The Harrowing - DM Puppet Master (Inactive)

Game Master Anon A Mouse

Knowledge Checks
Slides

Tokens Collected:
- The Songsmith's Kiss (Bernaditi/Midnight Circus)
- The Dancing Heel (Brambleson/Briar)
- The Bard's Heart (Mourning Choir/Barrow King/Demon's Fen)
- Black Nib (Sonnorae/Prophet's Garden)
- The White Lily (Balio and Balimar/Sanguine Playhouse)
- The All-Blossom (Nightpeddler/Trackless Dearth)
- The Busy Hands (Marzalee/The Manmolds)


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Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

"What was done?" Kaldwell asked, keeping his voice as soothing as possible. "Why do you think you deserve this?"


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"Are you sure she is gone for good? Maybe she could come back?"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

Mourning Choir only sobs harder. "Nooooo. Mortalsssss do not come back! They are not Ssstorykin. Why isss it the othersss gained powersss when they consssssumed her but all I got wasssss this pain and ssssorrow and ssssufferring. Do they not dessserve a fate as terrible assss mine?" She continues thrashing about, now with a streak of anger in addition to grief.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"Wait .... did you kill her and eat her?" Delroy asks, taking a half step back.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Well, that took an expected turn... I wonder if she'll try the same for us


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yattle doesn't rush to judgment, but their voice is still noticeably cooler when they ask, "What gave you the right to devour her? Merely that you could?"


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

"We jusssst wanted to leave. Not that it did any good. We dessserve no better than thisss cramped, broken down world. It wasss all for naught. I wisssh it could be different, but it cannot. Thisss isss all I can do now." Mourning Choir picks up her dirge once more.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"Maybe there's a possibility you could redeem yourself." Delroy tells the winged serpent.

"There's another mortal trapped here that is in need of rescue."

"Would you be willing to help us?"


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Perhaps it would allievate your sorrow?

Is there a knowledge check for whats going on, is this a curse effect or something similar?


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

Delroy diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19

"Helping sssome other mortal will do nothing to bring Sssonnorae back or to eassse my pain. I mussst ssstay here and continue to sssing ssso all who hear will remember her."

As far as Eirnar can tell, Mourning Choir is just in a deep state of grief. He sees none of the telltale signs of a curse or some lingering spell. Her sadness just seems very human.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"Nevertheless, we search for tokens that will enable us to secure the freedom of a mortal brought here unwillingly. Would you consent to help us?" Delroy asks the snake.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

Seeing as the half-orc apparently ignored her statement that she needed to stay here rather than go out and help, Mourning Choir did likewise and continued to sing, ignoring his question.


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

"Who were the others who joined you in your mistake? Do they remember Sonorae as you do?"


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Helping mortal is easy, we simply need a token, you can remain and after we rescue the mortal, we can return your token. Eirnar diplomatically suggests.

Take 10 for a 26


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

”Perhaps...some kind of action could be taken to atone. The souls of the dead are not gone, and the gods do watch. If we were to help perform an act of repentance, would that help ease your suffering?”


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

"Mortal souls do not vanish. Sometimes they are reborn, sometimes they remain in the next world. Either way, atonement might be possible," Kaldwell supported the argument.

Diplomacy (Aid Another): 1d20 + 17 ⇒ (3) + 17 = 20


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

For a moment, Mourning Choir looks to be in too much grief to respond. As Eirnar rattles on and on about mortals and tokens her eyes starts to glaze over until Kaldwell manages to step in a draw her attention back. Slowly her tears cease to fall as she begins nodding. "Maybe.... I do not know how the other Conssspiratorsss think of Sssonorae or even if they do at all. I ssssussspect it wasss only I who wassss poisssoned like sssso." She definitely sounds a bit bitter at that remark. "But I no longer have the Bard'ssss Heart. I threw it up not long after I came here, but it wassss too late; I wasss already infected. The Barrow King tried to take the burden from me, but it jussst poisssoned him asss well. He guardsss the sssoulsss of the dead on the issssland in the Demon'ssss Lake." She nods at the bridge behind her to the island beyond. "But hissss compassssion isssss only for the dead. He ragessss againsssst the living, blaming them for thisss sssstate. He attacksss all but mournersssss who approach." Still sniffing a little, she moves to the side a little ways so as to give you clear line to the old, rickety bridge. "If you sssseek the tokenssss, you will have to get it from him."


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"By the way....you wouldn't have happened to see any giant birds in the neighborhood, have you?" Delroy asks.

"Eirnar there seems to think that a giant bird stole my shadow."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

"The only bird that I know of is Embor Comessss-By-Night. He makessss his nessssst somewhere in this fen, though I know not where or why. Mosssst avoid the mud and ssstench, but perhapssss it isss a ssside effect of hisss madnessss. He hasss not come by thisss area in quite ssssome time, not sssince I ssstarted calling myssself Mourning Choir, and I do not leave here."


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

The Bard's Heart, huh?

Yattle sucks in their lips in thought and begins casually rooting through Eirnar's bag.

"Was Bernaditi of the Midnight Circus one of the ones who ate your friend?" Yattle pulls out the Songsmith's Kiss. "The tokens are her, right?"


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell looked at Yattle in surprise at that idea. He'd assumed that the tokens were simply named for her, but if they were putting a person back together...maybe she was still alive? In stories such things were possible, after all.


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

Yattle pulls out the Songsmith's Kiss, a garnet and gold pendant in the shape of a tongue, to show it to Mourning Choir.

"Mine wassss, yesss. I would assssume the othersss were assss well, but it wasss all a mad sssscramble. Bernaditi isss one of the Conspiratorsss along with Bramblessson, Marzalee, Balimar, the Ticktock Man, the Nightpeddler, Zassssrion, and mysssself."


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

The group bids farewell to Mourning Choir and approaches the rickety bridge to the island. Fortunately for Lokhir, Kaldwell, and Delroy, the bridge seems to be sturdier than it looks and bears their weight, albeit with some rather ominous-sounding creaks. The water you pass over is dark and sluggish with nary a sign of life in it. From the water, the island rises quickly with a short, steep slope before flattening out. As you approach the other side of the bridge, flickering, colored fireflies scatter in all directions. Beyond the light undergrowth lies a maze of leaning gravestones. In the center, two white candles stand burning atop a weathered stone sarcophagus.

By this point in time, the coffee Delroy consumed has worn off.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell hands over the next dose of chilled, cinnamon coffee before he checked the area. The candles looked important - but looks could deceiving, and there was always the chance that it was a lure. The Storykin didn't seem to be automatically deceitful or deceptive but it was always worth checking.

Perception + Detect Magic on the sarcophagus: 1d20 + 18 ⇒ (10) + 18 = 28


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar similarly looks it over while detecting magic and mundanely.

take 10 for 31


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
Delroy Grimm: 1d20 + 4 ⇒ (7) + 4 = 11
Eirnar rolls twice and takes the best
Eirnar: 1d20 + 10 ⇒ (3) + 10 = 13
Eirnar: 1d20 + 10 ⇒ (16) + 10 = 26

Lokhir: 1d20 + 7 ⇒ (8) + 7 = 15
Kaldwell: 1d20 + 1 ⇒ (6) + 1 = 7
Yattle: 1d20 + 16 ⇒ (20) + 16 = 36
Monster: 1d20 + 7 ⇒ (9) + 7 = 16

Eirnar succeeds
Kaldwell succeeds
1d20 + 18 ⇒ (2) + 18 = 20 Lokhir succeeds

Init: Round 1
- Yattle, Eirnar
- Barrow King
- Delroy, Lokhir
- The Haunt
- Kaldwell

Kaldwell and Eirnar approach the sarcophagus attempting to identify the non-magical candles. As they start to rack their vast stores of accumulated knowledge, however, they're distracted by movement behind the the stone structure followed by the bright light of magic that the stone had blocked. Slowly rising before them is the rotting form of a long-dead warrior. In places his flesh has fallen from his skin to reveal the skeleton below and the eyes are but empty sockets, glaring with an angry red glow. "Youuuuu. This is your fault! Your kind's carelessness and cruelty is why the spirits of the dead cannot find peace! Now you come here, to this graveyard I have made for them like you own the place? How dare you! Who do you think you are!?!" In a fit of rage he lifts his greatsword in one hand and viciously swings it across the top of the sarcophagus, sending the two candles flying off. The wet mud extinguishes the light even as it prevents them from going too far.

It's at this point that Kaldwell, Eirnar, and even Lokhir recognize the candles for what they are: votive candles. Lighting a pair of votive candles (a standard action per candle) will soothe the spirits of the restless dead. Given all the souls you have thus far seen floating about, surely the fact that they've been extinguished does not bode well for the group. Though what shape this haunting may take has yet to be seen.

Eirnar and Lokhir have a single move or standard action before the haunt activates. Kaldwell will also get to act in the surprise round, but his initiative wasn't high enough to beat the haunt. After that we'll move into regular rounds where those who were not able to identify the candles can act as well. Remember that each square on the map is 10ft.

If you wish to get knowledge about the Barrow King, it's a DC 19 Kn(Religion). For every 5 by which you beat the check, you get an additional area to ask about.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar thinks " Well, I don't particularly want to be in the range of the haunt, my ancestors can let them rest."

knowledge(religion): 1d20 + 21 ⇒ (10) + 21 = 31

Special Attacks, Special Defenses, Special Abilities, Spell-Like Abilities in that order, always

Eirnar channels to destoy the haunt, and any other undead in the viscinity. He then swiftly issues an Inspiring Prediction that his allies will succeed at their next actions.

+4 luck bonus on your next attack roll, saving throw, or skill check, whatever that may be.

channel, DC 19: 5d6 ⇒ (6, 6, 1, 5, 1) = 19

I was originally going to light the candle, but realized I'm out of range to actually do that, since I only have a standard or move in the surprise round


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

I sadly can only light one candle/turn (non-destructively, at least)


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
BK: 9

- Yattle, Eirnar
- Barrow King
- Delroy, Lokhir
- The Haunt
- Kaldwell

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

@Eirnar: What is your inspiring prediction of what will happen?

Barrow King, Will DC 19: 1d20 + 12 ⇒ (15) + 12 = 27

The Barrow King snarls in annoyance. "You think that will be enough to turn away these souls? They want their vegance for being kept from a peaceful afterlife!" As he speaks, the souls continue to float towards him.

Special Attacks: Weapon training (heavy blades), energy drain (1 level DC 16)
Special Defenses: Undead traits, Bravery +1, Fire resistance 10
Special Abilities: None

Surprise Round
- Lokhir

- Haunt
- Kaldwell
Round 1


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar predicts Fell deeds awake: fire and slaughter! The dead may come, but we will beat them back with our own fire spirit!


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

”We have no quarrel with you, yet.” Lokhir stayed, even has his blade began to glow softly.

Standard action for Legacy Weapon. +1 Enchantment and Bane Undead.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Kaldwell slips into his Kirin Style as the strange creature gets ready to fight. He glances at the tattoos down his arm and notices one might be useful here, but waits a moment. "We have no desire to fight, brave guardian. We respect the dead and their rest. For who are the living but those who must know they shall one day rest with the dead?" He gestured to himself. "I may still have a heart which beats, but there are many who would say I am closer to the grave than anywhere else," the old warrior added dryly.

There was a solid chance that the spirit was simply mad with rage, or impossible to turn aside in its wrath. But Kaldwell usually felt a fight that had been avoided was a fighter that had done well. There were, of course, exceptions.

Diplomacy: 1d20 + 18 ⇒ (13) + 18 = 31


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
BK: 9

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

The souls dive down into the earth and there's a soft rumbling. A moment later arms shoot up out of the ground to try to grasp at Eirnar and Kaldwell. Though Kaldwell is easily able to bat away the arms, the far less physical Eirnar is grabbed until his necklace glows briefly and crumbles away.

Grapple vs Eirnar CMD 14: 1d20 + 13 ⇒ (14) + 13 = 27 Mark off your lesser talisman of freedom, Eirnar
Grapple vs Kaldwell, FF CMD 27: 1d20 + 13 ⇒ (8) + 13 = 21

"You say that but do nothing to bring these spirits any peace. Look how they grasp at you but not me. They want their vengeance on the living. If giving you to them will bring them even a small semblance of rest, I will gladly do it!"

Round 1
- Yattle, Eirnar (Freedom of Movement, ends Round 3)

- Barrow King
- Delroy, Lokhir
- Haunt
- Kaldwell

Green area on the map is where the grasping hands are.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Eirnar says Go away foul undead!

As he channels them down once more.

channel, DC19: 5d6 ⇒ (3, 1, 4, 2, 3) = 13


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yattle snaps their fingers and one of the candles reignites.

Basic Pyrokinesis


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
BK: 9 + 13 = 22
Haunt: 19 + 13 = 32

Barrow King, Will Save DC 19: 1d20 + 12 ⇒ (1) + 12 = 13

The Barrow King only growls as another wave of positive energy washes over him. The arms continue to wave even as large chunks of them start to fall off. They look close to disintegrating entirely. "See what I mean? All you care about is yourselves. You have no problem hurting anything and everything to get what you want." He moves up to Eirnar and Kaldwell, swinging his greatsword at the man hurting his precious undead. However, in his haste, he misses his foe.

Greatsword vs Eirnar, AC 25, PA: 1d20 + 17 - 3 ⇒ (5) + 17 - 3 = 19

Meanwhile, unnoticed by any, one of the candles lights up again.

Round 1
- Delroy, Lokhir

- Haunt
- Kaldwell
Round 2
- Yattle, Eirnar (Freedom of Movement, ends Round 3)
- Barrow King


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

I typically don't concern myself with the destruction of undead. Our ancestors should rest, not toil...

The haunt not been destroyed? Damn that thing has a lot of HP


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Greatsword, meet scimitar...with flank!: 1d20 + 23 ⇒ (13) + 23 = 36
Damage with bane, total enchantment bonus 5: 1d6 + 2d6 + 12 ⇒ (1) + (3, 3) + 12 = 19
Sneak Attack: 2d6 ⇒ (5, 2) = 7

Lokhir didn’t even deign to respond. Rather he circled around the undead and stabbed it in the back. He considered it a lesson in manners.


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

Delroy studies Barrow King as a swift action, then slips his flail out of his belt, moves next to it, and sweeps its legs out from underneath it.

Flail - trip: 1d20 + 19 - 1 ⇒ (13) + 19 - 1 = 31 (fatigued-coffee)


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
BK: 22 + 19 + 7 = 48
Haunt: 32

Current Location: The Demon's Fen
Current Boons:
- The Winged Serpent: Mourning Choir suffers a –2 penalty on all attack rolls

As Lokhir and Delroy move forward, the grasping arms attempt to stop them in their tracks. While Lokhir manages to avoid their grasp, Delroy is caught. Though luckily he didn't need to move any further inwards to strike at his foe.

Grapple vs Lokhir CMD 26: 1d20 + 13 ⇒ (3) + 13 = 16
Grapple vs Delroy DMC 28: 1d20 + 13 ⇒ (16) + 13 = 29

I'm not seeing a way Lokhir could have gotten to flanking without provoking an AoO given his 30ft move speed.
As Lokhir moves to flanking, the Barrow King tracks the elf's movement. Anticipating his goal, he swings his greatsword at the man, landing a devastating blow.
AoO vs Lokhir AC 25, PA: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34
Confirm Crit AC 25, PA: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
Damage: 4d6 + 26 + 18 ⇒ (2, 1, 6, 2) + 26 + 18 = 55 Make a DC 16 Fort save or gain 1 negative level

Despite the blow, Lokhir's blade is true and he strikes back his own attack versus the undead warrior. Taking advantage of his enemy's distraction and even despite the arms holding him in place, he manages to trip the Barrow King!

Enraged at the audacity of these living creatures to attack one being that actually cared about them, the undead arms attempt once more to grasp and pull everybody in their reach to them. Thanks to his magics, Eirnar is too slippery for them, but his allies do not fair as well.

Grapple Delroy (already grappled), CMD 28: 1d20 + 13 + 5 ⇒ (19) + 13 + 5 = 37
Grapple Lokhir CMD 26: 1d20 + 13 ⇒ (17) + 13 = 30
Grapple Kaldwell CMD 28: 1d20 + 13 ⇒ (15) + 13 = 28

Delroy, Lokhir, and Kaldwell all take 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning damage

Round 1
- Kaldwell (grappled)
Round 2
- Yattle, Eirnar (Freedom of Movement, ends Round 3)

- Barrow King (prone)
- Delroy (grappled), Lokhir (grappled)
- Haunt


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

Yattle continues to drift around the fray, igniting the other candle with an arched brow.

"I'm more accustomed to immortals than immortal souls - will that calm down your dead?"


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Sorry I rushed my last post. I have burst of speed for +30ft movement speed. How did it get an AOO?

Fort with divination focus: 1d20 + 12 + 4 ⇒ (2) + 12 + 4 = 18

Hit, Grappled and flank: 1d20 + 19 - 2 + 2 ⇒ (19) + 19 - 2 + 2 = 38
Damage: 1d6 + 2d6 + 10 ⇒ (5) + (4, 1) + 10 = 20
Sneak Attack: 2d6 ⇒ (1, 2) = 3

Confirm: 1d20 + 19 ⇒ (5) + 19 = 24
Crit: 3d6 + 10 ⇒ (6, 5, 3) + 10 = 24

Iterative: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d6 + 2d6 + 10 ⇒ (1) + (6, 5) + 10 = 22
Sneak Attack: 2d6 ⇒ (2, 2) = 4

Despite being grappled, and the with his life hanging by a thread, Lokhir continued to attack. Because failing to end the fight now seemed to be the quickest way to having this become his grave.


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Grunting, Kaldwell first willed the card he had been saving - the Beating - to activate.

Next, he activated his Kirin Strike abilities against the Barrow King.

Knowledge (Religion): 1d20 + 18 ⇒ (6) + 18 = 24

Then he tries to break free of the grapple.

Break Free: 1d20 + 17 ⇒ (13) + 17 = 30


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

@Lokhir: Because you didn't specify you were using that. Since you also weren't up in combat, I'll let you decide:
1) We completely retcon, meaning we ignore both his AoO roll and all your pre-mature rolls.
2) Let the AoO stand, but you can keep the crit you rolled for your AoO when he stands up (it only succeeds in confirming vs his prone AC).

As Yattle lights the second candle, the undead arms slow and stop moving. The haunt has been neutralized but not destroyed. Once the candles burn down, hopefully an event that will occur once you are all far from here, the restless dead will continue their tirade against the living. Eirnar, Kaldwell, and Lokhir get the impression that only consecrating the ground under the sarcophagus will truly destroy the haunt.

Kaldwell activates his tattoo, which glows and seems to infuse the now-still arms with a brief golden light. PCs have +2 to CMD vs the grasping dead's grapple attempts. And since the haunt was ended, Kaldwell can also redo his action since he wouldn't need to break the grapple.

Round 1
- Kaldwell (minus moving into Kirin strike action)
Round 2
- Eirnar (Freedom of Movement, ends Round 3)

- Barrow King (prone)
- Delroy, Lokhir, Yattle

Those around the Barrow King can also go ahead and roll AoOs for him standing up on his turn.


Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED] HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7) Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

I didn’t specify so all rolls stand. Easiest and most straightforward

AOO: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 3d6 + 10 ⇒ (2, 1, 3) + 10 = 16

Barely clinging to life, Lokhir lashed out again with strength born out of desperation.


Male N Medium Human Shaman 9 | HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)| Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Lokhir's wounds begin to slowly close, as Eirnar takes the damage for him.

Heal 5

Eirnar steps back and plants his feet in the now undead free ground, activating his boots. He then reaches out and touches Lokhir, warding him from further injury with a shell of succor.

Lokhir temporary hitpoints: 4d6 + 7 ⇒ (6, 5, 1, 6) + 7 = 25
As long as you have those hitpoints, they're lost first, and the attack counts as a miss, although looking at his damage that'll probably be maybe 1 attack


Fighter 6 - Shifter 1 - SoW 2 | Negative Level 2 - Con -3 | HP 76/76 53/53 | AC: 26, T: 16, FF: 18| Fort: +12 11, Ref: +9, Will: +5 | BAB: +9, CMB: +17, CMD: 29, | Init: +2 | Perception: +17 | Stamina 9/9

Grinning as the card activated, and the Haunt vanished, Kaldwell took a swing at the rising Barrow King before really trying to take the undead to task. It was a lot harder to feel sympathy for the undead, and the old fighter decided to see what could be done.

AOO: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Damage: 2d4 + 7 + 5 ⇒ (2, 4) + 7 + 5 = 18

Main Hand 1: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Damage: 2d4 + 7 + 5 ⇒ (3, 3) + 7 + 5 = 18
Crit Confirm: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Crit Damage: 4d4 + 14 ⇒ (1, 1, 2, 4) + 14 = 22

Off Hand 1: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Damage: 2d4 + 7 + 5 ⇒ (1, 2) + 7 + 5 = 15

Main Hand 2: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d4 + 7 + 5 ⇒ (4, 3) + 7 + 5 = 19

Off Hand 2: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d4 + 7 + 5 ⇒ (1, 3) + 7 + 5 = 16
Crit Confirm: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Crit Damage: 4d4 + 14 ⇒ (3, 4, 4, 3) + 14 = 28


MotW NPCs Definitely not a vampire Slides | Knowledge Checks

DM:
48 + 18 + 22 + 15 + 16 + 16 + 10 = 145

I believe Eirnar actually takes 15 damage as he heals Delroy, Kaldwell, and Lokhir. Lokhir took the crit damage and then all three of them took 6 points of bludgeoning damage from the haunt before it was neutralized.

Delroy AoO: 1d20 + 15 ⇒ (16) + 15 = 31
Delroy damage: 1d8 + 6 ⇒ (4) + 6 = 10

Kaldwell strikes at the prone foe, landing some blows but missing others. But it's only when the Barrow King tries to stand and everybody lays into him that the undead warrior falls, still with a sneer on his face. "See, just like all the rest. You care nothing for the dead. Be thankful that I will show more mercy than you did when Zassrion slays you all and your souls are trapped here for all eternity." With those final words, he falls still.

End of Combat

Relative HPs
Eirnar: -15
Delroy: -1
Kaldwell: -1
Lokhir: -56, 25 temp HP

On the Barrow King, after several minutes of concentrating, Lokhir is able to identify
- Brass dragonhide breastplate with fire resistance 10
- Potion of water walk
- Elixir of fire breath x2
- Greatsword
- Mwk throwing axe
- 46 gp


Unconcerned Gathlain Kineticist (Pyrokinetic/Terrakinetic) 9 | HP 105/105 (NL 72) | Burn 8/9 | AC 26/28, T 18, FF 20/22 | DR 7/Ad. | F +14, R +14, W +8 | Init +16 | Perc +23

"Anything that looks like a token? I'd very much prefer not to let Zassrion trap my soul for all eternity."


Half-Orc Bounty Hunter 9 | HP:97/97 | AC:25 FF:15 T:21 | CMD:28 (32 vs. dirty trick, 30 vs. trip)| F:+12 R:+12 W:+7| Init:+4 Per:+12 (+4 traps, +2 sight, +2 secret |

"Anybody know if that thing is going to get back up again?" Delroy asks.

"I wonder if it was a living storykin that became undead or if it was just created as undead."

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Your mission started off simple enough: find a missing scholar by the name of Meloigne Garracy. After asking around, you discovered he was last seen with a collection of traveling shows and merchants known as the Umbra Carnival only days ago, hunting for a fortune-teller called the "All-Seeing Hajeck." You found the woman in question inside a tumbledown tent at the edge of the encampment of wagons. When you asked about Meloigne, Hajeck revealed that the scholar had visited seeking information on a vast library gathered by a Varisian woman named Sonnorae. She said that she helped send him there but was unable to bring him back. Attempting to be of further use, she offered to help you as well and, without waiting for a response, opened a portal beneath your feet, dropping you somewhere in the "place of incredible knowledge and riches" where, presumably, Meloigne might be found.

*****

I am recruiting a group of 6 players for a run-through of The Harrowing as a one-shot adventure. I'll leave recruitment open until January 25th at about 6pm PST (UTC-8).

What you need to submit:
1) While I'm not requiring any crunch, I do want you to give me a general idea of what kind of character you plan to make. Are you making an archer? A battlefield control mage? What do you think your character is likely to be doing both in combat and out?

2) What is your character's alignment, and why did you pick it? What do they believe that causes that to be their alignment?

3) Write me an in-character scene from your character's backstory. This will be primarily how I judge your submission, and should be at least a couple of paragraphs (please try to avoid writing a novel though). The goal here is to let me see your writing style and to give me an idea of what kind of person your character is.

Crunch:
Let me start off by saying you do not need any crunch for your submission. I am providing these details, so you'll know what you have to work with when you think up your character. Crunches can be made after the party has been selected, and I will not be looking at any crunches made during the recruitment period. If all you post is a stat block without all of the things outlined in the "What you need to submit" section, it is not a valid submission.

Starting level: 9th. You will not be leveling up over the course of the module
Stats: 4d6 drop lowest. When a party has been selected, you may choose a stat array rolled by any of the players.
Materials: Any Paizo that appears on an online reference site
Races: Any Paizo with 15 RP or less
Classes: Any Paizo. However, please note that summoning magic and planar travel are harder to pull off in the setting of the module, so you may not want to build your character around those ideas. If you want to play a Summoner despite that, you must use the Unchained version.
Gold: 23,000 gp (1/2 WBL since we'll be using Automatic Bonus Progression). No more than 1/2 on a single item
HP: Max at 1st level, 1/2 HD + 1 on later levels
Traits: 2 or 3 with a drawback (I reserve the right to veto drawbacks that will never come up like Family Ties). No campaign traits
Special rules: Automatic Bonus Progression, Background skills (if you're a bard, Performance does not count as a background skill)

Misc Details:
Post rate: I typically post 1/day Sunday through Thursday. That is the pace I expect you to keep up with. If you haven't posted anything when I go to update, it's assumed your character is mutely following along. If you're in combat, I will probably bot you to keep things moving
Combat: I used block initiative, so everybody in a given block can post when that block is up. Actions are resolved in the order they're posted in unless you specify otherwise. To keep things moving, I will sometimes roll on your behalf. Typically this means initiative but this may also include things like saves or skill checks. I also use Google Slides for maps. Players are expected to move their own characters and properly outline AoEs they create or to describe these well enough that someone else can do it for them.
Knowledge checks: When combat starts, I will post the relevant knowledge skill and a DC for enemies. Anybody who has that knowledge skill can roll for it. If you beat the DC, you can pick one area from this list to ask about. For every 5 by which you beat the DC, you can pick another area. If multiple people have the skill, feel free to coordinate to make sure you get different areas of info. If the enemy is under temporary buffs, information will be given without the effects of those buffs taken into account.

Let me know if you have any questions or if I forgot to include some detail, and I look forward to seeing everyone's submissions!


Dotting


Writing Sample:
Lokhir walked through the wreckage of the Shevaroth. Once one of the greatest elven cities of Golarion, now it was a burnt out ruin. Bodies hung from the buildings, and the stench of decay was in the air. All evidence of the many failed attempts to retake the city. It felt like...he was being watched. He had come alone in search of the lost treasures of his people. Not from the city itself...but from the fallen who had tried and failed to retake it. For that was what Lokhir was, a treasure hunter, a fortune seeker, a mercenary, and much worse besides.

He went over to one of the bodies to cut it down, and the head turned towards him. Dead eyes stared vacantly at him as the corpse feebly tried to bite him. He backed away as he heard laughter echoing around him. From out of the buildings shambled the long dead elven soldiers. Men and women, wearing the tattered remnants of their armor.

The waves of undead fell upon him. Dozens upon dozens of zombies and skeletons. Lokhir cut the first one down, and then the second. Nails broke and bled as undead hands scratched at his armor. Teeth broke as a woman tried to bite his pauldron. There was little that they could do against him individually, but with their numbers they sought to drag him down and devour him.

Arcane energy shot from the elf’s outstretched hand, causing the zombies to burn in droves. The dark energy holding them up fading. But as soon as they did, a second group began to converge on him.

Again and again Lokhir cut with his blade. Soon there were mounds of corpses around him. All falling like puppets with their strings cut.

"Are you getting bored with my children...elf?" The voice oozed out of the darkness. "Blind little fools who could not see the potential. Just. Like. You."

Out of the darkness came a smiling elf, his eyes blank and with a twisted smile on his face. The elf wore a tabard with the symbol of Alseta on it, which was covered in dried blood.

"Say hello to Brother Sylus. He thought that Alseta had power here..." The creature laughed, the sound echoing in Lokhir’s head. "Oh how he cried! For weeks he tried to deny me. But in the end, he gave in. And look at the beauty that we have created. We are so glad that you have decided to add to it..."

The long dead elf floated forward, it's hands trailing behind it. With speed greater than Lokhir could have predicted it lashed out. Lokhir raised his buckler, barely smacking the hands away. He stepped forward, and parried a second strike as he tried to get within range. He stabbed with his blade, but the creature didn’t seem to noticed being cut. More laughter came through the empty streets. The heads on spikes joined in with a chorus of merriment.

The two combatants circled each other. Blow for blow they parried the attacks, until Lokhir spoke a word of power, making flames dance along his blade. He made contact and smiled as his blade bit deep, but he was overconfident, judging its strength by the weakness of its servants. It reached out and grabbed him with it's stolen hands. The elf’s blood ran cold. He felt the warmth within him dying. The laugher echoed in his mind. This is what had destroyed the town. This is what had caused the death and enslavement of the populace.

”Alesta abandoned me." The voice sounded different. Pained. Scared. ”The gods abandoned all of us. But I have been rewarded...you shall join me! You shall join usssss!" The voice changed back to the creature’s.

Lokhir fought to break free from the creature’s grasp, but he was never known for his strength. Holding his blade right under it's head he stabbed at the creature again and again. It howled in pain as it's grip tightened. Arcane light against the darkness of damnation. The two were caught in a deadly embrace, with neither side willing to back down.

All around him the impaled bodies and the heads on stakes began to laugh. A cacophony of unholy mirth. Lokhir could feel the anguish of the enslaved souls, kept away from Pharasma's embrace. The pain was almost unbearable, as a stream of blood rolled down from his eyes.

Lokhir didn’t fight for the damned souls. He didn’t fight to free the city. He didn’t fight for the glory of his people. He came out of greed and now he fought for survival. Again and again he stabbed until the host body began to fail. The corpses were no longer laughing. The wraith didn't have the strength to control them anymore. It tried to break free, but now it was Godwyn who was holding it in place.

"Calistra!" Lokhir hissed. "Look upon the work of this damned priest! Judge him, just as you must judge his victims!"[/b] One more stab and it let go him, the body falling to the ground. Whatever had possessed it was gone.

Lokhir fell to his knees, breathing heavily. He looked up, and he could feel that the taint was no longer present. A breeze rolled through, and the hanging corpses swayed with it. He knew that the souls had all moved on. Within seconds the last of the damage done to him had vanished, and the bloody tears ceased. He had done what he set out to do. The elf began to go through the corpse’s robes, looking for something worth stealing.

Lvl 9 Elven Occultist, VMC Magus. Close combat dex based, with plenty of arcane tricks. A very mercenary mindset. Lawful neutral. Used to believe in Kyonin, but too much loss at the hands of treerazer broke his hope and ideals. Now he just looks to get by.

Will chance picture once able to, getting error messages.

Basic Crunch:

4 implements: Transmutation, Abjuration, Evocation, Trappings of the Warrior (Full BaB)
Feats:
Lvl 1: Weapon Finesse
Lvl 3: VMC Arcane Pool
Lvl 5: Dervish Dance
Lvl 7: VMC Arcana -> Flamboyant Arcana
Lvl 9: Extra Arcana -> Arcane Deed -> Precise Strike

Evocation Spells: Light (lvl0) Burning Hands (lvl1) Flaming Sphere (lvl2) Fireball (lvl3)
Abjuration: Prestidigitation (lvl0, two world magic) Shield (lvl1) Resist Energy (lvl2) Dispel Magic (lvl3)
Transmutation: Mage Hand (lvl1) Liberating Command (lvl1) Versatile Weapon (lvl2) Fly (lvl3)

This gives him Dex to Hit and Damage, and lvl to damage, with the option of enchanting his sword on the fly. Add in Occultist spells, and you get what I think is the most elven type of warrior. Full BaB, dex based and full of arcane tricks. Not as good as fighting as a fighter, not as good at spell casting as a Wizard. But somewhere between but closer to the fighter.

Silver Crusade

I have a Scythe fighter concept. Started as a peasant farmer military conscript, then became a mercenary when his village didn't survive the war.

EDIT: If someone could take Butterfly's Sting, that would be peachy


Shiny. If things go well is there likely to be a continuation of the campaign with another module, or is this definitely one and done?

4d6 ⇒ (4, 4, 2, 4) = 14 - 12
4d6 ⇒ (3, 3, 6, 4) = 16 - 13
4d6 ⇒ (4, 2, 3, 3) = 12 - 10
4d6 ⇒ (2, 6, 5, 5) = 18 - 16
4d6 ⇒ (1, 1, 1, 6) = 9 - 8
4d6 ⇒ (1, 2, 1, 3) = 7 - 6

Boy, I'm glad I can use someone else's rolls for character generation...


4d6 - 1 ⇒ (1, 6, 3, 2) - 1 = 11
4d6 - 3 ⇒ (5, 4, 3, 4) - 3 = 13
4d6 - 1 ⇒ (5, 4, 3, 1) - 1 = 12
4d6 - 2 ⇒ (2, 4, 3, 3) - 2 = 10
4d6 - 3 ⇒ (6, 3, 4, 4) - 3 = 14
4d6 - 2 ⇒ (4, 2, 5, 6) - 2 = 15

Working on my submission's crunch. As far as the other part goes, I hit some inspiration, and the following came out...

Three Submission Questions:

1) While I'm not requiring any crunch, I do want you to give me a general idea of what kind of character you plan to make. Are you making an archer? A battlefield control mage? What do you think your character is likely to be doing both in combat and out?

Doctor Irivetta is a thundercaller, able to use her voice to shatter wood, flesh, stone and metal.

In combat, she will be using bardic performance to damage her enemies and use a little support magic as well; outside of combat, she will have extensive skills that assist the party, as well as some support and healing magic.

2) What is your character's alignment, and why did you pick it? What do they believe that causes that to be their alignment?

Chaotic Good. She's from a River Kingdom ruled by a bandit king, so she doesn't care much for laws, but she does believe that people should take care of each other.

3) Write me an in-character scene from your character's backstory. This will be primarily how I judge your submission, and should be at least a couple of paragraphs (please try to avoid writing a novel though). The goal here is to let me see your writing style and to give me an idea of what kind of person your character is

...then came the great debate, where the heads of four seperate classes in the Academy argued about the meaning of the word "Linger" in the fourth quatrain of the second stanza. Each side had mountains of research backing up it's points, each clearly written and well-spoken; this WAS a bardic college, after all.

In the end, it came down to a simple decision: someone would have to seek out the author, one Meloigne Garracy, and return so that they could, in fact, finally know the truth the author intended to convey.

Straws were drawn, dice were thrown, and entrails consulted, but it eventually came down (as it was always meant to) a game of rock, paper, knife.

Doctor Irivetta had never been good at that game, and this outing was no different. Sighing at the outcome, she packed her gear and began searching for the mysterious scholar...


If I get selected as others are rolling...

4d6 - 4 ⇒ (4, 6, 6, 5) - 4 = 17
4d6 - 3 ⇒ (3, 4, 4, 5) - 3 = 13
4d6 - 1 ⇒ (5, 5, 1, 1) - 1 = 11
4d6 - 3 ⇒ (4, 4, 3, 4) - 3 = 12
4d6 - 3 ⇒ (3, 5, 3, 5) - 3 = 13
4d6 - 2 ⇒ (2, 3, 4, 2) - 2 = 9


Looking good so far. We already have 2 complete submissions!

Just in case it was unclear, crunch is competely optional. Once I've selected the party, I plan to give people some time (max a week) to create their characters. That way people can shift some things around depending on group composition. Plus what I'm really interested in here is who your character is as a person.

JonGarrett wrote:
If things go well is there likely to be a continuation of the campaign with another module, or is this definitely one and done?

It's unlikely (though possible) that I will continue. As such, you should assume it's a one and done.


While completely optional, I plan to have rough crunch up, because it’s fun. :)

Just trying to figure out whether, if I’m chosen, whether I want evocation Spells (Fire!) or conjuration Spells (healing!). Suppose it will depend on party composition.

Silver Crusade

Rolling, eh?

4d6 - 2 ⇒ (3, 3, 2, 3) - 2 = 9
4d6 - 2 ⇒ (3, 6, 2, 6) - 2 = 15
4d6 - 1 ⇒ (3, 5, 2, 1) - 1 = 10
4d6 - 2 ⇒ (6, 2, 3, 4) - 2 = 13
4d6 - 3 ⇒ (3, 5, 5, 6) - 3 = 16
4d6 - 1 ⇒ (1, 3, 3, 1) - 1 = 7


I agree with Lokhir, creating characters is fun. Speaking of which, may I present Dr. Kendra Irivetta, Professor of Song at the Academy of Arts in Pitax:

Dr. Kendra Irivetta:

CG Halfling Bard 9

str 8
dex 14/16
con 14
int 14
wis 11
cha 18/20

HP 66
AC: 24; T: 16; FF: 20 (10 base +8 armor +3 dex +1 deflection +1 size +1 dodge)
BAB 6
Init +4

Fort +8
Ref +12
Will +9

Speed 40'

Weapons:
1) Ranged Touch: +10 to hit

2) Dagger: +7/2 to hit; 1d4+1 damage; 19-20/x2 crit

Adventuring Skills:
*Bluff r0 +20
*Diplomacy r0 +20
*Intimidate r0 +20
*Knowledge (Arcana) r6 +11
*Knowledge (Dungeoneering) r6 +11
*Knowledge (Local) r6 +11
*Knowledge (Nature) r6 +xx
*Knowledge (Planes) r6 +11
*Knowledge (Religion) r6 +11
*Perception r9 +19
*Perform (Sing) r9 +20
*Perform (Keyboard) r9 +20
*Sense Motive r0 +20
*Stealth r0 +
*Survival r9 +16

Background Skills:
*Knowledge (Engineering) r6 +11
*Knowledge (Geography) r6 +11
*Knowledge (History) r6 +11
*Knowledge (Nobility) r6 +11
*Linguistics r9 +14

Languages:
Common
Celestial
Abyssal
Infernal
Draconic
Dwarven
Elven
Aklo
Auran
Ignan

Alternate Racial Features:
*Fleet of Foot (speed 30'; replaces sure footed and slow speed)

*Blessed (+2 to save vs. Hexes and Curses; stacks w/Halfling Luck; replaces fearless)

Class Features:
*Bardic Performance (37 rnds/day)
- Countersong
- Distraction
- Fascinate
- Inspire Courage +2
- Thundercall (sound burst - 3d8 damage)
- Incite Rage (can make people rage; DC 19 Will Save for unwilling targets)
- Call Lightning (generate lightning per Call Lightning, including increased damage in storms)
- Inspire Greatness

*Versatile Performance
- Sing (Bluff, Sense Motive)
- Keyboard Instruments (Diplomacy, Intimidate)

*Well-Versed (+4 bonus on saves vs. bardic performance, sonic, and language-dependent effects.)

*Archetype (Thundercaller)
- Bound to the Land (1/2 class level to Handle Animal, Know: Nature, and Survival)

*Lore Master (take 10 on any knowledge check; can take 20 once a day)

Traits:
*Pitaxian Improvisation (1/day; after rolling a performance check but before results are known, can roll bluff and use it in the place of performance check)

*Arcane Temper (+1 trait bonus to initiative and concentration)

Feats:
Dodge
Extra Performance x2
Noble Scion (Scion of War)
Noble Stipend

Spells:
*Spell DC: 15 +Spell Level
*Spells/Day: 7/5/4

*Cantrips:
- Detect Magic
- Light
- Mending
- Message
- Prestidigitation
- Summon Instrument

*First: 5
- Cure Light Wounds
- Ear-Piercing Scream
- Liberating Command
- Tamer's Lash
- Vanish

*Second: 4
- Cure Moderate Wounds
- Heroism
- Sonic Scream
- Sound Burst

*Third: 4
- Cure Serious Wounds
- Haste
- Thundering Drums
- Slow

Automatic Bonus Progression:
Armor Attunement +2
Deflection +1
Mental Prowess +2
Physical Prowess +2
Resistance +2
Toughening +1
Weapon Attunement +2

Equipment:
Mithral Breastplate (+2) -4200
Circlet of Persuasion -4500
Boots of Striding and Springing -5500
Cloak of Elvenkind -2500
Eyes of the Eagle -2500
Masterwork Dagger (+2) -302

2,498 gp


4d6 - 4 ⇒ (6, 4, 5, 5) - 4 = 16
4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
4d6 - 1 ⇒ (4, 1, 4, 2) - 1 = 10
4d6 - 1 ⇒ (1, 4, 1, 1) - 1 = 6
4d6 - 1 ⇒ (4, 4, 1, 2) - 1 = 10
4d6 - 1 ⇒ (2, 1, 4, 3) - 1 = 9

Lol at my dice rolls!

@GM: Would it be okay to play a druid focused in shapeshifting into megafauna? I don't know the adventure, so I don't know if it's the type of thing that we can fit really big animals (ourselves...) or it's more of a tight dungeon crawling type of thing.


Hmm, how big were you thinking? It's not super dungeon-crawl-y, but many of the locations are in large but confined areas with, for example, 10ft wide doors connecting the 3-4 different parts. A large creature would be fine on all but one map. A huge creature would be doable on most maps but awkward on maybe half of them. Any larger than that probably won't work in most situations.


Couldn’t sleep, so did the crunch. More or less. Will need to double check all of the numbers if chosen.

Feel free to take a look. Pretty happy with him. An elf who can throw fireballs, block elemental damage, identify items, constantly detects magic, has +19 UMD and has +20/+15 To Hit with 2d6+20 damage.

The only drawback is with 66HP he can’t take a hit. Which seems like a very elven problem to me.


DM Puppet Master wrote:
Hmm, how big were you thinking? It's not super dungeon-crawl-y, but many of the locations are in large but confined areas with, for example, 10ft wide doors connecting the 3-4 different parts. A large creature would be fine on all but one map. A huge creature would be doable on most maps but awkward on maybe half of them. Any larger than that probably won't work in most situations.

I was thinking something huge, like an Elasmotherium for example, but I’m not married to the concept and will think on something different. If I go the ranger route, may I ask what kind of favored enemy we’d encounter?

Last - how do familiars fare with the whole issue for summons etc.? I considered making a magical child vigilante for the D.Va effect, but I was afraid it’d run into the same issue of summoners and eidolons.


The Archlich wrote:
If I go the ranger route, may I ask what kind of favored enemy we’d encounter?

Unless you think it's going to be central to your character in some way/you won't be able to easily swap it out for something else, I'd prefer not to answer until a party is selected and it becomes relevant for building crunches.

The Archlich wrote:
Last - how do familiars fare with the whole issue for summons etc.? I considered making a magical child vigilante for the D.Va effect, but I was afraid it’d run into the same issue of summoners and eidolons.

Ok, perhaps I should have been more clear about that. Having a summoned creature on this plane is fine. It's the act of summoning a creature that's difficult, specifically casting spells of the Conjuration [summoning] subschool. It's still possible, but it's a DC20 CL check.


Got it! My apologies, I never played this one so I don’t exactly know about the summon rules and whatnot.

About the ranger, the APs player guides usually mention the most common - I’ll try to find the PG and see what would be appropriate if I go that route.

Cheers!

PS from the name I’d guess fey, magical beasts, outsiders... this stuff :)


No worries. I don't particularly expect people to be familiar with the ins and outs of things particular to this module.

I don't think modules generally have player's guides? Though obviously if there is one, you're more than welcome to look at it. From what I recall, there's a pretty decent spread of enemy types. Outsiders might be the most common (though rangers also have to pick a specific subtype for them, which I don't know off the top of my head). But there's also some undead, some giants, some fey, etc. Regardless, it's the sort of thing where I'd absolutely want to go through and make certain if we had a ranger before starting but don't feel particularly inclined to count just at this moment. :-)


Thinking of concepts for a divine caster concept

4d6 - 4 ⇒ (4, 6, 5, 4) - 4 = 15
4d6 - 3 ⇒ (3, 6, 6, 6) - 3 = 18
4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5
4d6 - 1 ⇒ (1, 2, 1, 2) - 1 = 5
4d6 - 2 ⇒ (4, 2, 4, 3) - 2 = 11
4d6 - 1 ⇒ (1, 4, 6, 5) - 1 = 15

18,15,15,11,5,5

What an array!


Hi GM - here's my submission! I don't have a crunch yet as I've been focusing mostly on the concept itself.

Concept:
The character is a warlock vigilante - think of a mad doctor of sorts, a corrupted "wizard"-like figure, riding a large shapeshifting familiar doing the "brute" work. The character itself is built around skills, with the spells for support of the party. I'm calling him Fayn for now. For inspiration, think Jonah Hex witch-vibe.

Alignment:
Lawful Neutral, socially, and Neutral Evil as vigilante. He's still willing to work with the party, obviously, but he's egocentric, somewhat sadistic and arrogant. Socially, he's well behaved and law abiding.

Scene:

Fayn stirred his mount and looked over his glasses. Tired, yet trying to look regal, he scratched the light beard on his chin while waiting for his companions.

They're definitely there, over that mount on the east. - he finally spoke, signaling - Hiding in the shadows, waiting to ambush us.

He moved his hands and started chanting. His voice wasn't loud, but his words were still dangerous; he knew his spells were controversial, at least, but didn't bothered at that moment. When he finished his gestures and touched his mount, its fur immediately thickened.

I don't plan to wait here all day anyway. Lead the way - we're right behind you. - he completed, making clear that they were ready for blood.


A question? My idea is to basically play This Guy, an older close combat fighter. Would you prefer me to ignore the age rules, or use them? Either way would work - I'm intending to use Kirin Style and Combat Stamina, so Intelligence will be a big part of this build - but a few choices would depend on whether he is going to suffer from the aging rules or not.

The basic idea so far is that he's an older guy whose compensating for his deteriorating body by being smart. In game terms he'll be a dual-weapon wielder with the Artful Dodge feat to ignore the usualDex requiements, Kirin Strike to add Int to damage and Student of War to get Int to AC along with some other cool tricks.


18,15,15,11,5,5!

Now that’s a crazy roll.

Could make quite a few crazy characters with that. Very clear strengths and weaknesses.

Liberty's Edge

Very nice....
.
.
.

4d6 ⇒ (5, 3, 2, 1) = 11 10
4d6 ⇒ (4, 2, 2, 4) = 12 10
4d6 ⇒ (6, 5, 6, 2) = 19 17
4d6 ⇒ (3, 4, 5, 1) = 13 12
4d6 ⇒ (1, 6, 3, 6) = 16 15
4d6 ⇒ (6, 3, 6, 6) = 21 18


JonGarrett wrote:
A question? My idea is to basically play This Guy, an older close combat fighter. Would you prefer me to ignore the age rules, or use them? Either way would work - I'm intending to use Kirin Style and Combat Stamina, so Intelligence will be a big part of this build - but a few choices would depend on whether he is going to suffer from the aging rules or not.

I have no real preference, so I'll leave it up to you. If you just want to be fluff old that's fine. If you want the mechanical benefits to being old, then as long as you're not trying to ignore/loophole out of the downsides, that's fine too.

*****

We have indeed had a number of interesting stat arrays rolled! We also now have 3 completed submissions.

Completed Submissions
- Lokhir / Grumbaki
- Doctor Irivetta / Vrog Skyreaver
- Fayn / The Archlich

Liberty's Edge

DM Puppet Master wrote:

1) While I'm not requiring any crunch, I do want you to give me a general idea of what kind of character you plan to make. Are you making an archer? A battlefield control mage? What do you think your character is likely to be doing both in combat and out?

2) What is your character's alignment, and why did you pick it? What do they believe that causes that to be their alignment?

3) Write me an in-character scene from your character's backstory. This will be primarily how I judge your submission, and should be at least a couple of paragraphs (please try to avoid writing a novel though). The goal here is to let me see your writing style and to give me an idea of what kind of person your character is.

1) Making a tengu frontliner- either two-weapon fighter or tower shield specialist. Outside of combat, he practices painting and calligraphy, so he gets real interested in interesting color and light combinations. Not much of a talker.

2) NG. Taraku wants to do what's right regardless of the law or his own personal freedoms.

3) Story:

Taraku stepped over the corpse. Worry about that later. he reminded himself. He braced for the next attack. They're pisspoor fighters, but there's enough of them that may not matter. Teri's down, and the way Mika's holding his side soean't look good. "Mika! get off your ass and help or we're all going down."

Mika stirred to his feet. Good. We'll probably have words later about that. Taraku blocked another attack, cutting down the foe with two quick strokes. The blood spray was particularly dark and splotchy. Huh, I could use that in The Locks and the Lord. he thought of the unfinished work, further reason they had to win. Taraku stepped over the corpse.


We now have 4 completed submissions for 6 slots and a little under 4 days until I close recruitment.

Completed Submissions
- Lokhir / Grumbaki
- Doctor Irivetta / Vrog Skyreaver
- Fayn / The Archlich
- Teraku / Reckless

Owner - Gator Games & Hobby

Hiya Pupps!

I've been feeling indecisive, so I've got a few submissions here for you depending on how party makeup shakes out

Kyuzon the Scarred:

1) The General Plan: Kyuzon is a frontliner Aasimar Life Oracle, essentially functioning as something similar to a Paladin with a heavier spell-load to compensate for the lack of smites. His primary focus is on healing and support, but he plans to do so from very up close.

2) Alignment:Lawfulish Good, but not nearly consistent enough about it to be a Paladin-paladin. He believes wholeheartedly in the power of sacrifice, and in the idea that the innocent must be shielded, but though he sees the alignment of his patron, Vildeis, as an aspirational goal, he has made more than a few shortcuts in his extended life. Laws are only as wise as the one who wrote them.

3) Scene!

It's always the small things you regret paying too little attention to. Kyuzon and his companions had come to Thistlerush following after reports of Urgathoan cultists, and they had found a town too beaten down by fear to so much as open their doors to strangers - even if they were here to help. Horrors had stalked the streets by night, and by day the villagers feared to do more than shuffle along, praying that they and their families might escape notice for as long as possible.

The demented wretches and plagued undead had not stood long against their fury, but once the Urgathoans were dead or fled, their corruption still lingered. Kyuzon's prayers and spells were long since exhausted; there were still so many sick, but he had done his best to help those who might not otherwise survive the next night.

But his sleep had not been peaceful. In the night, a half dozen villagers had worsened quickly, clusters of boils and buboes erupting as if waiting for him to let down their guard. He had treated each of them the day before, judging that the small signs of infection were weak enough to wait for his ministrations. And now they're paying the price for your foolishness.

"I am sorry." He passed among them with searing needle and soothing herbs. "I cannot remove your pain. It is a burden you must carry until dawn comes." All the healing that rested in his own hands was spent; it would not be enough. "But together we can be strong. Together the night will not be so long." He brought their pains to himself, sharing the loads that he could not dispel. Their fevers flamed behind his cheeks; the wounds and sores appearing as stigmata along the lattice of scars that already covered his powerful frame. His face was pale, his smile strained, but his eyes were bright as he passed around strips of willow bark. "Chew on this for a while. It is a small thing, but it will help."

Chisomo, the Ex-Mantis:
1) The General Plan: Chisomo's an Unchained Monk who fights more as a mobile skirmisher than a proper Frontline fighter. She's sneaky and skillsy too, able to fill at least some roguely functions.

2) Alignment: Lawful Neutral. Chisomo is Lawful because she values order in her life. She likes things to be scheduled; even if she doesn't have as much of a say in things as she would like, as long as someone's in control, she's happier. She also has a strong resentment towards what she sees as 'unfair.' Which to her usually means 'breaking the rules I thought we were playing by.'

Chisomo is Neutral because even though she's warm and compassionate towards her in-group, before then you're really just more of a concept to her. She doesn't like the idea of pointless murder, but the idea of endangering herself to save a total stranger is at least alien. Then again, she can be pretty easily talked into things like that if she thinks it would be possible, but tough - she likes a challenge.

3) Scene!

"How are you this boring?!" Another flurry of her blades saw the two twitching zombie-things collapse before they could reach her with their outstretched claws. "It's all 'remove the head or destroy the brain,' but you're necromancers! Skeletons walk around without muscles or ligaments, so it's not like you really need the connective bits, is it?" She looked up with a smirk at where her quarry was skulking on a distant rooftop, all black robes and skulls and scythes and boring, boring, boring!

"Do you want to just come down? I'll even let you monologue if you don't make me climb up after you." "You insolent pup! When you are cast screaming into the maw of-" Chisomo rolled her eyes and stretched out her blade as the madman ranted, a hum building in her chest, until she spun around in a brutal arc, starting on the ground, but abruptly appearing across the street, atop the roof and with the teeth of her blade resting against the Urgathoan's throat!

"Y'know, fair's fair. I didn't have to climb..."

Ana:
1) The General Plan: Ana's going to be a vital striking Shifter, who really is all about hitting things very hard indeed. She's also alert and careful, and has some animalistic/vaguely druidic tricks, but combat is really her focus.

2) Alignment: Chaotic Good. Ana believes that her strength isn't for her alone, and that the strengths of others need protecting while they grow. Still, she has an instinctive revulsion to the idea of being yoked to someone else's will, and can scarcely abide the thought of others willingly accepting what she views as thralldom. The only thing that binds her to a person or cause is her own choice.

3) Scene!

By now even she was getting tired. Her arms burned with fatigue that Kyuzon was too far away to relieve. He hadn't wanted to withdraw, but eventually he'd seen the right of it; they should be enough to succeed without him tonight, and if not, they'd need his strength all the more tomorrow.

Chisomo was off trying to cut the head from this snake, Yattle hadn't exploded anything for a while, which meant either they were dead- Not bloody likely -or they thought they were being 'clever' again.

So zombie duty was hers.

She'd lost count of how many of them had been cleaved or crushed by a swing of her axe, or how many she'd tossed with her horns to trample later. Number's not what matters anyway.

Once Thistlerush had turned into all out war she'd slowly but surely carved out a sanctuary for the villagers, where even the undead feared to tread, but they'd clumped around the last few innocents, making sure that if she wanted to save them, she'd have to go where they were strongest.

The last knot of them had been clawing down the childrens' door when she arrived.

The room looked like it had been hit by a hurricane. Whatever Ana might be, delicate wasn't part of it, and whatever these last wretches had been, they'd died hard and ugly.

She tugged at the door, and the frame cracked to the scream of the children within. "It's okay. I'm a friend."

She ducked inside, horns carving grooves in the cheap ceiling. The kids stared up at her wide-eyed and trembling. This should be Kyuzon to give them courage, or Yattle to make them laugh. Not me. What am I supposed to say to make them- "Are the monsters scared of you too?"

She nodded, a sad glint in her eye.
"They are."

Yattle:
1) The General Plan: Yattle's a fire kineticist with a pinch of air. They're a blaster first and foremost, but they've got a fair bit of extra utility from their wacky magics, and are constantly FLLLYYING!!!!

2) Alignment: Chaotic Neutral. Yattle's not actively malevolent, and isn't so negligent that they're actually harmful, but they're essentially selfish, even if they do vaguely acknowledge that teamwork exists and is helpful. Still, that doesn't mean that they're a PART of something. Just that they're helping, for now.

3) Story: "Y'know, fair's fair. I didn't have to climb..." Yattle rolled their eyes as they called together a ball of fire, squishing and condensing it in their hands until it was the size of a very small, very deadly pea. "I GET IT - SO DRAMATIC!"

They flicked the pea away and Chisomo's prey exploded in a gout of flame, FINALLY getting an emotion on her face other than boredom or a sneer.

They paused for a moment in thought, tumbling along the night winds until they were close enough for Chisomo to hear.

"Hey Big Cheese, are entrails an emotion?"


Cool, we are now up to 5(ish?) completed submissions for 6 slots with a little under 3 days to go.

Completed Submissions
- Lokhir / Grumbaki
- Doctor Irivetta / Vrog Skyreaver
- Fayn / The Archlich
- Teraku / Reckless
- Various / Cwethan


Current Proposed Build - Kaldwell:

The idea here is that the character is a two-weapon fighter. The 4th, 7th and 9th level feats are intended to be used to work with other characters (either with teamwork feats or Butterfly Sting as suggested and suchlike) while he tried to blend enemies with two falcatas and Kirin Strike.

Out of combat, he’ll have a surprising number of skills and social talents for someone whose main combat role is to hit things with metal while yelling insults about their genetic makeup.

Lore Warden Fighter (1) - Artful Dodge, Two-Weapon Fighting, Combat Stamina
Lore Warden Fighter (2) - Double Slice, Combat Expertise
Lore Warden Fighter (3) - Skill Focus
Lore Warden Fighter (4) - -4th Level Fighter Feat-
Lore Warden Fighter (5) - Advanced Weapon Training
Lore Warden Fighter (6) - Improved Two-Weapon Fighting
Style Shifter (1) - Kirin Style, -7th Level Feat-
Student of War (1) - No Feat
Student of War (2) - Kirin Strike, -9th Level Feat-

Alignment:
Chaotic Good. Kaldwell has made a career of helping people. He’s also made a career of ignoring the rules and laws when they get in the way, and is now ignoring the fact that he’s really two old to be wading into combat.

Writing Sample:
Frowning slightly, Kaldwell slowly lowered his hand. This was damned hard, challenging even, and something he’d never done before. The slight tremble was a problem, it was true, but keeping his hand steady had always been a problem. This was a task that required the utmost delicacy, the gentlest touch. Muscles tensed as he struggled to keep the delicate movements as smooth as possible. It was so close to completion, so nearly perfect. Staring at it over his glasses, Kaldwell squinted and lowered the final card onto the neatly formed tower…

The scream outside made him jump with a curse, then a second as the pile collapsed in a heap beneath the card still in his fingers. Did it count if he was still holding it? Surely it should...but no. Everyone knew a house of cards was only complete once you’d taken your hand away. Muttering a complex curse he’d once heard from a lich Kaldwell rose to his feet and moved to the window of the inn.

He’d hoped it would just be someone who’d been spooked by a friend, the old ‘Hah, didn’t see me behind you did ya!?’ But no, it was never that simple. Looked like...yeah, some local toughs. Criminals and thugs. The ones that thought having a bigger sword and little more skill made whatever they wanted there own.

And, of course, they were harassing a few pretty girls. One especially grabbed the eye.

If this scene was more stereotypical then a blonde-haired, blue-eyed man on a white horse, silvered armour gleaming and cape fluttering would ride in any moment. Kaldwell snorted in amusement. Well, he could ride, but his hair was long gone, and the only thing silvered was his beard.

Still, he couldn’t allow what was about to happen to occur. He could see the violence brewing from here, the look in the eye that spoke of flowing blood and pain. He sighed and moved to the door, opening with an easy swing just as the fight began.

The pretty girl had just cracked the leader’s ribs with a brutal kick accompanied by his short, airless scream of pain. It was a little like the first whistle of a boiling kettle. His lackeys were startled, jumping back, reaching for those oh-so-impressive weapons, and the girl's firsts were curling…

”HOLD!” Kaldwell barked. Both sides paused, looking at him. Fear and dread was reflected in their eyes. Even the thugs were smart enough to look past the wrinkles, past the grey hair and bald head to the muscles in the arms, the towering height, the long falcata’s sheathed at his hips. For now.

The dread was from the girl. She knew better.

”Alarie,” he said in a gentler tone. ”Now, I know he no doubt said some untoward things, and no doubt deserved a bit of a kicking on account of poor manners, but did you need to shatter his ribs, child? Now he’ll have an excuse to be neither use nor ornament until they heal. Think of his poor family, lass, before you inflict his company on them.”

”Sorry Grandfather,”

The thug decided now was a time to prove his lack of wisdom by getting his breath back. ”Hu-hu-how dare you, you little bit-” Kaldwell stopped him from speaking by pulling him up straight. And off his feet.

With one hand.

It was a ridiculous display of brute force, Kaldwell knew, but it certainly put most arguments to bed. ”Oh no, lad. Don’t be so stupid as to think finishing those words will result in anything good happening.”

His eyes widened as he was pulled to eye height. ”Wha-what are you going to do to me?”

Kaldwell grinned. ”Give you back to her, boy, and go back inside.” Alarie looked away. ”Now, are you going to be a smart boy, keep your trap shut, and go find a healer for those ribs, or am I ordering a pint and bailing my grandchild out of the sherrif’s office later?” The boy opened his mouth, then closed it. ”Smartest thing ye’ve done today,” Kaldwell said as he lowered the young man down again and shoved him towards his friend.

Turning to the girl, Kaldwell sighed, ”Finish your business and come find me, please, so we can speak once more on discipline.” She winced and nodded before hurrying off - in the opposite direction to the idiot youths, quickly going the other way.

Kaldwell watched them both go, then snorted and headed back to the inn. Perhaps if he was closer to the fire and his old bones were warmer then he would be able to stack the cards a little better. He’d been close last time...


Rolling, since stats will influence what is possible.
4d6: 4d6 ⇒ (3, 5, 2, 1) = 11 10
4d6: 4d6 ⇒ (5, 1, 4, 6) = 16 15
4d6: 4d6 ⇒ (6, 6, 5, 3) = 20 17
4d6: 4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6: 4d6 ⇒ (5, 5, 5, 4) = 19 15
4d6: 4d6 ⇒ (2, 3, 3, 1) = 9 8
Woah nice rolls. I’ll work towards coming up with a concept, since deadline is soon.


Cool, we now have 6 applicants for 6 slots with a little under 2 days if anybody wants to give those applicants a run for their money. If not, it will be an easy choice for me. :-)

Completed Submissions
- Lokhir / Grumbaki
- Doctor Irivetta / Vrog Skyreaver
- Fayn / The Archlich
- Teraku / Reckless
- Various / Cwethan
- Kaldwell / JonGarrett


1.A life shaman (wandering spirit Lore). Primarily specialized in healing, knowledges, debuffing.
2.N The lady of fate doesn’t go to extremes, as all things are hers in the end. Eirnar knows his role is merely to delay the game, and with her blessing, tip the scales in his side’s favor. He makes no claim that anything else would happen.

writing sample:

Telling a few scenes from a single adventure to give a more complete flavor, but trying to keep it short.

An Ulfen man wearing a mithral breastplate and carrying a shield greets his fellow comrades as the set out seeking quest that is the namesake of the land of Linnorm Kings. " I am Eirnar, a shaman of Pharasma. If you'll accept the lady's blessing upon you. I should be able to keep you out of the boneyard today. She lets me twist the threads of fate to forestall your untimely demise for a short while, but she always gets her due regardless. For the dragon, my fate thread meddling will be far less benign."

They'd managed to make a few solid blows against the creature, but then it grew cautious and stayed in the sky. Eirnar watches as his ally’s arrows and bolts fall flat against the thick hide of the dragon. It finally descended to breaths fire upon them all, he takes the worst of it. Despite his injuries, he refuses to yield, and makes a quick gesture, tugging on his ally’s fate threads. As he does so, the burns on Ven, Erik, Gledrel, and Valros begin to close, and at the same instant he coughs up a large amount of blood.

A cautious man would channel the lady’s gift, heal them all, and wait for another opportunity, but the dragon is still close enough! Eirnar spits the blood as he gives the creature an evil eye, lessening its abilities to ward off the assault of his friends as he says, " Send this thing to the boneyard, quickly!."

His allys take the opportunity afforded to them, unsure of if there will be another. Gledrel charges in her tiger form, and savagely rakes it. Ven mutters a quick incantation and reaches out to touch Valros and Erik. All 3 instantly appear on the other side of the dragon. Erik's axe cuts a mighty swath through the it, and Valros makes a series of blindingly fast cuts against it. As his short sword finishes its final attack, the beast falls limp to the ground. If this were only a dragon, that'd be the end, but this, is a Linnorm...

Eirnar returns from the quest, “successful”. The Linnorm may have died, but so did almost all of them. Only Gledrel and he are left, and she'll spend the rest of her days cursed, a final taunt from the damned beast. Valros could have claimed a throne, as is his right, but succumbed to the curse the same night. As Eirnar beds down, after his prayers his final thought is This will not happen again. Next time, I’ll know what we face. I’ll be prepared!


1) Delroy Grimm is a scarred, middle-aged, one-eyed, half-orc slayer with the bounty hunter archetype. He can serve as a melee combatant with battlefield control through combat maneuvers. He will flank, sneak attack, and perform dirty tricks in hand to hand, and use thrown weapons to engage at range. He can locate and disarm traps, and can track and gather information to find his suspects. He isn't heavily armed or armored, relying on trickery and agility rather than brute force in combat.

2) Delroy is lawful neutral. He is bound by his word and excels in his chosen profession of hunting down criminals and collecting bounties. He doesn't judge whether the rules are morally justified, he just obeys the law. He has little patience with thieves or law-breakers. He wears the scales of a worshipper of Abadar on a chain around his neck and he carries a warrant from the royal court of Taldor that deputizes him to hunt criminals.

3)

writing sample:
Delroy leaned up against the half-timbered wall of one of the buildings that lined the dark, smokey alley, bracing his wounded left leg out in front of him. His one-eye narrowed in pain as he wrapped a bandage about a bleeding gash in the leg.

The bodies of the four thugs that Pastor Fitzsimmons, his current prey, had hired to ambush him were scattered up and down the alley. The first two were humans that were cut down with long sword wounds, and Delroy's longsword was still lodged in the second man's abdoman.

Another had a pair of throwing daggers buried in his throat and shoulder from quick casts Delroy had made when Fitzsimons had first led him into the trap. The last man was laying next to Delroy, his eye's screwed shut from where he had been blinded and the cords that Delroy had used to strangle him still wrapped around his throat.

A combination of the pain in his leg and the frustration at having his prey narrowly escape filled him with frustration and screwed up his scarred face into a grimmace.

”So damned close, but he slipped away again. I can't believe I fell for this stupid trap...” he growled to himself.

A clatter from down the alley warned him of men approaching. He swiftly reached for his third dagger, but relaxed as the forms of a squad of city guards came cautiously into view with their halberds lowered and pointing at what appeared to be the perpetrator of bloody murder sitting down before them.

”Who's there and what's this all about?” the sergeant leading the men called out.

”Easy there lads ….” Delroy called back to the approaching guards.

”Just old Delroy here ….” he continued, pausing to cough once and clear his throat.

”I about the business of the courts tonight and I just had an unfortunate encounter with these perpetrators while I was conducting my lawful business.”

”Here..” he continued, pulling an oiled leather scroll tube from ”This is my warrant, stating I am on the business of the courts.” He tossed the scroll tube to the sergeant, who took one hand from his halberd and caught it.

The sergeant leaned his weapon against the wall of the alley, withdraw the parchment in the tube, and studied it in the dim light.

After a moment he spit in disgust. ”Bounty hunter....” he said to his men with a slur. ”His papers look legitimate, so we'll be leaving him alone and just cleaning up this mess tonight.”

At this the men relaxed and lowered their arms.

The sergeant tossed the warrant back to Delroy and continued to his men ”Gather these bodies and pull them out to the street. We'll get a wagon and take them to the undertaker before the sun comes up and decent people are out on the streets.”

As he rolled up his warrant and replaced it in the leather scroll tube, Delroy spoke back up ”Easy now sargeant … I'll be wanting to check if any of these assassins are carrying a bounty on their heads, because that's money I'll be due....”


Awesome. We now have 8 applications with about 24 hours left in recruitment. :-)

Completed Submissions
- Lokhir / Grumbaki
- Doctor Irivetta / Vrog Skyreaver
- Fayn / The Archlich
- Teraku / Reckless
- Various / Cwethan
- Kaldwell / JonGarrett
- Eirnar / David_Bross
- Delroy Grimm / JoshB

Silver Crusade

I'm going to have to drop out. One of my other games picked up the pace recently, and I don't really have time for another. Thanks!


Have fun with your other games MattZ!

We have about 6 hours left in recruitment. Unless I get any last-minute applicants, I should have a group selected not long after.


Recruitment is now closed. I'd like to ask the following people to report into Gameplay/Dicussion.

- Lokhir / Grumbaki
- Fayn / The Archlich
- Various / Cwethan
- Kaldwell / JonGarrett
- Eirnar / David_Bross
- Delroy Grimm / JoshB

Thanks everybody for applying!

Liberty's Edge

Have fun, y'all.


Thanks for consideration and have a great game!

Community / Forums / Online Campaigns / Recruitment / [PF1] The Harrowing - A 9th level one-shot recruitment All Messageboards

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