Despite the creature's reliance on sonic attacks, Bella believes that it might be weak to similar attacks if you could somehow turn the sound back on it!
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
Fort:1d20 + 13 ⇒ (1) + 13 = 14
Bertolt was completely caught off guard and falls to a knee, ears bleeding.
Kragga weathers the sonic blast with only mild discomfort. "Let's do it!" she growls to Bella. Casting a spell, the orc blinks across the distance to strike the monster! She then drops into her arcane cascade stance.
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Zetty still isn't totally recovered from the resonating wailing, but she focuses on continuing her inspiration before calling out "No more of that wailing, you lizard... thing! If you're going to make noise, you might as well laugh!" She turns her writing slate, showing off a picture of the lizard beast rolling on the floor in laughter.
Will vs Hideous Laughter:1d20 + 18 ⇒ (15) + 18 = 33
The creature completely resists Zetty's attempt to make it laugh. Vengis lands a critical hit, while Bertolt hits with his shield. Bella and Kragga land good strikes as well.
The monster continues to focus on Kragga, trying to take out the orc! It nearly succeeds, narrowly missing with its second claw. Kragga stands bloodied and beaten but unbowed!
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
Bertolt cries out as he is ignored and Kragga is focused. "COWARD MONSTROSITY, YE SHALL FACE MY WRATH!" His hammer crackles with lighting as he brings it down!
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Inspire courage continues.
Zetty quickly lifts a vial from her bandolier, tosses it directly up into the air, and then draws a line propelling it across the battlefield. As she does, a stream of ink lifts off her slate and slaps the vial, sending it tumbling right at the monstrous foe.
Bella stabs the creature from behind, and Zetty hits it with a dread ampoule. Then, Bertolt lays into it with sword and shield, slicing and battering the monster until it finally collapses!
The seugathi watching from the gallery scribbles some notes on a piece of slate, gripping the chalk with its tentacles. Then, the creature slithers off through a door on the upper level, leaving you alone in the lower chamber!
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Zetty blinks in surprise "Wait, was it taking notes on our fight? What did we get ourselves into?" She heads over to the frontliners "Let's back off, just in case it brings another monster like that over. Kragga is looking... bad."
Back up the way we came before resting? We've also still got quite a bit of the floor above to explore.
Bella looked over Kragga's wounds and commented, "Hold on, this is going to take me a while." She took out her ,medical supplies and set to work.
Healing (Medicine with Assurance: Kragga):2d8 ⇒ (3, 8) = 11 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (5, 3) = 8 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (5, 1) = 6 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (2, 4) = 6 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (4, 1) = 5 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (3, 7) = 10 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (7, 1) = 8 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (5, 5) = 10 Healing (Medicine with Assurance: Kragga):2d8 ⇒ (7, 8) = 15
After an extended period of time she was finally done saying, "I think you're going to be left with a few well-earned scars, Kragga"
An hour and a half spent healing, although I could have rolled and probably finished a little faster)! Bella has Ward Medic, so she can heal up everyone else at the same time.
Kragga staggers back up the stairs to a safe room and sits heavily on the floor as Bella tends to her. When the halfling mentions scars, the orc grins. "Good. Scars build character."
Eventually, the magus is back at full fighting strength. "So, what now?"
Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9
Vengis frowns at Zetty's observation. "Taking notes--for whom?" he wonders.
"Just what we need--someone here studying our tactics and how to beat us."
Kragga, are you okay to keep going without resting? If so, let's go south and check out the big room, then the small room to the west we still haven't explored.
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
While Bella works, Zetty keeps watch until she gets distracted by the remains of the giant skeleton the group fought earlier. She wanders back half an hour later with a big scroll she stuffs into her pack (Also refocusing). "Feeling better Kragga? I say we go straight south down those stairs. Maybe we can find another way down to the floor below - a way that seugathi isn't expecting us to take."
Put my token in front of the door I'm suggesting.
As she gets to the door, she looks it over for more traps and the sounds of anything from the other side.
The door here opens up onto the balcony of the massive arena. A wide walkway around this cavernous chamber looks out over the stone arena floor 30 feet below. Six balconies with built-in seating provide the best view. Each balcony has a bright torch jutting from it, illuminating the entire arena while leaving this viewing level shrouded in shadows. An enormous metal gong on the eastern end of the chamber hangs on thick chains. Two steep staircases lead down from the central balcony on the north side of the arena floor.
Looking down into the arena floor, you can see a gargantuan monstrosity of horrific proportions. The thing resembles a vaguely serpentine mass of faces and other assorted body parts melted together. Fortunately, it appears to be dormant for the time being..
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
"We should avoid disturbing such a fearsome beast if we can. I shall remain here while you scout, I fear my skill at stealth is paltry at best."
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Zetty's eyes almost pop out of their sockets at the grandiose grotesquery of the creature in the arena below. In contrast to Bertolt, she rushes to the railing - quietly if she can - and immediately starts getting her first impressions. She's at rapt attention as she mouths to the group "W O W. That's one gross monstrosity. Did they make it out of a bunch of other monsters, or does it naturally grow that big? It's so horrible!" Her voice bubbles with excitement at finding something so unique.
Bardic Lore +11 or Occultism +13 to identify if Zetty can. Stealth +9 if needed.
Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.
Shanrigols that grow with the additions of many living victims can become truly enormous in size and pose a greater danger in their expanding hunting territories. Many shanrigol behemoths absorb enough brain matter to form crude intelligences and take a serpentine or humanoid shape!
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Any chance she knows weaknesses or if it can fight at range?
While she tries to capture the heft of the monstrosity on her page, Zetty whispers back to the others, describing what little she's heard of fleshwarping. She ends with "This Shanrigol's so big that we're probably in trouble if we try to fight it. Maybe we can sneak by and continue at the other door. After I'm done with this though!" She points to her slate "What do you think? Try to slink by?"
Also, if anyone else has a knowledge recall they can roll, getting more information would be good!
Shanrigols are resistant to piercing and slashing damage. As undead aberrations, they are healed by negative energy, but they are weak to positive energy. They can attack at range by firing shards of bone from their bodies.
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Zetty keeps close to the others as the creature's characteristics are described in whispers. "I'm ready to go around it for now, but at least we know what to avoid and what to try when fighting it. I think you'll be our big hope Eyenia, with your healing magic." Zetty eyes the monstrosity again "I'm happy to check elsewhere and come back later, once we're all ready for this fight. "
I'm good to head west along the balcony and to the other doors on the opposite end of the room, but will join in on a fight if anyone is set on it.
You give the arena a wide berth as you make your way back to the western wing of this dungeon level. There are numerous intersecting halls and stairs here the lead to several doors you have yet to explore.
I've revealed more of the map. Let me know where you want to go. :)
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
Bertolt will march rule of left until somebody stops him or something looks particularly weird/dangerous/interesting.
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
That's a lot of options. I guess "directly west" off the big arena is a no go. It kind of looked like there was a passage there hidden behind the fog of war. I've moved Zetty's token to the next left-most option :)
Zetty keeps her eyes and ears open, alert for the monster behind them in the arena suddenly jumping into action. (Perception +10)
There's a secret door there, but it's hard to find from this side! And where you put yourself is a one-sided window that you can only see from the room on the other side. The map is confusing! I'll move you around so you can get in that room from the doors on the far side.
You make your way to a double door at the base of a set of stairs. The door is barricaded with several bars of twisted metal scrap and a sturdy wooden shelf, but you are able to move them without much trouble.
The curved east and west walls contain tables with small, built-in ovens. Wood fragments, heavily dented pewter serving dishes, silver flatware, and crystal shrapnel litter the floor. A wide alcove to the south ends at a cloudy window overlooking the arena. An array of magical glyphs glows next to the window.
A large goblet suddenly flies across the room, smashing into the far wall. "It's your fault! You're to blame!"
A chunk of wood launches itself in the direction that the goblet came from. "No! You are the one that sealed our fate!"
A moment later, the flickering forms of two spectral skeletal humans appear in the room. They both turn towards you menacingly.
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Gotcha.
Zetty peeks cautiously into the room from behind the remains of the wooden shelf the group moved to open the doors. She glances over the kitchen equipment, then focuses on the magical glyphs for a moment (Any chance she can understand what they are with either +11 Bardic Lore/Arcana or +13 Occultism?) When the goblet flies across her vision, she almost brings an arm up to shield her tablet.
When the two ghosts manifest, she cautiously calls out "Umm, we opened the door for you? Who's to blame doesn't matter much right?" While she attempts to calm them, she tries to think on what this might be - is this a haunting? Or are these some kind of undead? Or is it maybe just an illusion? (Also +11 Bardic Lore, +13 Occultism, or +13 Wisp Lore?)
Bella recognizes the spirits as poltergeist, doomed souls with unfinished business that haunt the location of their death.
The poltergeists hesitate at your calming words. "Is it true? We can get out?"
"We have been trapped here for so long!"
"Sweet, sweet freedom! Show us the way!"
The spirits wait until you describe the path out of the dungeon. They then rush out of the door. As they do so, they vanish in a puff of cold wind.
Searching the room, you discover a dented, lead-lined steel box. The mechanism is jammed, but Bella is able to coax it open with enough finessing with her thieves' tools. Inside is a type I ring of wizardry with the symbol of Nhimbaloth on it.
The door in this room opens onto a staircase leading down. The stairs are choked with trash, making the passage difficult.
The transparent stone wall looks out on what appears to be a massive arena. The glyphs on the wall control the magic infused in this stone. A creature manipulating the glyphs can make the wall ethereal (it still resembles transparent stone, but creatures and objects can pass through it), render it opaque, or change it back to transparent stone, as well as control what part of the arena it shows.
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
"Well, that was good, I think? Hopefully those spirits will be released to Pharasma rather than sticking around, now that their anguish has been all settled. Kind of hard to tell with ghosts."
Zetty spies the ring in the box and comments "Ooh, fancy! Shame I don't have the right type of magic. I don't think you do either, huh Vengis? We could always take it and sell it for something more useful though."
After studying the glyphs and how the magical wall functions she raises her inkpen. "Oh! Maybe we could use this to easily fight that creature. One person controls the wall, moving it to different views of the arena, as well as making it ethereal or solid, and everyone else sends their best projectiles through at the big fleshwarp! With the opening moving all over the place, it will struggle to track us or counterattack."Is that possible? Not sure how long it takes to manipulate the glyphs.
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
"Restless spirits are always best to set free. Ones powerful and malicious enough to be of concern would not be taking part in such petty bickering." Bertolt quips with a chuckle. He frowns in thought at the shield. "Can such a construct be moved and activated so quickly? Perhaps...we do need to destroy such a foul monstrosity, but not if it would be recklessly throwing our lives away."
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
After trying a few different configurations of the wall, Zetty nods "This'll work! It takes a bit of finesse with the glyphs, but the wall changes quickly enough. We could alternate it from the north and south ends of the arena, with two people working the glyphs, while everyone else sends their regards to that big monster. The monster won't know which way to shoot its spikes, and if it does, we'll have already made the wall solid."
She draws out her plan on a piece of paper and shows it to the rest of the group.
"I've got my hunter's brooch to let me throw some positive energy at it, so I'll plan to be in the smashing side of things. Everyone in on this plan? If it works well, we'll be down one sharingol without anyone hurt, for once."
Male Dwarf Fighter (Bastion) 7 | HP 104/115 | AC 26 (+2 with shield) | Fort +16, Ref +13 (+2 vs damage), Will +16 | Perc +17 (+2 init) | Hero Points 3/3
Shield Stats:
Hardness 10 | HP 61/64
Circumstantial Save Bonuses:
Bravery vs fear | Death Warden vs necromancy
"I do not understand how this artifact works, but I shall trust in your wisdom and follow your lead. Let us slay that monstrosity!"
Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9
Vengis considers Zetty's plan to kill the abomination. "It certainly sounds safer than attacking it outright. If we can buy a little time to whittle it down with ranged spells and arrows, I like our chances better," he agrees.
So that ring of wizardry is pretty awesome. Are sorcerers not considered arcane casters in 2e? It seems to me like I would be, even if I use the occult spell list. But maybe that's just from 1e.
Zetty's plan turns out to be a shrewd one. Alternating between making the wall solid and ethereal, you are able to rain spells and arrows down on the shanrigol behemoth in the arena below. The bone shards it fires back at you break harmlessly against the solid wall, and the creature lacks the intelligence to adopt a new strategy. When the thing has taken more punishment than it can stand, it collapses, its foul flesh rotting away and sublimating into a foul-smelling gas that lingers for a few moments before dissipating!
Female Gnome Bard 7 | AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---
Flushed from the tension of keeping the wall moving and alternating in solidity fast enough to evade the bone shards, Zetty punches the air as the creature expires. "We got it! Nice teamwork!" She grins "If only we could manage every scary thing that easily."
She moves the opening a few more times to carefully survey the arena for other dangers, then sets it back to connect to its default location. "Alright, time to take a look back the other way." She leads on back up the hallway the way the team came, then to the first door on the left. She listens in for any action from the room ahead as she gets close.
@Vengis: Sadly, if you have the occult list, you're an occult caster in 2E, regardless of class.
Zin has been hearing the whispers for a few centuries now. A prophecy? A Curse? A little of both perhaps, either way the whispers foretell of great destruction. Zin has been driving himself mad as he believes to be the epicenter of it.
Throughout his travels he finds that the whispers grow stronger near Otari as he watches the constellations slowly move overhead. The stars and cosmos pulse as he arrives at the peak of a hill to find others. Namely Wrin. Zin spends the next few years conversing with Wrin about the whispers and his prophecy as she brings him into the folds of the Cosmic Caravan.
Zinvrilem 'Moon Herald' Vumroduh
Male elf oracle 1 Advanced Player's Guide, 67
CN, Medium, Elf, Humanoid Perception +3 (+5 to Seek a unseen creature that you hear within 30ft.); low-light vision
Languages Common, Elven, Goblin
Skills Acrobatics +6, Astrology Lore +4, Athletics +4, Medicine +3, Nature +3, Occultism +4, Otari Lore +4, Religion +3
Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Other Items explorer’s clothing, elven curve blade, sling (20 sling bullets), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (4 gp; 4 sp; 8 cp)
--------------------
AC 16; Fort +3; Ref +6; Will +5
HP 14 Focus Points 2 Hero Points 1; Resistances all physical 2
--------------------
Speed 30 feet
Melee [1] elven curve blade +6 (forceful, elf, finesse), Damage 1d8+1 S
Ranged [1] sling +6 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Divine Oracle Spellcasting DC 17, attack +7; 1st (2 slots) heal, magic weapon Cantrips (1st) chill touch, dancing lights, daze, guidance, light, shield
Focus Spells 2 Focus Points, DC 17; 1stMoonbeam, Spray of Stars Feats Dubious Knowledge, Elven Weapon Familiarity
Other Abilities component substitution, cosmos, curse of the sky's call, moon, whisper elf
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Rysky here. Still trying to put together a backstory but sheetwise everything should be okay. Couldn’t think of a good way for Tiefling to mix in so ended up ditching that for pure Kobold :3
Presenting Eyenia, cosmic oracle, mysterious foundling, and disciple of the Cosmic Caravan!
Stats:
Eyenia
Female human aasimar oracle 1 Advanced Player's Guide, 67
NG, Medium, Aasimar, Human, Humanoid Background Starwatcher
Perception +4; low-light vision
Languages Aklo, Auran, Celestial, Common, Elven, Gnomish
Skills Acrobatics +5, Astrology Lore +4, Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Occultism +4, Religion +4, Society +4
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Other Items leather, studded leather, sickle, sling (20 sling bullets), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, formula book, rations (1 week)s (2), rope (foot)s (50), soap, waterskin, purse (7 gp; 13 sp; 3 cp)
--------------------
AC 16; Fort +4; Ref +5; Will +6
HP 17 Focus Points 2 Hero Points 1; Resistances all physical 2
--------------------
Speed 25 feet
Melee [1] sickle +5 (trip, agile, finesse), Damage 1d4 S
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Divine Oracle Spellcasting DC 17, attack +7; 1st (2 slots) bless, heal Cantrips (1st) dancing lights, detect magic, detect magic, divine lance, message, stabilize
Focus Spells 2 Focus Points, DC 17; 1stMoonbeam, Spray of Stars Feats Angelkin, Dubious Knowledge, Multilingual
Other Abilities component substitution, cosmos, curse of the sky's call, moon
Background:
The stars have always called to Eyenia.
She remembers when she was a girl, gazing up at the stars and wondering what they held. Her parents, of course, had told her she was a gift from the stars, found on the edge of town during a meteor shower. She wondered if they were her kin.
Her childhood in Otari was a fairly happy one, but she could never help but feel removed from her friends. Voices called to her in the dark of the night, faint promises of power that the stars held. Some were benign, yet others told her secrets she never wanted to know in a bizarre tongue she had never heard but could somehow understand.
She needed to stop the voices, or at least curb them.
Wrin Sivinxi saved her from the voices from the stars that would have driven her mad.
Eyenia fondly remembers lying under the stars with Wrin, hearing the tiefling woman explain the mysteries of the Cosmic Caravan, showing her which star was which, all the while soothing her fraying sanity.
As time passed, Wrin even helped her to develop skill with magic. Simple tricks at first became magical healing and even harnessing cosmic forces.
Though Eyenia is content with her station, the voices that remain call for her to accomplish great deeds. They promise that heroism is to come, and she must merely wait.
Appearance and Personality:
Eyenia is a tall, graceful, woman, seeming more ethereal and weightless than an average human ever could be. Her skin is pale and her hair is blond enough as to be almost white, though her eyes almost resemble a star-studded night in a stark contrast to her otherwise pale coloration. She wears simple, practical clothing which is often patterned with cosmic symbology.
As a faithful disciple of the Cosmic Caravan, Eyenia tries to structure her way of life around it’s teachings. Though she hasn’t yet developed the wanderlust that it encourages, she certainly spends her fair share of time stargazing, preferring to sleep under the stars in a few of her favorite spots in and around Otari. Though she spends little time with her parents now, they were kind and caring folk, and she does her best to live up to their example. On particularly dark nights, when the moon and stars are blanketed by clouds and all she can see is the blackest of night, she hears the voices again, tempting her with promises of forbidden knowledge and ultimate power at the price of endless, maddening cruelty. She ignores them as best she can.
Thanks to a totally unrelated thread, I was alerted to the fact that Brainiac was recruiting for a PF2 game. So here I am sneaking in with a submission at the last moment!
---
Presenting Zetty Perilune, astrally-influenced artist extraordinaire. Zetty is a gnome enigma bard who performs by creating quick sketches and paintings. Stats are in the Alias profile.
Background:
Born to a large family of merchants in Absalom, Zetty was inspired at a young age by art that her family was reselling. The pieces that had been auctioned off from the old Deckland family vault were twisted and evocative, and the young Zetty was gripped by a burning desire to create something just as incredible. After some schooling and practical training, she started climbing the bottom rungs of Absalom's art scene.
Inspired by stories she'd heard, she decided to attempt an artist's trial - hoping the experience would bring her to new heights of artistry. She took her things and stowed away inside a shipping crate in Absalom harbor, expecting to be taken directly along the coast to Otari. Unfortunately, her crate was sealed and taken on a different ship, taken on a 3 week long journey to Katheer and Sothis before returning back to the Isle of Kortos. Trapped in the crate and buried under piles of trade goods and supplies, it would have been a death sentence had she not gotten a stroke of good fortune. A leaky barrel directly above her was full of fresh water, providing just enough sustenance to keep her from death on the long journey. Nevertheless, the confinement and darkness worked away at her psyche - providing trauma rather than a new artistic perspective.
She emerged in Otari, was found by fishermen and brought to the Dawnflower Library where she was nursed back to health by Vandy Banderdash. Though her experience had been harrowing and earned her a partial bleaching, her passion for art had not been extinguished... just changed somehow. Once she was back on her feet she pursued the strange and terrible, the weird and occult, all with the desire of capturing its essence upon the page. She's lived now for one year in Otari, selling her skills as an artist and scribe while pursuing her passion. Her interests frequently bring her to Wrin Sivinxi's shop while looking for new leads.
Most recently, her wanderings have led her into the nearby Fogfen, where she was finally turned back by the appearance of a will o' wisp trying to lure her to her death. A frustrated but excited Zetty now plans how to capture her impressions of the creature without getting killed in the process.
Appearance + Personality:
A tall female gnome with a sandy bob of hair streaked with white. Her pale grey eyes are hidden behind bright pink-tinted eyeglasses sitting on a sharp nose. Her practical leather slacks and tailored vest, together with her straight-backed bearing, give the impression of a merchant or clerk. Her usually ink or paint stained hands add to that image.
Despite suffering from a partial onset of the bleaching, Zetty attacks the world with a positive, if eccentric, attitude. She often prioritizes securing inspiration or completing a particular art piece over her own personal safety. Her interest in the strange and supernatural as subjects leads her down some particularly lonely and dangerous roads.
Me as a player:
Now that I'm coming up on four years of PbP on the forums, I think I can say I'm a veteran player and GM. I post steadily once per day every day, keeping things rolling even as other players drop off. I like to think I bring some forward pushing energy to the game. I haven't had too much PF2E play yet, but I'm familiar enough with the system that I think it shouldn't be a problem.
As a whitescaled Kobold Toska is perfectly at home in the frozen mountains of the north. Unfortunately he's never been in one, having been hatched on the isle of Kortos and lived there, in his opinion, stuck there, his whole life.
He grew up enamored with the tales his parents would weave about witches and vast chilled hordes of gold and silver to slumber on, while conveniently leaving out the unsavory aspects that caused them to hastily relocate down to the very warm isles. So as soon as he could he set about trying to save up the wealth, first to sleep on, as he has developed the odd (or not so odd being a kobold) habit of only being able to sleep comfortable when laying on coins, and then eventually move his family back up north. None of his siblings have had the heart to tell them they would rather not go, nor that they would no longer have access to the delicious seafood delicious that makes living here tolerable to the ambitious kobold.
Not one much for building Toska took to scavenging ruins and foreclosed properties to make coin, having to deal with various pawnbrokers of varying levels of repute till he made the acquaintance of one Wrin Sivinxi. The meeting was a boon for each of them, as not only was Wrin a collector of oddities and Toska a finder of oddities, but she was claustrophobic whereas he had no such issues scampering into dark, cramped, and usually dangerous places in search of treasure. Since their first meeting Toska hasn't dealt with anyone else, and eagerly jumps at any jobs offerings his friend offers, even if they're on the flimsiest of rumours.
Appearance & Personality:
Burly for a Kobold, Toska being whitescaled has their iconic fin running down his back and tail as well as the two on the side of his head that flicker and flutter and go flat depending on his mood. Instead of the common gold his eyes are a piercing chilly blue, which he takes as a sign of his more innate dragon heritage(We don't have P2 art of white kobolds yet to my knowledge so I'm just going off the White Dragon art).
Being raises on the romanticized stories of the grim north and dragons Toska has a zeal for adventure and rewards, only tempered somewhat by his ingrained cautious kobold upbringing. While more than happy to use violence to solve a problem, and not realize the far reaching consequences of such actions, he is not bloodthirsty and is more than happy to flee in order to survive. Cause if he died, his killer could loot his corpse, and that is unforgiveable.
Beyond his boisterous thrill seeking and drive for coin, what matters the most to Toska is family, in whatever shape they take.
@Toska - The only official artwork for a white kobold that I've ever seen is this one from Big Trouble, Little Absalom
@Everyone - Good luck!
@Brainiac - If I get chosen, I'll have a little more to add to my character's story. I didn't have much when I first submitted him, but I've had some time to let it brew. So hopefully it'll be a nice surprise. :)
@Brainiac- sorry to have dotted and then never submitted anything. I under estimated just how different 2nd edition really was and ended up not having enough time to learn the system and put together a character on time.
@Brainiac- sorry to have dotted and then never submitted anything. I under estimated just how different 2nd edition really was and ended up not having enough time to learn the system and put together a character on time.
The same was unfortunately true for me. Still, very generous that you decided to run two tables! Have fun everyone.
Unfortunately, one of our players in Table 2 has decided to bow out, so I am opening recruitment again! We are looking for a front-line warrior to fill the gap in the party. Your character submission should be level 2. I will keep recruitment open until Friday, 4/2 at 10:00 AM EST, after which I will select the replacement character.
Dolgrin was once an artisan dwarf of the Five Kings Mountains. However, his clan was involved in some shady dealings with Duergar and was disgraced. As a result of this familial dishonor he has sworn an oath to Andradd the dwarven god of aggressively fighting evil to meet his end destroying whatever evil he might come across.
Dolgrin doesn't care that he's doing "good" he cares that he's destroying evil. Sometimes that puts him in some awkward ethical dilemmas, but he consoles himself by drinking heavily and going find new evil to slay.
Hey DM, I don't see a definitive answer on the "Free Archetypes" question, was that resolved one way or the other (I'm fine either way, just need to know)?
I'd love to get the chance to play! I've been hoping someone would offer an AP!
Rannarix, Kobold Snarecrafter Ranger:
Rannarix is a wanderer in search of wealth and purpose. He firmly believes that he is a dragon-in-waiting and will brook no argument on the subject. As such he believes that he must accumulate a hoard worthy of a dragon for the transformation to begin.
Personable and surprisingly smart, Rannarix is a little less cowardly than most kobolds, but nonetheless relies on traps, snares and obfuscation to remain alive. He is also a master of the wilderness and a crack shot with the bow.
Rannarix
Kobold ranger 1 Advanced Player's Guide, 12
Uncommon, CG, Small, Humanoid, Kobold Perception +5 (+7 to Seek your target.); darkvision
Languages Aklo, Common, Draconic, Undercommon
Skills Acrobatics +7, Arcana +5, Crafting +5 (+6 when crafting items of type Snares.), Diplomacy +4, Engineering Lore +5, Nature +3, Occultism +5, Religion +3, Society +5, Stealth +7, Survival +3 (+5 to Track your target.)
Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)
Other Items leather, dagger, shortbow, shortsword, arrows (10), backpack, bedroll, belt pouch, belt pouch, candles (10), chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), snare kit, soap, torchs (5), waterskin, purse (3 gp; 9 cp)
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AC 18; Fort +5; Ref +9; Will +3
HP 16 Hero Points 1
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Speed 25 feet
Melee [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] shortsword +7 (versatile S, agile, finesse), Damage 1d6+2 P
Ranged [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Ranged [1] shortbow +7 (deadly (1d10), range increment 60 feet, reload 0), Damage 1d6 P
Precision (+1d8) You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Feats Monster Hunter (+1), Snare Crafting, Snare Setter, Specialty Crafting
Other Abilities draconic exemplar, hunt prey, hunter's edge, river kingdoms
I'm putting together a half-orc Swashbuckler (braggart). His name's Haazek, but his big mouth has him calling himself, "The Urgir Kid."
What I did instead of work this afternoon:
Haazek is a kid who came up out of the streets of Absalom. He started finding some work as a swordsman in some of the rougher parts of town, but found that the hardest part of that was standing out enough to get noticed. You gotta have an angle. Haazek decided he’d play up his orcish blood as his “hook”, and started trying to gain a rep as “The Urgir Kid.” He fabricated stories about his having arrived from the mean streets of the Belkzen capital., played up his Orcish accent with customers, really went all-in on it.
It worked for a while, too. The Kid was getting something approaching steady work, and was building a bit of a rep for himself. But this all came crashing down when Haazek started hearing some really unsettling rumors. Word had it that a group of orcs from a Belkzen tribe called the Marrowsnap were in Absalom, and this sent the Kid into a bit of a panic. The possibilities of his whole facade being exposed as a fraud were there, and making that worse was the idea that some part of this lie he’d constructed would unknowingly make these guys want to tear him apart.
The Kid decided to engage in a “discreet withdrawal,” and got out of town for a few days. Working his way down the coast, he ended up in Otari, trying to figure out his next move...
I'll have his crunch together tonight, and I'll post back in this thread when I do.
Here's the Braggart Swash I mentioned (Redblade8). I might tinker a bit at the margins of him (mostly for gear), as I just got HL Online and I'm experimenting with that.
Presenting Ruben Ogvaldur, former Ulfen warrior in the Taldan navy. All his life he's felt a calling to something he couldn't figure out, at least until making port in Otari... There his calling has only intensified as he feels drawn to Gauntlight.
Ruben Ogvaldur is a melee ranger and a strong front liner.
Ruben Ogvaldur:
Ruben Ogvaldur
M Human, Sailor, Ranger 2
N Medium Humanoid
Senses Perception +9 (Wis 3 + Prof 6 (E))
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Defense
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AC 19 Breastplate 4(1) + 4 T
HP 32
Fort +8(E), Ref +7(E), Will +7(P)
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Offense
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Melee
. . Shortsword +8 1d6+4 P/S (Owlbear Claw)
. . Shield Boss +8 1d6+4 B (Potency Crystal)
Ranged
. . Bolas +5 1d4+4 B – Nonlethal, Ranged Trip
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Statistics
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Str 18, Dex 12, Con 14, Int 8, Wis 16, Cha 8
Speed 25
Ancestry Feats & Abilities Skilled Heritage(Medicine), Viking Shieldbearer
Skill Feats: Underwater Marauder, Cat Fall
General Feats: Shield Block,
Class Features & Abilities Hunt Prey, Precision(1d8), Twin Takedown, Favored Terrain (Underground)
Skills:: Acrobatics +5(T),Athletics +8(T), Lore(Sailor) +3(T), Medicine +7(T), Nature +7(T), Occultism +3(T), Survival +7(T), Stealth +5(T)
Languages Common, Undercommon
Equipment 4x Bolas, Healer’s Tools, Repair Kit, Shortsword, Steel Shield w/Boss, 0.1gp
Ok, I have a concept, but I won't build a full sheet unless I'm selected. It's a dwarf paladin (LG champion) of Iomedae called Orgun Stoneheart.
Background:
Born in the five kingdoms, Orgun Stoneheart had everything to be his family's pride. He received proper training as a mason and as a warrior with Torag's blessing. Over time, however, it became clear that fighting was his calling. More than that, he showed he was a great leader, protecting the weaker in his class, and never backing down from a fight he knew he could win.
It didn't take too long for Orgun's family to start questioning how proud they were of him. Orgun was dedicated, but maybe a little too much. He missed Torag's worship hours to continue training to exhaustion. Even a cleric was called to see if there was an entity possessing him.
This went on for a while, until Orgun started to have some strange dreams about a village. It was in danger, and only through fierce battle would it be saved. It was above ground, under the stars, so it made Orgun think these visions weren't from Torag. A dear friend of him, a cleric, told him that the confrontation and the piety in his dreams are that of Iomedae.
After studying Iomedae, Orgun made sense of his dreams and understood he was being called to bring Iomedae's strength to this town, wherever it was. Orgun bought himself a backpack and set off to find this town. He travelled and studied the church of Iomedae for a while. He realized that he got closer to where he needed to be whenever he felt his goddess closer to him. His power increased as he came closer to wherever he needed to go.
Reaching the town of Otari made him feel at home and at ease, for once. He settled down, feeling it was the right place. He began to recognize parts of his dreams in the small town and wondered why he was supposed to be there. As he waited for a sign from Iomedae, Orgun grew a friendship with Keeleno Lathenar, owner of the market in town. They exchanged stories over a few mugs of ale and a few of the suspicions and mannerisms rubbed on the dwarf. The full moon has become a somewhat ominous time...
Character concept:
Orgun is a LG champion of Iomedae (paladin) with the Market Runner background, the Deity's Domain feat at first level (with the Weapon Surge Focus spell), Divine Grace feat at level 2, the call on Ancient Blood ancestry feat and a very "stand your ground" code of conduct. I'll discuss skills and skill feat with the party if I get selected, but Diplomacy is certainly a focus.
He will be mostly a front liner, sword and board, "we don't give up unless we must" sort of attitude.
I'll try and get an application up tonight as well! Curious what the 2e ap's are like. Though i am still kind of learning 2e of course and i wouldnt hold it against you for not wanting someone not too familoar with 2e rules in the ap yet.
You have until tomorrow morning to submit a character. We are specifically looking for a front liner to replace somebody who dropped, so a caster would probably not be a great choice.
Made it! Could use more time on the formal background writing, but, I need to head towards bed.
Not sure how well the stat arrangement I've cobbled together will be received, but I have all the character creation notes embedded in the spoilers, as well as a stock actions available list to help me navigate the system.
A local by who has spent years poking in the ruins, Augustus has learned a great deal about first aid and opening "secured" passages. He loves to recover things that are still useful, or simply valuable. He has fallen into being a Champion of Cayden Cailean through simply acting like one should, though not perhaps as militantly as most.
Augustus Lucius
Standing only 5'4", the wiry young human should seem unimposing, but his face glows with eagerness and excitement. His hands seem to alwasy be busy, and he is full of tales from years of picking through the ruins around town.
Combat:
AC 19 (+1 Buckler when Raised)
Fort +7
Ref +8
Will +6
Successful save vs mental control is a critical success
Failure to Coerce me through Intimidation is Critical Failure
HP 30 (8+2x[10+1])
Dying -
Wounded -
Perception +4
Speed 25'
Treat falls as 25' shorter
Class DC +8
Monkey's Fist +8 for 1d6+1 B, Finesse, Monk, Nonlethal
Rapier +8 for 1d6+1 P, Deadly 1D8, Disarm, Finesse
Unarmed +8 for 1d4+1 B, Agile, Finesse, Nonlethal, Unarmed
Whip +8 for 1d4+1 S, Disarm, Finesse, Nonlethal, Reach, Trip
Composite Shortbow +8 for 1d6 P over 60', Deadly 1d10, Propulsive
Focus Pool 1
Lay on Hands for 1d6
Actions:
Liberating Step - Reaction - Enemy damages/grabs/grapples ally & both w/i 15'
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.
Administer First Aid - 2 actions Aid - Reaction Arrest a Fall - Reaction Avert Gaze - 1 action Balance - 1 action Battle Medicine - 1 action Burrow - 1 action Change Attitude -- Climb - 1 action Coerce -- Command an Animal - 1 action Conceal an Object - 1 action Crawl - 1 action Create a Diversion - 1 action Decipher Writing -- Delay - Free action Demoralize - 1 action Disable a Device - 2 actions Disarm - 1 action Drop Prone - 1 action Earn Income -- Escape - 1 action Feint - 1 action Fly - 1 action Force Open - 1 action Gather Information -- Grab an Edge - Reaction Grapple - 1 action Hide - 1 action High Jump - 2 actions Identify Magic -- Impersonate -- Interact - 1 action Leap - 1 action Learn a Spell -- Lie -- Long Jump - 2 actions Make an Impression -- Maneuver in Flight - 1 action Mount - 1 action Palm an Object - 1 action Perfrom - 1 action Pick a Lock - 2 actions Point Out - 1 action Raise a Shield - 1 action Ready - 2 actions Recall Knowledge -- Release - Free action Request - 1 action Seek - 1 action Sense Direction -- Sense Motive - 1 action Shield Block - Reaction Shove - 1 action Sneak - 1 action Squeeze -- Stand - 1 action Steal - 1 action Step - 1 action Stride - 1 action Strike - 1 action Subsist -- Swim - 1 action Take Cover - 1 action Treat Disease -- Treat Poison - 1 action Treat Wounds -- Trip - 1 action Tumble Through - 1 action
Critical Success to Tumble Through enemy counts space as normal terrain, not difficult
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
For 18.5.0 spent and 6 Bulk with 4 L - JUST unencumbered.
1 GP, 5 SP on hand
Ancestry: Human (mutt):
Hit Points: 8
Size: Medium
Speed: 25'
Ability Boosts: 2 Free: Dexterity & Charisma
Languages: Common (Taldane) + common languages only
Skilled Heritage: Thievery: Trained
Ancestry Feat: Haughty Obstinancy
Background: Ruin Delver:
Ability Boosts: Dexterity or Intelligence; 1 Free: Dexterity & Intelligence
Acrobatics: Trained
Roseguard Lore: Trained
Cat Fall skill feat
Class: Champion of Cayden Cailean:
Key Ability: Strength or Dexterity: Dexterity
Hit Points: 10 + Con modifier
Perception: Trained
Fortitude: Expert
Reflex: Trained
Will: Expert
Religion: Trained
Divine Skill: Athletics: Trained
2+Int modifier additional skills: Trained
Simple Weapons: Trained
Martial Weapons: Trained
Unarmed Attacks: Trained
Armor (all): Trained
Unarmored Defense: Trained
Champion Class DC: Trained
Divine Spell Attacks: Trained
Divine Spell DCs: Trained
Champion's Code:
Diety: Cayden Cailean
Cause: Liberator
- Champion's Reaction: Liberating Step
- Devotion Spell: Lay on Hands
- Tenets include:
-- You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
-- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
-- You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
-- You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
Deific Weapon: Rapier
Shield Block general feat
Update on my end, there is a family health issue I have to take care of today and thus I won't be able to submit a submission until probably the evening of CET. That's roughly 4 or 5 hours after the deadline. Depending on how hard the time limit is, I'll have to withdraw.
Unfortunately, I am closing submissions at this time. Apologies who those who did not make the deadline.
All of the submissions were good ones, but in the end, there can only be one. I have chosen Anthorg's submission of Orgun Stoneheart for our replacement player.
Thank you for all of you who expressed interest. If another slot opens up later on, I will post here again.