![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Silas Asgavan |
![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
Silas will find, while looting salvaging the village, a nice sword, a disguise kit, a nice long jacket and decent clothing, and a set of lockpicks. I'm going to have a write-up about the implement of magic and the incantation later; tying it in to the giggling voice and eyes he saw earlier.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Silas Asgavan |
![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
So does anyone have any opinion on where we go? I'm thinking south leads us toward political intrigue, city stuff, and maybe slavers/raiders. North leads us to the b@#~%!!& that is the g*!*$!n Faerie Queen :P
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Silas Asgavan |
![Taergan Flinn](http://cdn.paizo.com/image/avatar/PZO9544-Taergan_90.jpeg)
I am really for whatever, to be honest. There is some appeal dealing with the Fey and the worship of the Old Gods is far more acceptable up north. It brings us closer to the Desolation and dealing with faerie shenanigans could be fun.
The south could be a lot of fun as well, I am sure with our ragtag group would could rock the boat pretty enjoyably and see how things go.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
bookrat |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
Changeling!
Using Stolen Lives.
Reason for Change: 1d20 ⇒ 8
A band of faeries lured the mortal child into the woods where they played with him or her to death.
Foster Parent Status: 2d3 ⇒ (1, 2) = 3
One is dead.
FM: 1d2 ⇒ 1 Father.
Home Community: 1d6 ⇒ 6
A nomadic people moving through wild places. Subtract 3 from your roll on the Family Occupation table.
Family Occupation: 1d6 - 3 ⇒ (5) - 3 = 2
Roll on the Criminal Professions table and subtract 1 from your roll on the Family Wealth table.
Criminal Table: 1d20 ⇒ 9
Fence or smuggler.
Family Wealth: 3d6 - 1 ⇒ (3, 3, 3) - 1 = 8
Discovered. Your foster parents discovered your true nature and cast you out from your home. Subtract 6 from your Childhood roll.
Circumstances of Discovery: 1d6 ⇒ 3
You were driven from your home. Add Exile to your list of professions.
Siblings: 3d6 ⇒ (4, 6, 2) = 12
You have 1d3 + 1 siblings
Number of Siblings: 1d3 + 1 ⇒ (3) + 1 = 4
Gender: 1d6 ⇒ 2
Age: 1d6 ⇒ 6
Fate: 3d6 ⇒ (5, 1, 3) = 9
Younger sister, alive.
Gender: 1d6 ⇒ 6
Age: 1d6 ⇒ 4
Fate: 3d6 ⇒ (2, 1, 3) = 6
Circumstances of Death: 3d6 ⇒ (3, 4, 5) = 12
Younger brother, died of natural causes
Gender: 1d6 ⇒ 6
Age: 1d6 ⇒ 5
Fate: 3d6 ⇒ (1, 2, 5) = 8
Circumstances of Death: 3d6 ⇒ (1, 6, 5) = 12
Older brother, died of natural causes.
Gender: 1d6 ⇒ 1
Age: 1d6 ⇒ 6
Fate: 3d6 ⇒ (5, 1, 5) = 11
Younger sister, alive
Starting Age: 3d6 ⇒ (4, 3, 1) = 8
You start the game as a young adult, from 15 to 25 years old. Roll once on the Childhood table and twice on the Life Experience table.
Childhood: 3d6 - 6 ⇒ (2, 2, 3) - 6 = 1
A disaster took everything from your family. Add a random common, criminal, or wilderness profession to your list of professions. Subtract 3 from your Starting Lifestyle roll.
CCW: 1d3 ⇒ 2
Criminal
Profession: 1d20 ⇒ 11
Forger. You start with a tool kit.
Life Experiences: 3d6 ⇒ (3, 1, 6) = 10
Discovered! Your true nature was revealed after coming into contact with iron, being incapacitated, or from something else. Roll on the Apparent Ancestry to determine your new appearance.
New Apparent Ancestry: 3d6 ⇒ (2, 1, 4) = 7
Halfling. You are Size 1/2. You can determine your age, build, and appearance using the halfling tables in the Demon Lord’s Companion.
Life Experience: 3d6 ⇒ (5, 6, 4) = 15
Roll a d20 and find the result on the Minor Windfall table.
Minor Windfall: 1d20 ⇒ 9
You took up a new field of work. Add one random Common Profession to your list of professions.
Common Profession: 1d20 ⇒ 2
Artisan such as baker, bookbinder, brewer, carpenter, chandler, cobbler, gemcutter, jeweler, leatherworker, mason, potter, printer, scribe, or tailor. You start with a tool kit.
Starting Lifestyle: 3d6 - 3 ⇒ (3, 1, 2) - 3 = 3
Destitute.
Clothing: Soiled rags and a blanket
Weapons: You have a club.
Wealth (bits): 1d6 ⇒ 4
Natural Build: 3d6 ⇒ (6, 6, 4) = 16
Increase your height by 2d6 inches and your weight by 1 pound per inch.
Height (inches): 60 + 2d6 ⇒ 60 + (5, 4) = 69
5' 9", 99 lbs.
Appearance: 3d6 ⇒ (2, 1, 1) = 4
You were made from soft clay and have a melted appearance. You are quite ugly.
Apparent Ancestry: 3d6 ⇒ (3, 2, 2) = 7
Halfling. You are Size 1/2. You can determine your age, build, and appearance using the halfling tables in the Demon Lord’s Companion.
Quirk: 1d20 ⇒ 15
You must always speak the truth as you know it.
Personality: 3d6 ⇒ (4, 4, 2) = 10
You tend to take on the personality traits of people around you, becoming outgoing when with an outgoing person or withdrawn when with an introvert.
Relationship: 3d6 ⇒ (3, 1, 5) = 9
You are loyal and constant to the people you call friends, but you don’t go out of your way to make new friends.
Morality: 3d6 ⇒ (2, 3, 6) = 11
You have both virtues and vices. You sometimes do bad things, but you usually regret them, and you might try to right the wrong
Obligation: 3d6 ⇒ (3, 1, 6) = 10
You try to keep your word and follow the laws of the land you inhabit. If you break your word, you try to make amends.
Desires: 1d6 ⇒ 5
Mischief
Fear: 1d6 ⇒ 3
Isolation
Religion: 3d6 ⇒ (1, 4, 6) = 11
You have no religious beliefs.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
"It's dead."
"Whadya mean, it's dead?"
"I means what I says I mean! I mean it's dead!"
"But it was so lively before!"
"That ain't mean nothin' now, now does it?"
"Wha d'we do?"
"I unno. Lemme think."
A young girl, perhaps 11 or 12, laid still in the grass. Her brown hair covered her mud-caked face. Her thin frame was covered by cheap and scratchy wool clothing, which hung loosely from her slight shoulders. It was a hand-me-down from one of the older girls, given to her a little too early.
"I've got it!"
"Wha? Wha is it?"
"We'll make a copy o' her!"
"Make a copy?"
"Yeah! Here, help me with this mud. It's easy! Just gotta make it look something like her…"
"I unno, I don't think that looks anything like her. In fact, it looks quite hideous."
"Will you shut up? It's good enough for the magic to work. Now, stands back, would ya?"
----------
Candace was found a few hours later, unconscious in the forest. Her brothers brought her back to mum, where she was nursed back to health over the next several days. She had no memory of who she was, where she was, what had happened to her. Anything. Complete amnesia, the witch doctor told them.
Over the sext few weeks, she worked hard trying to remember all the names she forgot, the tasks she had to do, and more. Her mum kept getting increasingly frustrated at her, and more than once she heard her say that she wasn't her daughter anymore. But other than that, life seemed normal.
Well, except that her family were smugglers evading the law. She worked with her mum and siblings smuggling goods and evading taxes. They survived on wit, skill, charm, and lies. And when that didn't work, bashing a head or two always helped.
It all went south the day they were caught. Getting caught wasn't an unusual thing. It happened. It was part of the job. What was unusual in this instance is Candace didn't lie like she was supposed to. She told the truth. It's not that she chose to tell the truth; she completely 100% intended to lie. But the words that came out of her mouth was the bare truth. The result was a complete disaster.
Everyone ran. Multiple smugglers were caught, including both her brothers. She heard a few years later that one died in prison. The other drank himself to death. Her mum, herself, and her sisters all escaped and survived, managing to flee with the clan to a safe house deep in the forest.
Mum was livid. She screamed and threatened and swore that Candace wasn't one of hers, for no child of hers would betray the family. To prove it, she grabbed a piece of iron and slapped Candace across the face. The change was immediate.
Candace's face melted off, revealing a clay facsimile of the girl who once was. The entire clan stared at her in horror. Candace was confused and scared. She didn't know what to do. She froze in horror. She ran when the first stone struck her.
---------
Exile was challenging, but it also taught the new Changeling how to depend on herself, how to survive on her own, and eventually built up her self confidence. Knowing she couldn't go around looking like a monster, she snuck back up to her former family and stole her sister's image, before fleeing for good. She decides that Candace was dead, and she needed a new name. A fitting name. "Clay" she thought to herself, and she was quite happy with it.
She eventually found herself near Alfheim, studying under a ceramist. She had a passion and love for all things clay, being made of it herself, and loved making other things out of it. She practiced by copying other works of art, and became quite good at it. She was happy here, until she accidentally touched a piece of iron and lost her sisters face. Horrified that she'd be found out, she fled. She found another halfling to copy and moved on to the next town, knowing she'd never be able return. She'd never be recognized.
She continued to move from town to town, surviving by selling forgeries of ceramic art - and it worked, right up until that damn sex cult captured her. And now, here she sat in her tiny prison while these idiots f#*@ed and sacrificed each other in some insane ritual while a G#! D*~NED F&@#ING DEMON was coming up out of the ritual circle and deargodshewasgoingtobenextwasntshe?
And then a metal dog burst into the room.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
1 person marked this as a favorite. |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Interesting Thing: 1d6 ⇒ 21d20 ⇒ 3
"A tiny idol of a demon carved from green stone."
I think I know where she got that from!!
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Mage or Rogue: 1d2 ⇒ 2
Story Development: 1d20 ⇒ 10
"You took up with a band of brigands, bandits, or outlaws and learned your techniques from them."
Well, that fits in with her story quite nicely.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Downtime Rolls
Intellect roll for "research something valuable to forge." Agility for "actually forge." Will for "sell it."
Target: 1d4 ⇒ 2
Level 2 Forgery. Banes: 1. Payout: +2. Failure: -4 fine, 1 month jail.
Planning stage. Researching a good piece to forge. Boons: Trickery. Banes: Level 2.
Intellect: 1d20 + 1 ⇒ (10) + 1 = 11
Creation stage. Physically making the ceramic sculpture. Boons: Sculpting, Forgery Trickery. Banes: Level 2.
Boons: 2d6 ⇒ (5, 6) = 11
Agility: 1d20 + 1 + 6 ⇒ (3) + 1 + 6 = 10
Selling stage. Taking the piece to the buyer. Boons: Trickery. Banes: Level 2.
Will: 1d20 + 0 ⇒ (3) + 0 = 3
Total: 2 successes.
Results: Half payout, rounded down.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Oh! I also forgot my interesting thing for level 1.
2d20 ⇒ (3, 17) = 20
I'm going to reveal this result in the story, because it's just so damn fitting with everything that's happened to her.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Level 2!
Characteristics. Health +3
Exploit Opportunity. Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Roguery Talent. Choose a roguery talent from the ones described below.
Drug Design. If you have an alchemist’s kit, you can spend 10 minutes working with the kit to produce a chemical. When you finish, make an Intellect challenge roll. On a success, you create 1d3 + 1 chemical doses. On a failure, you create 1 dose and you must complete a rest before you can use Drug Design again. Each dose is stored in a syringe and retains potency until you complete a rest or use this talent again. You can use an action, or a triggered action on your turn, to inject the chemical dose into yourself or a willing target creature you can reach. Targets immune to the poisoned affliction are unaffected by the chemical. If a target receives a chemical dose while under the effects of another chemical dose, the target must succeed on a Strength challenge roll with 1 bane for each dose or become poisoned until it completes a rest.
For each dose you create, choose one of the following options. Each option includes an aftereffect when the chemical’s effect ends.
• Chemical Clarity. You must inject the dose into the target’s eyes. For 1d6 hours, the target gains either darksight or a +2 bonus to Perception. When the effect ends, the target makes all Perception rolls with 1 bane for 1d6 hours.
• Empowering Chemical. For 1d6 minutes, the target makes attack rolls with 2 boons. When the effect ends, the target becomes fatigued for 1d6 minutes.
• Focusing Chemical. For 1d6 × 10 minutes, the target makes all challenge rolls with 2 boons. When the effect ends, the target makes all challenge rolls with 1 bane for 1d6 × 10 minutes.
• Pain Relief. The target takes half damage from all sources for 1d6 rounds. When the effect ends, the target becomes poisoned for 1d6 rounds.
• Healing Salve. For 1d6 minutes, when the target heals damage, it heals double the normal amount. When the effect ends, the target becomes fatigued for 1d6 minutes.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Event 2
Intellect roll for "research something valuable to forge." Agility for "actually forge." Will for "sell it."
Target: 1d4 ⇒ 2
Level 2 Forgery. Banes: 1. Payout: +2. Failure: -4 fine, 1 month jail.
Planning stage. Researching a good piece to forge. Boons: Trickery, forgery. Banes: Inquisition (1), crime level (1)
Intellect: 1d20 + 1 ⇒ (5) + 1 = 6
Creation stage. Physically making the ceramic sculpture. Boons: Sculpting, Forgery, Trickery. Banes: Inquisition (1), crime level (1).
Agility: 1d20 + 1 + 1d6 ⇒ (15) + 1 + (3) = 19
Selling stage. Taking the piece to the buyer. Boons: Trickery.
Banes: Inquisition (1), crime level (1)
Will: 1d20 + 0 - 1d6 ⇒ (11) + 0 - (1) = 10
Results:
2 successes. Half payout, round down. +1 wealth. X3 for house rule, -2 for inquisition.
Clay spent days trying to find a good buyer. It was difficult, and in the end she settles on someone who could only afford half price. Still, she made her piece as well as she could and was able to get something out of it.
Current Wealth value: 2
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
~Clay |
![Erilene Finch](http://cdn.paizo.com/image/avatar/PZO9263-Finch.jpg)
Event 3.
All the stress of trying to find someone to buy was rattling her. Twice she ended up with half of what she expected. And the damned Swords of Astrid were just making everything harder.
She decided to just play it safe for a while and work on her art.
3 Agility challenge rolls.
Boons: Profession 1. Trickery 1.
Banes: Sword of Astrid 1.
Agility: 1d20 + 1 + 1d6 ⇒ (11) + 1 + (5) = 17
Agility: 1d20 + 1 + 1d6 ⇒ (11) + 1 + (3) = 15
Agility: 1d20 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7
The inquisition's ever present nature and habit of annoying citizens made it more challenging than it should have been, but she eventually got some work done and improved herself.
Results: 2 successes. Good job. +1 wealth. X3 house rule. -2 inquisition.
Total Wealth: 3
Lifestyle: Poor
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
StephenFauster |
![Karburtin Lightbrand](http://cdn.paizo.com/image/avatar/PZO90118-Lightbrand_500.jpeg)
Gonna use Born to Kill to see what comes of setting up An Orc.
Origins: 1d20 ⇒ 3
Result: You were taken from your mother at birth and raised with other orc children by human overseers. Add soldier to your list of starting professions and then roll on the Communal Childhoods table.
Communal Childhoods: 1d20 ⇒ 10
Result: You survived your upbringing by becoming a lackey to a more powerful orc.
Starting Ages: 3d6 ⇒ (4, 3, 2) = 9
Result: You are an adult, 17 to 22 years old. Roll three times on the Life Experiences table.
Builds: 3d6 ⇒ (4, 1, 6) = 11
Result: You are of average height and weight (86 inches and 350 pounds)
Appearances: 3d6 ⇒ (1, 3, 1) = 5
Result:You are monstrous, with thick, ugly features, weird nodules jutting from your skin, and nasty scars that cut jagged lines across your body.
Distinctive Features: 1d20 ⇒ 15
Result: You have hair sprouting from your nostrils and ears
Life Experience 1: 3d6 ⇒ (3, 1, 6) = 10
Result: You Worked! If you don’t have a profession yet, gain a random profession. You spent time working in one of your professions. Add 1 to your roll on the Starting Lifestyles table
Life Experience 2: 3d6 ⇒ (4, 6, 4) = 14
Result: Roll on the Minor Windfalls table.
Life Experience 3: 3d6 ⇒ (1, 5, 1) = 7
Result: Roll on the Minor Setbacks table.
Minor Windfall: 1d20 ⇒ 3
Result: You saw something horrible. Gain 1 Insanity.
Minor Setback: 1d20 ⇒ 7
Result: You traveled extensively. Add one language to the list of languages you can speak.
Starting Lifestyle: 3d6 + 1 ⇒ (2, 1, 1) + 1 = 5
Clothing: Patched, Threadbare Basic Clothing and a Ratty Cloak
Weapons: Staff, Club, or Sling with 20 Stones
Personal Gear: Sack, Onions: 1d6 ⇒ 6, and skin with beer
Special Gear: ---
Wealth: Bits: 1d6 ⇒ 5
Personal Effects: 1d20 ⇒ 17
Result: A halfling’s foot
Personality: 3d6 ⇒ (4, 2, 2) = 8
Result: You are wild, untamed, and out of control. You often act without thinking.
Relationship: 3d6 ⇒ (2, 6, 6) = 14
Result: You find it easy to make friends with orcs and have even had a few relationships with people who aren’t orcs.
Obligation: 3d6 ⇒ (1, 6, 4) = 11
Result: You fulfill obligations close to you. Otherwise, you do what you want.
Morality: 3d6 ⇒ (6, 4, 1) = 11
Result: You are capable of both good and evil. You do what needs doing.
Religious Belief: 3d6 ⇒ (1, 4, 1) = 6
Result: You worship the Dark Gods.
Piety: 3d6 ⇒ (2, 4, 1) = 7
Result: Your beliefs sometimes weigh on decisions you make.
Desire: 1d6 ⇒ 3
Result: Glory
Fear: 1d6 ⇒ 4
Result: Weakness