking of either making him a Cavalier or a Cleric. So if if there is need for a Cleric I'd obviously go for the latter. He'd be a worshipper of Gozreh, so nothing too outlandish. As for archetypes, I'm looking at Crashing Wave combined with Divine Paragon.
A question, would you be ok with a Locathah, or would that be too much?
Hello and Welcome Cuan!
I am hesitant due to the story of colony acceptance, so I will give the same answer as I did regarding the Adaro.
This type of PC would need to join the party while at sea or on the island. I am not saying no, but you would miss out on the potential prelude adventure.
Since Locathah are not the human eating creatures that Adaro are, a very compelling backstory could change the mind of the Bountiful Venture Company.
Just a thought, still need a true cleric. Maybe this Locathah wants to establish a temple to certain aquatic deity on the colony.
I was actually looking at making the character the child of a merchant that sails a barge along the Sellen River from Outsea in the River Kingdoms all the way to Almas in Andoran, moving along the coast for the last part.
When it comes to class I was thinking of either making him a Cavalier or a Cleric. So if if there is need for a Cleric I'd obviously go for the latter. He'd be a worshipper of Gozreh, so nothing too outlandish. As for archetypes, I'm looking at Crashing Wave combined with Divine Paragon.
In 'Campaign Info' I have links to a 'Loot Sheet' and 'Battle Grids' created in Google Sheets. If you would like access to these sheets, just put in a request.
It looks like you might be full up, but if you find you're short a person I'd like to submit Fenna here. She's a half-elf studious librarian bard.
I built her for Ruins but the campaign folded before we finished the 1st book.
She's currently a gestalt character (the old campaign was 3 person) and at 4th level. I'd need to drop her back to 1st level, switch archaeologist for studious librarian, and strip out the slayer 2nd class. She originally began as a studious librarian but the action economy with slayer was miserable at low level. A switch to archaeologist fixed the problem.
I'll wait to make the changes until I know if she's in or not.
It looks like you might be full up, but if you find you're short a person I'd like to submit Fenna here. She's a half-elf studious librarian bard.
I built her for Ruins but the campaign folded before we finished the 1st book.
She's currently a gestalt character (the old campaign was 3 person) and at 4th level. I'd need to drop her back to 1st level, switch archaeologist for studious librarian, and strip out the slayer 2nd class. She originally began as a studious librarian but the action economy with slayer was miserable at low level. A switch to archaeologist fixed the problem.
I'll wait to make the changes until I know if she's in or not.
Thanks!
Well Met Fenna!
Absolutely love her backstory, what a great character. Might have a Bard in the party coming. Not sure yet. How would Fenna feel about transitioning to a Rogue?
Also, Since you have played some of this AP already, would you say you have discovered many secrets yet. I might change some of the AP, but most of it will stay the same. I would like my players to be surprised.
Hm, well if it turns out bard isn't on the table, I'd be happy to change things up. I'm not particularly familiar with rogues so I'll counter offer with a couple of things. Given her background ties her strongly to Milani, an inquisitor could cover the same territory as a rogue. Investigator can rogue well also. If full BAB slots come up short, slayer can do it too.
But, if you really want a rogue, sure I'm game. I'd likely not consider the class on my own so this would be a way of doing something I wouldn't normally.
As for the second part of your question, for the sake of keeping spoilers out of the thread I'll PM you to answer.
Hm, well if it turns out bard isn't on the table, I'd be happy to change things up. I'm not particularly familiar with rogues so I'll counter offer with a couple of things. Given her background ties her strongly to Milani, an inquisitor could cover the same territory as a rogue. Investigator can rogue well also. If full BAB slots come up short, slayer can do it too.
But, if you really want a rogue, sure I'm game. I'd likely not consider the class on my own so this would be a way of doing something I wouldn't normally.
As for the second part of your question, for the sake of keeping spoilers out of the thread I'll PM you to answer.
I would hate to change the essence of such a cool character. Let's keep her at bard for now and see how the party composition turns out.
3.) Nicolas Paradise - Undine Druid w/ Shark Shaman Archtype
4.) Arkon the "Thunderer" - Oread Druid (Saurian Shaman)
Potential PC's:
5.) PaleDim - Rogue, Scholarly Mage, Bard?
6.) Jhaeman - Cleric of Razmir (mage)
7.) Aldizog - Human Fighter
8.) Cuan - Locathah Cleric of Gozreh
9.) Fenna Pender - Half-Elf Bard
Others have expressed interest but I have not heard back. I think I need to cap it here and maybe delete out a few spots if I do not hear back with confirmations.
You have some really excellent ideas here. We will have an Undine Druid (not to say we could not have 2 Undine), and I would be hesitant regarding an Adaro being accepted by the Bountiful Venture Company. Unless the Adaro joined the party while on the Island, but then you would miss out on the Prelude adventure. Rogue and Scholar work for sure. I really like the Archeologist Bard concept and would consider this submission as a 9th pc. (hint, hint)
Let me know what you come up with.
Makes sense, no Adaro then. Give me a little bit of time to work up one of these in more detail. I'm likely either going with the antisocial, scholarly wizard or else the weasily rogue who's passing off as scholarly (which means he'd have to be good with people).
I'm onboard, tentatively as a bard, but willing to morph if needed.
On further reflection inquisitor is probably out. It seems kind of intense and like it might involve early mornings. Fenna is probably too lazy for that line of work.
I have a question on background.
Normally, the expectation is that a level 1 character is just starting out.
But would it be possible for it to represent a character with more experience in his background, whose skills have atrophied due to disuse? And then leveling up in game represents him reawakening those skills?
If it is not possible, he'll be a true novice.
If it is possible, then he'll have some background as a fairly skilled warrior, a reason for why he hung up his sword, and a reason to pick it up again.
M Human Ftr8 | AC 30, T14, FF27, CMD 27 (35 vs Grapple, 29 vs Disarm, 32 vs Trip) | HP (78/79) | F +10 R +7 W +5 (+4 vs mind-affecting) | Move 30' | Init +2 | Per +8 (low-light) | Hero Points: 3
Okay, here is Aldizog's human fighter.
Going straight no-archetype - I'm planning to make good use of the various options for Bravery, Advanced Armor Training, and Advanced Weapon Training.
He'll be a good defender of nearby allies once he gets things like Stand Still - but at 1st level, you are better off just using your AOO to kill things. And once he gets Armored Sacrifice, he can save an adjacent ally from going negative 1/day, which is particularly important underwater.
Willing to make modifications based on others' builds.
Question: Are you allowing tiefling’s to roll for varient abilities (the thiefling trades away it’s spell like ability to do this. If so here is my roll:
I'm making the changes to Fenna now. At this point I'm planning on going with a long spear as her main weapon. But if it turns out we have no archer I might switch her to ranged.
Krystal Popescu
Female human rogue (unchained) 1
CG Medium humanoid (human)
Init +4
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Defense
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AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2;
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Offense
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Speed 30 ft.
Melee rapier +4 (1d8+1/18/20×2) or
Ranged shortbow +4 (1d6+1/x3)
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Statistics
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Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 15
FEATS
Iron Will, Weapon Finesse, Dodge
TRAITS
Seasoned Climber:
Your time on the slopes has improved your ability to surmount great peaks.
Benefit: You gain a +1 trait bonus on Climb checks, and Climb becomes a class skill for you.
9PLAYER’S GUIDEruinsof azlantcamPaiGn traitsWhen the Bountiful Venture Company announced this expedition to lost Azlant, many people were excited and came to Almas from all around Avistan and Garund in hopes of being selected for the colony. Competition was fierce, especially for the founding journey. Many who were in the running for that first trip but weren’t selected were automatically slated for the second outing. Others had to compete with plentiful applicants to get a spot on the Peregrine. For one reason or another, you either didn’t apply weren’t selected for the first trip and now you have to stand out among a large crowd of qualified applicants.The following campaign traits represent an element of your character or ability that edged out other applicants and led to the Bountiful Venture Company choosing you as one of their colonists.Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony.You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Krystal will be an easy-going former criminal who's looking for a new lease of life. She's good at both range and close quarters, can pick locks and pretty good as a face as well.
Going straight no-archetype - I'm planning to make good use of the various options for Bravery, Advanced Armor Training, and Advanced Weapon Training.
He'll be a good defender of nearby allies once he gets things like Stand Still - but at 1st level, you are better off just using your AOO to kill things. And once he gets Armored Sacrifice, he can save an adjacent ally from going negative 1/day, which is particularly important underwater.
Willing to make modifications based on others' builds.
Brannart will make an excellent colonist. Feel free to introduce him in the story whenever you are ready.
Question: Are you allowing tiefling’s to roll for varient abilities (the thiefling trades away it’s spell like ability to do this. If so here is my roll:
[dice=%]1d100 DR 2 silver
make him/her your own. If you want that trade, go for it.
I'm making the changes to Fenna now. At this point I'm planning on going with a long spear as her main weapon. But if it turns out we have no archer I might switch her to ranged.
Sounds like a plan. When she is ready, feel free to introduce her to the story.
I'll have to keep Krystal on stand-by for right now. If/when a spot becomes available, I can PM you. Sorry, but I already have a lot of PC's and being a pbp, it can move slow with less. You are my first person on stand-by.