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HUIVD |
![Cinder Wolf](http://cdn.paizo.com/image/avatar/PJ4.-Hellhound.jpg)
Hello!
Hund's story kind of took a life of its own and it ended up not needing him to befriend another PC to end up at the starting town.
A few reasons come to mind for the clockwork being here:
1) The artificer who helped repair him lives here or recently moved here, and Hund wanted to be near him.
2) His job as a mercenary led him here.
3) I'm still open to him befriending another PC. The young orc would be particularly fitting with the "a boy and his dog" concept. :)
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Elsine |
![Lini](http://cdn.paizo.com/image/avatar/PZO1125-Lini_90.jpeg)
I will say, that this adventure does encourage me to tell you guys to be total strangers. It creates a very "fire forged friends" kind of vibe.
That said, do your characters, do as you please. The starting situation, though, is that you're spending the night at an inn in a town on the ass end to be empire.
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Grommok "Mok" |
![Chief Kroghut](http://cdn.paizo.com/image/avatar/PZO9263-Kroghut.jpg)
It is possible we just met in town slightly before we run into the others. Mok would be trying to (unsuccessfully) chase the 'metal dog' off, but secretly wanting it to stay...so he would not try too hard...and would tell people the "stupid thing must be malfunctioning and thinks I'm it's mother or something!"
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HUIVD |
![Cinder Wolf](http://cdn.paizo.com/image/avatar/PJ4.-Hellhound.jpg)
Ok..a short history has been attached...wove in a connection with Hund if he thinks it sounds ok!
Looks good! Note that Hund is able to speak, he just doesn't do it often. (Perhaps Mok and Hund havent been together long enough for Mok to discover this.
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Grommok "Mok" |
![Chief Kroghut](http://cdn.paizo.com/image/avatar/PZO9263-Kroghut.jpg)
Exactly...lol he is only 12 years old after all!!!
And he probably never even thought that the 'dog' could talk...but knowing him, after the initial surprise, he would probably take it all in stride!!
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Silas Asgavan |
![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
Torches: 1d3 ⇒ 3
Coins: 1d6 ⇒ 1
Interesting Thing: 1d6 + 1d20 ⇒ (6) + (17) = 23 = A thin shirt of mail that counts as light armor and can be worn under normal clothing (functions as mail and is not cumulative with other armor).
Huh. Neat.
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Elsine |
![Lini](http://cdn.paizo.com/image/avatar/PZO1125-Lini_90.jpeg)
Okay, so, this adventure takes place over the whole night, and so, we abstract a little. This is organized into "Siege rounds", each representing 2 hours of the night, which is each divided into 3 portions:
Siege activities
Bolster Defenses
The characters attempt to fortify the inn. Describe what your characters are doing to bolster the defenses and then make a challenge roll using the most likely attribute. Be creative here, I'll be pretty open to what you guys try. I may add boons or banes, depending on what you do.
Improvise the Ritual
Anyone can attempt to perform the ritual, but the ritual cannot be performed more than once per siege round. To perform the ritual, the
caster must make an offering of blood. The caster can take the blood from herself or from another creature. A creature that takes 1 damage or more for the blood sacrifice provides enough blood to perform the ritual. At the end of the siege round, the performer must make a Will challenge roll. The character makes the roll with 1 boon if he or she has a profession related to the Old Faith. If the performer took the blood sacrifice from a different character, the performer makes the roll with 2 banes. Secondary characters cannot assist on this roll.
Rest
Any character can spend the siege round resting and recuperating. If a resting character is fatigued, he or she removes the affliction at the end of the siege round. at the end of every round, you'll be making STR challenge rolls to avoid fatigue
Recover
Any character can spend a siege round recovering. A character must have help from a secondary character to do so, but a character can only benefit from one secondary character per turn. At the end of the siege round, the recovering character heals 1d3 damage.
Supply Run
Certain activities might be rendered impossible by the results of rolling on the Unexpected Events table. A character can make these activities available again by going on a supply run, which is described in the event. Success allows the activity to be chosen again and each additional success grants 1 boon to a roll to perform that activity during the next siege round.
Side note: Secondary characters
You'll notice that side characters are mentioned in a few places. those are Ananda, Gelda, and Bester. they can each help with 1 activity, and grant 1 boon to the activity they help with. players choose who they help.
Unexpected events
I roll a die of fate if we were at a real table, I would make one of you roll because I'm a sadist and happenstance aids or harms you. this part is honestly pretty simple.
Encounter resolution
Throughout the night the undead try to force their way inside. depending on your preparations, they may succeed. your actions will detirmine how many undead breach every round. then it's down to you to see them off. or die trying....
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Rusko Fitz |
![Blightguard](http://cdn.paizo.com/image/avatar/PZO90119-Blightguard_500.jpeg)
Hey there....got a bit slammed last little while.
Realized you asked me for a Challenge....still want it or has the moment passed?
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Elsine |
![Lini](http://cdn.paizo.com/image/avatar/PZO1125-Lini_90.jpeg)
Okay. you have Ability increases (looks like they went into AGL and INT.) Are you going to add a language, or a Common/Criminal/Wilderness.
I know from the Discord that BAros is thinking Soldier (warrior Variant)... who else is thinking what?
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HUIVD |
![Cinder Wolf](http://cdn.paizo.com/image/avatar/PJ4.-Hellhound.jpg)
Attributes: Increase two by 1.
• Agility. Will.
Characteristics Health +2, Power +1
Languages and Professions. You read all the languages you know how to speak, and add one area of knowledge to your list of professions.
• Academic (War)
Magic. Discover one tradition of your choice. You then learn three spells.
• Tradition: Primal
• Primal Might (0)
• Lick Your Wounds (0)
• Primal Scream (1)
• Eyes of the Hunter (1)
Cantrip Whenever you discover a tradition, you learn an additional rank 0 spell from that tradition.
Primal Focus (Lose Cantrip): You learn one rank 0 Primal spell and gain the Leaps and Bounds talent.
• Beast Within (0)
Leaps and Bounds: You can use an action, or a triggered action on your turn, and expend a casting of a rank 0 Primal spell. For 1 round, you have a +2 bonus to Speed and you ignore difficult terrain when you move.
Sense Magic You learn the sense magic magician spell, which is described below.
Night Vision (Lose Sense Magic): You can use an action to gain the shadowsight trait for 1 hour. If you already have shadowsight (Shadow, page 215), you also make Perception rolls with 1 boon until the effect ends. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.
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Grommok "Mok" |
![Chief Kroghut](http://cdn.paizo.com/image/avatar/PZO9263-Kroghut.jpg)
Attributes Increase: Wisdom +1, Power +1
Characteristics: Health +4, Power +1
Languages and Professions: You either read one language you can speak or add a language to the list of languages you can speak. Also, add one religious profession.
Magic: You discover one tradition associated with your religion, as shown on the Religious Traditions table. Then make two choices, discovering one tradition associated with your religion or learning one spell for each.
Shared Recovery: You can use an action to heal damage equal to your healing rate. Then, choose one creature other than you that is within short range. The target also heals damage equal to its healing rate. Once you use this talent, you cannot use it again until after you complete rest.
Priest Training: You have a covenant with your deity after experiencing a strange dream or weird encounter in the wilderness.
Religious Traditions: Old Faith (Life, Nature, Primal)
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Rusko Fitz |
![Blightguard](http://cdn.paizo.com/image/avatar/PZO90119-Blightguard_500.jpeg)
To be honest, I have no idea what Rusko's headed towards....Was a busy day, I'll re-read that section of the rule book tomorrow and make a decision...
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Baros |
![Friendly Fighter](http://cdn.paizo.com/image/avatar/opener4.jpg)
Think I am going to go with Barbarian, as cool as soldier is I think I will save that for another time. So that will net him the following:
Attributes Increase your Strength and Agility each by 1.
Characteristics Health +6
Languages and Professions You gain one wilderness profession of your choice.
Equipment You gain one basic melee weapon of your choice.
Barbarian Weapon Training When you attack with a basic weapon, you make the roll with 1 boon.
Battle Sense While you’re wearing light or no armor, you have a +2 bonus to Defense.
Furious Recovery You can use an action to heal damage equal to your healing rate. Until the end of the next round, you make attack rolls with 1 boon. Once you use this talent, you must wait until you complete a rest before you can use it again.
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Baros |
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Rusko Fitz |
![Blightguard](http://cdn.paizo.com/image/avatar/PZO90119-Blightguard_500.jpeg)
As Rusko spent all of his time fighting, and isn't the strongest...I'll go with Gallant Warrior variant.
+1 to Agility and Intelligence
+4 Health
swift weapon of my choice
+1 boon to attack with finesse weapon
Nimble Recovery
Interesting thing:
Table: 1d6 ⇒ 4
Thing: 1d20 ⇒ 19
A bottle labeled “Eye of Newt.”
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Elsine |
1 person marked this as a favorite. |
![Lini](http://cdn.paizo.com/image/avatar/PZO1125-Lini_90.jpeg)
And Rusco, You get a swift weapon, probably from raiding the smithy. Baros gets a simple weapon from same.
Silas gets: One military or swift weapon, and a disguise kit, fine clothing, implement of magic, lock picks, a tool kit, or an incantation of a rank 0 spell of your choice
and Grommy gets: Gain one basic weapon, an implement of magic (such as a holy book, a string of prayer beads, or a religious icon or symbol). and fine clothing, a dose of holy water, a healing potion, or an incantation of a rank 0 spell of your choice.
these are all things you can retrieve from the battered remains of Goatshead.