Sebecloki presents Dreamscarred Press' From the Deep Psionic AP (Inactive)

Game Master Sebecloki

Introduction to Third Dawn
From the Deep: Player's Guide


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Gigar wrote:
Rushing through the market there was no stealth check, once we turned off the street and down the alley I direct her to make an immediate right and push Eleven up against the wall. My back to her holding my arm to keep her back. I draw the sickle from my side and prepare to pounce on whomever comes around the corner following us. I’ll whispers over to her. we don’t have much time, what in the gods is going on here?

There are no gods in this setting, and no one has ever heard of any such entities. There are 'God Minds', which are psionic entities that take the place of traditional deities.


Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?

Grand Lodge

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Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9
Sebecloki wrote:

There are no gods in this setting, and no one has ever heard of any such entities. There are 'God Minds', which are psionic entities that take the place of traditional deities.

probably what he was referring to


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Assuming this alley isn't too well traveled Krat won't have the chance to walk past Eleven_Zee_Alpha and Gigar, but will be confronted by Gigar ready to slice him with a sickle if he acts at all dangerous. As such, Krat, the dromite, will attempt to not act dangerous.

Sticking his head around the corner Krat sees the male human (or xeph? it's a bit unclear based on the character sheet,) standing in front of the female not-quite-human with a weapon in his hand, ready to attack. With a little shriek the dromite cowers. In a squeaky voice he then says, "Don't hurt me! I saw you both duck into the alley and just wanted to make sure everything was all right."

Bluff to sound believably scared and innocent: 1d20 + 5 ⇒ (19) + 5 = 24


Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?

Knowledge (Dungeoneering)

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

He’s human
Gigar is taken aback by the fact that this dromite was not who he had seen following them, he lowers his guard slightly, keeping ready in the event this is a ruse and says, Its ok, turn and walk away, I felt us being followed is all. I mean you no harm.


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

At Gigsr actions she complies keeping still behind him.
When he asks she says

"I have been a slave all my life. Others made me and used me. Those who know how, can control me. That is why I asked you for help. To remove my control bolt. You are a medic sworn to help by oath. That man back there in white. I belive He was probing my mind to find out how control me, I will not go back to that life.. You have to h.."

She stops as a head pops round the corner


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Krat nods at the male's instructions and backs up slowly, his hands showing in front of him, until he feels he is a safe distance away. Once he is, he glances around quickly to make sure no one seems to be paying attention before speaking softly in a very different, far more confident voice.

"You were being followed, but not by the ophiduan you seem to be trying to lose in the market." Pausing to take a close look at the two the dromite cocks its head slightly to the side, pointing first at Eleven_Zee_Alpha, "You aren't what you seem to be and apparently don't want to get noticed by certain people." Then he points at Gigur, "And you're very quick to help and trust people you know nothing about."

"Me, I'm the type who likes to keep tabs on what happens in this part of the city and I find both of you worth knowing more about. If you're going to be in the city for a while then we should talk, but not here. Perhaps we could find ways to help each other out. If you're interested you should come with me now." With a last curious look at the pair, Krat turns leaves the alley at a casual, easy to follow pace, heading for a nearby warehouse he believes won't be in use right now, hoping the others will follow.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

I’ll help you, Gigar says to seven, but it is your choice if we follow the dromite


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

Sence motive, she still has empathy power running, 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

"Thank you, as for going with this Dromite, I can see his mind, He is friendly, and I don't think he is working for that ophiduan. So let's follow, I worry if he found us here others can as well."


Human Mystic 1|Vigor: 8/8, Wounds 28/28| AC: 16 FF: 13 Touch: 13 CMD: 17| Init: +3|Fort +3, Ref +4, Will +7| Hero Points 1| Perception +8, Sense Motive +8|Current Stance: Hungry Jaws (Grab/Constrict)
Sebecloki wrote:
Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?
Knowledge (Dungeoneering)

Don't have that. In that case, change of priorities; the kid is obviously sick or something, so I'm gonna chase after him.

Tai Leng jumps to conclusions, and assumes the kid was trying to pickpocket him to pay for his medical bills or something. He'll try to track him down and see if he can help him out before he tries to steal the wrong guy's purse and gets killed for it.


Tai Pao Leng wrote:
Sebecloki wrote:
Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?
Knowledge (Dungeoneering)

Don't have that. In that case, change of priorities; the kid is obviously sick or something, so I'm gonna chase after him.

Tai Leng jumps to conclusions, and assumes the kid was trying to pickpocket him to pay for his medical bills or something. He'll try to track him down and see if he can help him out before he tries to steal the wrong guy's purse and gets killed for it.

Do you have any kind of tracking abilities?


Eleven_Zee_Alpha wrote:

Sence motive, she still has empathy power running, 1d20+8+2

"Thank you, as for going with this Dromite, I can see his mind, He is friendly, and I don't think he is working for that ophiduan. So let's follow, I worry if he found us here others can as well."

@Krat, I think you can make an opposed roll for Bluff or Diplomacy, right?


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OK, I'm going to start adding in some more of the first scene (honestly, this module has a strange set up, important pieces of information are hidden in weird places. Does anyone have Knowledge (Local). I'm going to add in some knowledge of significant recent events.


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid
Sebecloki wrote:
Eleven_Zee_Alpha wrote:

Sence motive, she still has empathy power running, 1d20+8+2

"Thank you, as for going with this Dromite, I can see his mind, He is friendly, and I don't think he is working for that ophiduan. So let's follow, I worry if he found us here others can as well."

@Krat, I think you can make an opposed roll for Bluff or Diplomacy, right?

I guess I can? They're already coming with me to a spot where we can talk which is what I wanted anyhow and they've correctly gathered that I'm not out to do them any harm. I'm leaving it up to you where I'm leading them and what we'll find there. Sadly I don't have Knowledge (Local) yet not having been in the city long enough so the destination might or might not be as empty as I'm planning. Maybe Transient is there (and I might or might not know it; perhaps easier if I do and already have contact with him?)

Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6

Perhaps not a reason to have much faith in me just yet.


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Krat the Brutal wrote:
Sebecloki wrote:
Eleven_Zee_Alpha wrote:

Sence motive, she still has empathy power running, 1d20+8+2

"Thank you, as for going with this Dromite, I can see his mind, He is friendly, and I don't think he is working for that ophiduan. So let's follow, I worry if he found us here others can as well."

@Krat, I think you can make an opposed roll for Bluff or Diplomacy, right?

I guess I can? They're already coming with me to a spot where we can talk which is what I wanted anyhow and they've correctly gathered that I'm not out to do them any harm. I'm leaving it up to you where I'm leading them and what we'll find there. Sadly I don't have Knowledge (Local) yet not having been in the city long enough so the destination might or might not be as empty as I'm planning. Maybe Transient is there (and I might or might not know it; perhaps easier if I do and already have contact with him?)

[dice=Diplomacy]1d20 + 5

Perhaps not a reason to have much faith in me just yet.

Then I'm just going to share some general knowledge that everyone would have access to, since no one else has piped up either -- I'll add some spoilers w/ additional information if it comes up.

The market of Arbil is abuzz today with lively chatter and a general feeling of excitement. For several weeks, no iron shipments have been received from the nearby kobold city of Vensnak. The mountain city is located a short distance to the north of Arbil, in the midst of a forbidding wilderness. Its mines are one of the main suppliers of hard metals to Arbil.

Thankfully, a large shipment has just been received from the southern continent of Femon via the galleon of the Maquoran Fleet which has docked in the city's large harbor. Its supply of metals and other, more exotic goods from the distant lands, thousands of miles to the south, across the vast reaches of the Impact Sea, are eagerly awaited by the inhabitants of Arbil. The ordinary vendors quickly make way for the maenads and their associates to set up stalls to hawk their goods.


Sebecloki wrote:
Tai Pao Leng wrote:
Sebecloki wrote:
Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?
Knowledge (Dungeoneering)

Don't have that. In that case, change of priorities; the kid is obviously sick or something, so I'm gonna chase after him.

Tai Leng jumps to conclusions, and assumes the kid was trying to pickpocket him to pay for his medical bills or something. He'll try to track him down and see if he can help him out before he tries to steal the wrong guy's purse and gets killed for it.

Do you have any kind of tracking abilities?

No, but I don't think I should need them; he's still in sight is he not? I figured since new info was retconned in, a bit of a change in action order would make the most sense; it doesn't make any sense for me to shrug and walk away like I don't care (because there was no reason for me to care at the time I made the post) and then go back.


Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
Sebecloki wrote:
Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
[dice=Perception]1d20+8

I didn't notice you rolled a natural 20 there, I'm adding one additional note to your Perception check.

** spoiler omitted **

Any relevant Knowledge to know what that is?
Knowledge (Dungeoneering)

Don't have that. In that case, change of priorities; the kid is obviously sick or something, so I'm gonna chase after him.

Tai Leng jumps to conclusions, and assumes the kid was trying to pickpocket him to pay for his medical bills or something. He'll try to track him down and see if he can help him out before he tries to steal the wrong guy's purse and gets killed for it.

Do you have any kind of tracking abilities?
No, but I don't think I should need them; he's still in sight is he not? I figured since new info was retconned in, a bit of a change in action order would make the most sense; it doesn't make any sense for me to shrug and walk away like I don't care (because there was no reason for me to care at the time I made the post) and then go back.

What's your base speed -- I'm trying to take tracking into account in case he can outpace you quickly.


Human Mystic 1|Vigor: 8/8, Wounds 28/28| AC: 16 FF: 13 Touch: 13 CMD: 17| Init: +3|Fort +3, Ref +4, Will +7| Hero Points 1| Perception +8, Sense Motive +8|Current Stance: Hungry Jaws (Grab/Constrict)

Base speed 30. Tai Leng is a Human, should probably put that in my quickbar since there are so many nonstandard races in this game.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

No knowledge here at all

When the opportunity presents itself, Gigar will talk to Seven in a hushed whisper. I might be able to help you, though I must warn you, while I am a practiced healer, major surgeries are not my forte. I’man herbalist by trade, and use my medicines on the battle field for a bit of extra coin. Though seeing your plight, there is no need to worry yourself with payment, I’m strongly against any sort of enslavement.


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

^Knowledge (Local) 1d20 + 9 ⇒ (18) + 9 = 27

"It's a simple operation, but I am blocked from doing it"

She whispers back


Eleven_Zee_Alpha wrote:

^Knowledge (Local) 1d20+9

"It's a simple operation, but I am blocked from doing it"

She whispers back

Eleven_Zee_Alpha: Knowledge (Local):

The kobolds of Ksaren are diminutive cousins of the ophiduans, albeit a cast off breed of the reptilian race, since they do not, generally, manifest the psionic powers that are the sole arbiter of station within the Ophiduan Protectorate. The early kobolds were cast off by their ophiduan forbearers, and one party founded the mountain city of Vensnak in the territory to the north of Arbil some thirty years past. This time of the founding of the city marked the only other comparable interruption in the delivery of caravans laden with ore which has disturbed the city-state for the last three weeks. Although some kobolds have begun to develop psionic ability and integrate with the larger society of the Protectorate, they continue to be largely a cast off and downtrodden people.


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

She follows the Dromite into the disused building.
Turning to Gigar, she says

"We may not have much time"

Bending her head forward and pulling her hair back
to reveal a small disk at the base of her neck.

"You need to cut it out and detach the wires linking to my spine."


Neutral Good, Male Ophiduan Cryptic [Raveler] 1st | [Adaptive Gunner; Marksman] | Wounds: 28 [14 Threshold], Vigor: 20 [10] | AC: 18 [TAC: 17, FfAc: 14] | Init: +4 | Percep: +6/+7 traps, 60' Darkvision | Fort: +3 Refx: +7 Will: +5 | Cmd: 15 | PP: 5/6 | HeroPts: 1 | Active Powers:
Gigar wrote:
Sebecloki wrote:
There are no gods in this setting, and no one has ever heard of any such entities. There are 'God Minds', which are psionic entities that take the place of traditional deities.
probably what he was referring to

Hmm, mebbe the use of 'Minds'/'godminds'/'godmin'? might serve as an appropriate appellation? They seem more in line with philosophies or revered, famous ancestors rather than your usual gods. The Flow kinda sounds like an expy of the Force for a setting far, far away mixed in with Draconic Prophecy/Dragonmarks from Eberron. ;)

Sebecloki wrote:
Xonti Ensk wrote:

So by wearing the glistening white toga, that means the Ophiduan has some levels in a Psionic class? Would this be true for all Citizen Ophiduans or are there other "qualifiers" that would be needed?

And just out of curiosity, how much do glistening white togas cost in terms of gold pieces? Depending upon the above answers, Xonti may have to make a last minute equipment purchase. ;p

I made that up -- I'm trying to add little cultural details and fluff flourishes to sort of round out what is really a pretty bare bones setting. My conception is that the white color denotes a creature with any psionic ability, including a wild talent, and that there is gold trim of various levels of elaboration depending on the level of psionic ability.

Fair enough, Sebecloki; if all the Psionic-types get to wear these Togas for being a Protectorate citizen, I'll just have it incorporated into the Explorers Outfit that Xonti is currently wearing [no problem with spending any extra coin if necessary].

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Generally I’d prefer more suitable locations for an operation like this, but time is pressing. Please, lay down on the floor and keep as still as possible.
Gigar pulls out his healer kit and examines the device, then pulls out a scalpel, some cause, alcohol, and pinchers to carefully remove it, then he sews the open wound back together.
Heal: 1d20 + 11 ⇒ (10) + 11 = 21


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

She does as asked, being a mech she is still as a rock.
You note her body is cold to the touch.

DMG 1d4 ⇒ 3

Blue blood seeps out the wound, then as he sews he sees it self-healing.

Race - Repairing Nanites 1/day 2 wounds back

When he is done, she stands and takes the disk, throwing it on the floor she stamps on it, Crushing it under her boot.

"No more a slave!"

She looks at the pair.

"I have some coin if you wish payment. Or I can offer my craft, a psi-tattoo if you want one. But I forget my manners. I am Eleven Zee Alpha, thank you for helping me. May I ask your names?"


Neutral Good, Male Ophiduan Cryptic [Raveler] 1st | [Adaptive Gunner; Marksman] | Wounds: 28 [14 Threshold], Vigor: 20 [10] | AC: 18 [TAC: 17, FfAc: 14] | Init: +4 | Percep: +6/+7 traps, 60' Darkvision | Fort: +3 Refx: +7 Will: +5 | Cmd: 15 | PP: 5/6 | HeroPts: 1 | Active Powers:

~Tap~ ~Tap~ ~Tap~

The blunted end of a banner-less Ophid Glaive comes noticeably into contact upon the grounds of the Abril Marketplace in an orderly but steadily-spaced interval. The carrier of the Ophid Glaive in question [being held in his gloved right hand, no less] is a lone Ophiduan Male, dressed in an oddly slapdash mix of a modestly gold-trimmed toga, signifying some minor abilities in the Psionic Arts, with some Haramaki Armor being worn atop along with a bandolier crossing said armor and toga diagonally towards the left with a wide-belted leather breeches below covering the legs of the fully cloaked, reptilian-blooded personage.

This Ophiduan possesses the standard greenish colored scales of his species kind but interspersed along those green scales is the subtly ever-shifting mosaic-like multi-colors of obvious psionic tattoo patterns adorning all along his exposed bare arms, head, neck, and shoulders, save for exception of his left forearm, covered by a speed-sheath along with the kunai weapon en-sheathed within.

Perception to look out for any signs of trouble in the marketplace: 1d20 + 6 ⇒ (7) + 6 = 13.

A former Guardsman of the Lirasse Guard, Xonti Ensk carefully surveys the surrounding areas of the Abril Market in a volunteer capacity as a private guard upon the behest of one known as Tanixil, a local Abril-based acquaintance of his whom he was temporarily boarding with- being relatively new to this city and all.

Crowded as usual today. A bit uneventful, the Flow willing, but this certainly is a more constructive way to conduct ones' daily duties compared to some of the more inanely, irrational guard shifts I had to pull back over in Lirasse.


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Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

She takes of her upper clothing to show tattoos, they light up.
They move over her skin as if animated. Some of the designs seem part of her being.

Some odd glows of light coming out of an old warehouse there Xonti :) come on in

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar looks to the woman and smiles, there is no need for payment or services rendered young lass, all I ask is you pay the kindness forward. You still look a little hurt, but I’m amazed at how well you healed after you started glowing. he ponders fort a moment everything he has seen, and upon hearing her name it starts to connect, You’re not exactly human are you? I tell you what, I’ll stick with you for a little while to watch your wound for infection through till the morning. After that, if I am no longer needed, we can part ways.
perception: 1d20 + 9 ⇒ (2) + 9 = 11
At this time he looks to the newest member of this trio and states, Now my small friend, why have you brought us here?
Perception check was to see if I noticed that the clothing He was wearing is the same as the goblin that was following us earlier, if you decide it’s high enough (I assumed a DC of 20+ to notice this specific detail since it was only a passing glance)


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

She puts her shirt and jacket back on.

"Thank you and that would be nice. I have not had company for a long time. As for what I am, I am what you would call a construct. We say Strange word Andriod, words not use anymore."

She looks at the small being with them.

"You could tell I see"


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Krat had looked like a kobold before, the blue one that had interacted with Eleven_Zee_Alpha briefly in the market. It's unclear whether the clothing being worn would change with the ability or not, but Krat's wearing fairly standard white robes (the sort that indicate that one has psionic abilities, so they're not going to stand out much in any case.)

Altered Appearance description:

A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.

After entering the warehouse and glancing around Krat is happy to see that the others have indeed followed him. Without a word he watches the quick, simple surgery that removes some sort of disk, noting the blue blood and the healing both by Gigar as well as Eleven's body. When the android has stood and smashed her former source of enslavement and both have had a chance to take in where they are and ask their questions the 'dromite' speaks.

"Eleven_Zee_Alpha and companion, it's good to meet you. You can call me Krat. I asked you here because you both seem to be new to this district of the city and at least one of you is interested in not drawing too much attention to herself." He pauses to nod to Eleven. "It happens that I share most of those traits. I've not been here long and, for now at least, don't need too much attention drawn to myself. Given that I was able to pick up on some irregularities in your manner (if you would like to pass as human you need to start blinking more,) and that you," Krat directs this comment at Gigar, "seem eager to be helpful to those around you, I thought that perhaps we would make good allies."

"The city is full of those to potentially be wary of and you both seem to possess interesting skill sets. I would claim that I do as well."

Being careful not move towards either of the others or make any threatening moves Krat once again focuses on his appearance and with a shimmering sort of pattern that surrounds his body, his guise slowly melts from that of a dromite to the kobold that they had seen before.

Disguise: 1d20 + 7 + 10 - 2 ⇒ (11) + 7 + 10 - 2 = 26

"For now I would simply propose that we keep an eye out for each other; that we, as newcomers to this area, will be stronger if we work together than if we're navigating the city on our own. I can keep an eye out and let you know if anyone is showing undue interest in you like that ophiduan was earlier. You can do the same for me."


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

Eleven nods at the suggestion.

"I like the idea, and friends only had one friend before and she died'

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Gigar ponders on this fort a moment then speaks, I’m not sure I like to what you are inferring. he looks around the warehouse for a place to comfortably sit, but finding nothing, he sits on the floor. If I understand you correctly, you’re not just looking to stay out of trouble, but trouble is looking for you. Eleven’s situation I can understand, and sympathize with, for fort a changing as yourself, who sneaks about and is worried about his identity so much, it makes me wonder just why they would be looking for you?


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Krat nods at Eleven_Zee_Alpha's acceptance, saying nothing when she mentions friends.

To Gigar's questions, the kobold gives a small shrug. "You're the type that helps people because they need help. It's a nice quality to find, but it's not particularly common in my experience. I'd like to find opportunities to thrive here in Abril, but I'm not part of the current power structure. Those who are in power probably aren't going to be interested in me taking that opportunity over them. Others also seeking power or opportunity are also unlikely to simply let me act with impunity.

"It behooves me to have people I can trust watching out for me. Our relationship is young, but I hope that I'll be able to trust the two of you to do so. I'm offering to do the same for you. I don't know your goals, but if you're going to tell me that they won't get in the way of anyone who might try to stop you I think I might have to call you naive."

Krat shrugs again. "It's up to you of course. If you don't want to work with me or trust me I certainly can't make you. I'm proposing we give it a chance as, like I said earlier, we're all new here and having someone watching out for you is better than having to watch your back all by yourself."

Krat pauses to peer out a small dingy window. "I wonder if a field run might be useful? I hear that there's a new shipment of steel just come in from Femon. I'd like to go investigate and see if there's anything that might be gained from the commerce given that the city has been iron starved for the past while. Would the two of you care to come with to see if there's anything we can learn together that might benefit us all?"


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

On the talk of steel, Eleven says in a monotone voice

"Accessing local information gathered, subject ore shipments: The kobolds of Ksaren are diminutive cousins of the ophiduans, a cast off breed of the reptilian race, they do not, generally, manifest the psionic powers that are the sole arbiter of station within the Ophiduan Protectorate. Although some kobolds have begun to develop psionic ability and integrate with the larger society of the Protectorate, they continue to be largely a cast off and downtrodden people. 30 years ago one party founded the mountain city of Vensnak in the territory to the north of Arbil. Which has been sending shipments of ore out from that time. However recently there has been an interruption in the delivery of ore caravans that disturbed the city-state. This started three weeks ago. This would suggest the new ore comes from a new source."

She looks a bit sheepish.

"Sorry information sort of stays with me"


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Krat's eyes light up a bit and he smiles. "Well now here we have a fine example. Someone has an opportunity at someone else's expense. There are sure to be parties that will want to do something about that. This makes the market near the new iron merchants even more interesting. There are sure to be opportunities there for those clever enough to seek them. Shall we make sure that we know as much about them as possible?"

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Hmm... Gigar hums as he places his finger and thumb on his chin. This is quite a mystery.Soon he begins pacing and talking to himself, though occasionally looks to his new companions, The Kobolds of Vensnak wouldn't just stop sending shipments unless they were forced. One such possibly for this would be the city is under siege and they physically can't. Another is that their shipments are being waylaid somewhere along the route. Least likely would be that the mines are dried up, though with that we would have seen a dwindling of the amount of ore delivered over time. He ponders these thoughts to himself, then looks to Eleven, Do your memory banks contain any relevant information as to where the shipments were originally delivered, or who and where the new shipments are coming from?


Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

Knowledge local 1d20 + 9 ⇒ (5) + 9 = 14


M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

"Some of that is common knowledge on the streets at this point. Like I said before, this new supply of iron comes from Femon. More specifically it's been delivered by a the galleon of the Maquoran Fleet which doesn't seem to be specialized in iron as there are rumors of all kinds of exotic goods to be had soon."

"It's possible that the stoppage in shipments from Vensnak are related to this new supply, but I wouldn't assume that by default. It's the sort of thing that further investigation would help determine."

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

What are we waiting for them? Let us be off to investigate this galleon.


OK, the galleon is on the other end of the city -- if you look at the map, the market is in the northwest corner of the city walls near the district referred to as the 'Bazaar'; the galleon is in the port on the south eastern side of the map (i.e., the 'Docks').

The journey of Gigar, Krat, and Eleven_Zee_Alpha from the Market District to the Docks involves a not inconsiderable amount of steps, since the one lies on the opposite side of the large city from the other.

Their route of travel is the Great Road, the so called sakbejo'ob. This edifice is a monumental structure that effectively divides the interior districts of the city, those occupied by citizens of the Protectorate, in two, roughly equal portions.

The sakbejo'ob is a wall of a dozen tiers with each successive level rising to a higher elevation, but decreasing in width. The lower levels are broad avenues available for the use of almost all citizens, while the upper levels are reserved for the transport of only high caste individuals within the Protectorate, the psionic elite which govern the society.

On the south side of the sakbejo'ob, the small company sees the psionic monasteries of the God Minds which surround the looming edifice of the Spire, as well as the sprawling district of the Psionic Academy. To the north of the tiered road, the monumental structures of the governmental district and the fortress-like headquarters of the local guard dominate the skyline.

The termination of their journey finds them in the extensive docks of Arbil. The city lies on the northern coast of the Impact Sea, and is one of the few Protectorate cities with a similar facility, and certainly none with a comparable port are located anywhere within several hundred miles of the city-state. The narrow streets of the port are filled with milling denizens of not only the Protectorate and its bordering regions, but also the distant southern continent of Femon and the many islands of the Impact Sea.

It appears that another large galleon from the Maquoran Fleet has just docked at the port, bearing another load of metal intended to ease the acute shortage caused by the cessation of shipments from the nearby kobold settlement of Vensnack.

Here is an image of a similar structure so you can get an idea what I'm talking about https://leadadventureforum.com/index.php?topic=124493.0


Eleven_Zee_Alpha wrote:
Knowledge local 1d20+9

Eleven_Zee_Alpha (Knowledge (Local))::
The shipments from Vensnak used to come to the market which the small company has just left. The new shipments come from somewhere across the vast ocean to the south, and are transported by the Maquoran Fleet to the shores of the continent of Tion.

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Xonti Ensk wrote:

~Tap~ ~Tap~ ~Tap~

The blunted end of a banner-less Ophid Glaive comes noticeably into contact upon the grounds of the Abril Marketplace in an orderly but steadily-spaced interval. The carrier of the Ophid Glaive in question [being held in his gloved right hand, no less] is a lone Ophiduan Male, dressed in an oddly slapdash mix of a modestly gold-trimmed toga, signifying some minor abilities in the Psionic Arts, with some Haramaki Armor being worn atop along with a bandolier crossing said armor and toga diagonally towards the left with a wide-belted leather breeches below covering the legs of the fully cloaked, reptilian-blooded personage.

This Ophiduan possesses the standard greenish colored scales of his species kind but interspersed along those green scales is the subtly ever-shifting mosaic-like multi-colors of obvious psionic tattoo patterns adorning all along his exposed bare arms, head, neck, and shoulders, save for exception of his left forearm, covered by a speed-sheath along with the kunai weapon en-sheathed within.

[dice=Perception to look out for any signs of trouble in the marketplace]1d20+6.

A former Guardsman of the Lirasse Guard, Xonti Ensk carefully surveys the surrounding areas of the Abril Market in a volunteer capacity as a private guard upon the behest of one known as Tanixil, a local Abril-based acquaintance of his whom he was temporarily boarding with- being relatively new to this city and all.

Crowded as usual today. A bit uneventful, the Flow willing, but this certainly is a more constructive way to conduct ones' daily duties compared to some of the more inanely, irrational guard shifts I had to pull back over in Lirasse.

Xonti Ensk: Perception:
Xonti notices Tai Pao Leng reacting to a small dromite that has apparently been unsuccessful in its attempt to pick the pocket of the mercenary.

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Tai Pao Leng wrote:
Base speed 30. Tai Leng is a Human, should probably put that in my quickbar since there are so many nonstandard races in this game.

Unless you're really opposed, I'm going to make this a bit more interesting by using some of these rules for Chases to flesh out your pursuit of the dromite. Basically, I'm going to use the mechanic where I'm going to insert a specific number of obstacles. You'll start on the same card since the dromite was detected. Basically, we'll imagine the cards as a series of 10 possible obstacle courses. Let me know if you'll participate, and I'll describe the first series of skill checks.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Upon arriving at the docks, Gigar looks to his companions. I don't know much about shipping, but I believe there should be a quartermaster about who might be able to give us some information about this ship. Like who contacted who about needing the iron and such.


DM Dfsearles wrote:
Upon arriving at the docks, Gigar looks to his companions. I don't know much about shipping, but I believe there should be a quartermaster about who might be able to give us some information about this ship. Like who contacted who about needing the iron and such.

Identifying such an individual will require a knowledge (local) check. You can also just go try to start asking locals.


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Sebecloki wrote:
Tai Pao Leng wrote:
Base speed 30. Tai Leng is a Human, should probably put that in my quickbar since there are so many nonstandard races in this game.
Unless you're really opposed, I'm going to make this a bit more interesting by using some of these rules for Chases to flesh out your pursuit of the dromite. Basically, I'm going to use the mechanic where I'm going to insert a specific number of obstacles. You'll start on the same card since the dromite was detected. Basically, we'll imagine the cards as a series of 10 possible obstacle courses. Let me know if you'll participate, and I'll describe the first series of skill checks.

I've always liked the rules for chases (or at least the idea of them), and never really played with them, so sounds like a neat experience.

Grand Lodge

Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

My character doesn't have much knowledge in the way of anything, so he uses the most basic, common knowledge to get more professional people do do these kinds of checks. though I can give you an untrained INT check if you'd like.
know(local)untrained: 1d20 + 2 ⇒ (18) + 2 = 20


Storm Dragon wrote:
Sebecloki wrote:
Tai Pao Leng wrote:
Base speed 30. Tai Leng is a Human, should probably put that in my quickbar since there are so many nonstandard races in this game.
Unless you're really opposed, I'm going to make this a bit more interesting by using some of these rules for Chases to flesh out your pursuit of the dromite. Basically, I'm going to use the mechanic where I'm going to insert a specific number of obstacles. You'll start on the same card since the dromite was detected. Basically, we'll imagine the cards as a series of 10 possible obstacle courses. Let me know if you'll participate, and I'll describe the first series of skill checks.
I've always liked the rules for chases (or at least the idea of them), and never really played with them, so sounds like a neat experience.

OK -- we're imagining that there are 10 cards. You're starting on the same card. He only has a base speed of 20ft. He has a -2 check b/c of that discrepancy.

Both Tai Pao Leng and the attempted thief begin a mad dash through the market.

Almost immediately, they are both faced with two potential routes -- one is a considerable physical obstacle in the form of a large stall peddling psionic crystals. The decorative awning and wide tables which make of the vendor's instillation are a substantial barrier to the progress of runners. This merchant has also, illegally, set up its stand in the middle of a marker thoroughfare, likely attempting to circumvent fees for market locations, and thus blocking a major passageway. (DC25)

The other potential way is a much longer, winding route that turns back and forth, and has several up and down dips through a hodge podge of stalls composed of non-Protectorate merchants. (DC20)

The dromite attempts to duck through and over the large stall of the crystal-hawker.

Tell me which one of obstacles you want to try to get around, and then roll an acrobatics check with a +2 modifier.


Gigar wrote:

My character doesn't have much knowledge in the way of anything, so he uses the most basic, common knowledge to get more professional people do do these kinds of checks. though I can give you an untrained INT check if you'd like.

[dice=know(local)untrained]d20+2

Gigar: Intelligence (Untrained):
You'll need to talk to the local quartermaster or a member of the Maquoran Fleet if you can spot of Maenad with the distinctive spiral tattoos of the Fleet's crews.
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please submit completed characters here:


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Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

I will check over once more but Eleven should be done.

Grand Lodge

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Human Vitalist 1| AC 17, FF 10, T 17 | Wounds 36 Thresh 18 Vigor 10 | F +6, R +4, W +7 | PERC: +9

Completed the update and should be good to go now.


Neutral Good, Male Ophiduan Cryptic [Raveler] 1st | [Adaptive Gunner; Marksman] | Wounds: 28 [14 Threshold], Vigor: 20 [10] | AC: 18 [TAC: 17, FfAc: 14] | Init: +4 | Percep: +6/+7 traps, 60' Darkvision | Fort: +3 Refx: +7 Will: +5 | Cmd: 15 | PP: 5/6 | HeroPts: 1 | Active Powers:

Reposting a cleaned-up submission for Xonti...

Name: Xonti Ensk
Gender/Race: Male Ophiduan
Subtype: Medium Humanoid [Reptilian]; [Minor Metamorphosis: Large/Small]

Alignment: Neutral-Good
Level/Class: 1st level Cryptic (Raveler)
FCB: +1 PP/level

Initiative: +4
Movement: 30' [Minor Metamorphosis: 20' climb/swim, 15' burrow, or 40' move]
Vision: 60' Darkvision; Perception: +6/+7 vs. traps

Age: 21 years
Height: 5'9"
Weight: 152 lbs.

Languages: Ophiduan, Chemish, Ophic, Oroki, and Somnese; [Common language?]
Religion/Philosophy: the Flow
Hero points: 1

Str: 12 +1 [14 +2=Minor Metamorphosis, Str]
Dex: 19 +4 [17 base; +2 Dex]; [21 +5=Minor Metamorphosis, Dex]
Con: 14 +2 [16 +3=Minor Metamorphosis, Con]
Int: 18 +4
Wis: 14 +2 [12 base; +2 Wis]
Cha: 13 +1 [15 base; –2 Cha]
[Set 2=18/17/15/14/12/12]

Wounds: 28
Wound Threshold: 14
Vigor: 8; [d8 hit dice]; [Minor Metamorphosis: 5 temp hit points]

AC: 18; Def. Bonus=+3; NAC=+1; Dex=+4
TAC: 17; Def. Bonus=+3; Dex=+4
FfAC: 14; Def. Bonus=+3; NAC=+1
[Minor Metamorphosis: 5 Resistance vs. Cold, Acid, Fire, or Electricity]

BAB: 0 [+1 with Ophid Glaive; +1-2 Str/+4-5 Dex]
CMB: +1 [Str=+1][Minor Metamorphosis, Str=+2]
CMD: 15 [Str=+1/Dex=+4][Minor Metamorphosis, Str or Dex=16]

Fort: +3; Resist=+1/Con=+2/class0; [Minor Metamorphosis, Con=+4]
Refl: +7; Resist=+1/Dex=+4/class2; [Minor Metamorphosis, Dex=+8]
Will: +5; Resist=+1/Wis=+2/class2
[+2 Save vs. poison]

Psionic Powers Level: 0 level, 1st
Save DC: 14+Level
PP: 6 [1st=+1/Bonus=+2/Psi-Tal=+2/FCB=+1]

Cryptic Talents and Powers: Psionic Repair [0], Ectoplasmic Trinkets [0], Kinetic Legerdemain [1st], Minor Metamorphosis [1st], Prevenom/Prevenom Weapon (1/day;racial;1st)

Akashic Veil: Loyal Paladin’s Spear of Light [Hand; Good; Save vs. Reflex for 1/2 damage]; Swift action, 1d6 Akashic energy damage [1d4 vs. Good/1d8 vs. Evil]; Shortspear or Rapier form.

Feats: Psionic Talent [Race], Extra Power Known=Kinetic Legerdemain [1st], Scribe Tattoo [Class]; [Minor Metamorphosis: Cleave/Imp.Trip]

Traits: Flexible Forms=Rapier [Magic], Combat Training=Clockwatcher [Combat], Disgraced Guardsman [Campaign], Protectorate Educated= +1 Religion and Psionics [Regional]

Flaws: Impatient, Provincial=-2 Sense Motive/Diplomacy other than NG alignment or the Flow

Weapon Proficiency: All Simple plus Rapier, Shortbow, and Ophid Glaive [+1 to attacks with Ophid Glaive due to Disgraced Guardsman trait].

Armor Proficiency: All Light Armor; Defense Bonus [+3]

Skill Ranks per Level: 4 + Int modifier[4]; Background: 2/level

Class Adventuring Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all else) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Trained Adventuring: +6 Autohypnosis, +9 Disable Device, +6[+7 vs. trap] Perception, +6[+4 vs. other than NG/the Flow] Sense Motive, +8 Spellcraft, +9 Kn=Religion, +9 Kn=Psionics, +8 Escape Artist

Untrained= +4 Acrobatics, +1 Climb, +1 Disguise [+10/12 Minor Metamorphosis], +4 Stealth, +1 Swim, +1 Diplomacy [-2 vs other than NG/the Flow], +2 Heal, +4 Ride, +2 Survival, +1 Intimidation [+2 Minor Metamorphosis], +1 Bluff

Class Background Skills: Appraise (Int), Craft (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility)

Trained Background: +5 Appraise, +5 Sleight of Hand

Untrained= +4 Craft, +1 Perform, +2 Profession, +4 Lore, +4 Artistry, +1 Handle-Animal

Equipment:

Ophid Glaive=75gp/8-lb; 1d8+2 B/1d10+2 S, x2/x3, double, reach [S only]; +1 hit due to trait, [2-Handed=+2 attack total;+3=Minor Metamorphosis, Str only/1d8+3;1d10+3]
Sling=0/-; 1d4+1 B x2, 50'range
10 sling bullets=1sp/5-lb
Kunai=2gp/2-lb; 1d4+1-2 B/P, 10'range, usable as crowbar/piton, [Light]
Club=0/3-lb; 1d6+1-2 B, 10'range, [1-Handed=+2 attack total; +3=Minor Metamorphosis, Str only/1d6+2-3]
Haramaki=3gp/1-lb; [AC=1]

Backpack=2gp/2-lb
Poncho=5sp/2-lb
Bandolier=5sp/-
Speed sheath=10gp/1-lb
Thieves-Tools=30gp/1-lb
Waterskin=1gp/4-lb
Explorer-Outfit=free/8-lb
Mess-kit=2sp/1-lb

Coins= 6gp;7sp left [rolled 140gp]

Enc=38-lbs [Carry Cap: 43/86/130]

=====

Personal Background: A former Ophid Guardsman of Lirasse, Xonti Ensk found opportunities elsewhere within the City of Arbil as a private citizen. Wholly sensible, plausible, and rational in his outlook, he will defer to [or openly assist] those with greater psionic abilities. Those with lesser psionic potential, he believes in handling with a firm but fair guiding hand; he personally considers non-psionics to be "handicapped" in some form or another...

As a staunch believer in the Philosophy of the Flow [ie. "May your Patterns ever be within the Flow..."], Xonti possess some unusual abilities in Akashic manipulation; something that the Ophiduan Raveler Cryptic suspects to be some obscure and ancient form of Psionics pre-dating back from even before the Godminds existed- possibly even originating from a time before the Impact... although he'd be loathed to admit such a thing due to his upbringing within the Protectorate [ie. "Psionics are the end all, be all of all things"].

He is considered a part of the "middling caste" in a society defined purely by the strength of an individual's psionic cabilities, thus it is only rationably sensible that he follows his own path, wherever it may take him, the Flow willing and ever unfolding...

Spoiler:
=====

Ophiduan Racial abilities [plus Alternate Racial Trait]:

+2 Dexterity, +2 Wisdom, –2 Charisma
Reptilian Blood: Ophiduans are of the humanoid (reptilian) subtype
Medium: Ophiduans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Ophiduans have a base speed of 30 feet.
Scaled Hide: An ophiduan’s skin is hardened scales and grants the character a +1 natural armor bonus to AC.
Naturally Psionic: Ophiduans gain the Wild Talent feat as a bonus feat at 1st level. If an ophiduan takes levels in a psionic class, he instead gains the Psionic Talent feat.
Poisonous Flesh: While most ophiduans are resistant to poison, some are capable of excreting a poison from their skin. Ophiduans with this racial trait can use prevenom or prevenom weapon as a psi-like ability once per day with a manifester level equal to character level. This trait replaces the serpent’s bite racial trait.
Darkvision: Ophiduans can see in the dark up to 60 feet.
Poison Resistant: Ophiduans gain a +2 racial bonus on saving throws against poison.
Psionic Aptitude: When an ophiduan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Weapon Familiarity: Ophiduans treat any weapon with the word “ophiduan” in the name as a martial weapon rather than an exotic one.

=====

Cryptic (Raveler) Abilities:

Note= Difficulty Class for saving throws against cryptic powers: 10 + the power’s level + the cryptic’s Intelligence modifier [4]. To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.

Pattern Designs (Su): The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.

(Psionic Repair [DC 10], Ectoplasmic Trinkets [DC 10], Kinetic Legerdemain [DC 12], Minor Metamorphosis [DC 12])

When a cryptic manifests one of their powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su): As a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + Intelligence modifier [4]. The cryptic can maintain this ability as long as the rounds are available, or dismiss it at any time as a free action.

Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Akashic Absorption: The raveler’s altered defense ability is tied directly into his veils, increasing the defensive properties of any veils he wears while sacrificing the standard benefit of the ability. Whenever a raveler activates his altered defense ability while he has a veil shaped which grants damage reduction, energy resistance, or a bonus to saving throws, he increases that bonus or defense by an amount equal to his altered defense bonus instead of gaining its normal benefits.

This modifies the altered defense ability.

Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power known (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding: A cryptic adds 1/2 level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Veilweaving: At 1st level, the raveler may choose any one veil from the guru veil list. They know and can shape that veil, and are considered to have a veilweaver level of their class level –3 for the purposes of determining feats and other effects based on veilweaving level. Every four levels thereafter (5th, 9th, 13th, 17th) they may select one additional veil. This veil must occupy a different chakra than any of the previously selected veils. If the raveler does not have any levels in another veilweaving class, their total veils shaped is equal to the number of veils gained through this class feature. Characters with levels in a veilweaving class add their raveler veilweaving level that class to determine their total veils shaped. This replaces the disrupt pattern ability gained at 1st level and the enhanced disruptions gained at 5th, 9th, 13th, and 17th level.

Contemplation: The raveler gains the ability to fuel veils and other essence receptacles with psionic energy instead of essence. By spending 1 power point per receptacle as a swift action, the raveler may treat an essence receptacle as though it were invested with a point of essence for 3 rounds. This does not stack with, though it may overlap, standard essence invested in a given receptacle. At 6th level and every three levels thereafter, the raveler may spend an additional 3 power points per receptacle he wishes to invest to treat it as being invested with an additional point of essence.

This ability can be used to exceed the raveler’s normal limitation on the maximum amount that can be invested in a given receptacle. If the raveler has multiple receptacles available, he may choose to spend power points in this way to psionically invest any number of them with the same swift action, though he must still pay the normal cost for each.

This replaces the trapmaker ability and the insights gained at 6th, 10th, 14th, and 18th level.

=====

Loyal Paladin’s Spear of Light:

Descriptors: good
Class: Daevic, Guru, Helmsman, Nexus, Radiant, Vizier
Slot: Hands
Saving Throw: Reflex half

When this veil is shaped, the user gains a weapon forged from akashic energy and infused with the power of the upper planes. Treat this weapon as a shortspear sized appropriately for the wielder, except that it is a light weapon and the damage dealt results directly from sanctified akashic energy and is therefore not subject to being reduced by damage reduction or energy resistance. Treat the base weapon size as one category smaller if the target of an attack is good [d4], or one size category larger if they are evil [d8]; these size modifiers stack with all other size changes or virtual size changes. If the spear leaves your possession, it dissipates immediately and can be reformed in your hand again as a free action on your next turn, or whenever the veilweaver spends a swift action to invest essence. The wearer may choose to use their veilweaver level in place of their base attack bonus to determine their to-hit and other abilities of this veil.

Essence: For each point of essence invested in this ability, the spear deals an additional 1d6 damage; this bonus damage is not affected by size increases or multiplied on a critical hit. For every 2 points of essence invested in this veil, the spear’s reach increases by 5 feet.

Due to Flexible Forms trait, the shortspear may also take the form of a Rapier [Light-Blades category]

=====

Clockwatcher

Discipline: Riven Hourglass (Counter)
Associated Skills: Autohypnosis
Associated Weapon Groups: Flails, hammers, and light blades
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

=====

Campaign Traits

Disgraced Guardsman: You were a member of the Ophid Guard of one of the nearby Protectorate cities, but lost a duel and chose to relocate to Arbil rather than pulling the worst patrols and shifts. You have spent your time since as a private guard, rather than an employee of the city. You gain proficiency with the Ophid Glaive, the weapon of the Protectorate and gain a +1 trait bonus to attack rolls made with it.

Regional Traits

Protectorate Educated: You were raised and schooled within the Ophid Protectorate, where all citizens are offered free education. You gain a +1 trait bonus to any two Knowledge
skills of your choice and one of your chosen Knowledge skills is always considered a class skill.

Magic Traits

Flexible Forms: You have learned the secrets of manipulating akashic weaponry, and can reforge such weapons into new and unique shapes.Choose one weapon-like veil or constellation weapon form that grants a specific weapon (such as the cestus granted by the Lion’s weapon form). When shaping or manifesting that weapon, you may instead manifest it as one other weapon of the same type (light, one-handed, two-handed, or ranged) with which you are proficient, chosen when you first gain this trait. If the veil or constellation normally allows you to shape or manifest a pair of weapons, you may choose for one or both weapons to take the alternate form granted by this trait each time you shape or manifest them. [loyal paladin's spear of light: shortspear+rapier form]

Combat Traits

Combat Training: You learn one 1st-level maneuver from a discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier), and your initiator level for this maneuver is 1. If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines. [Clockwatcher]

=====

Fighter Weapon Groups: [proficient]

Blades, Light: bayonet, dagger, rapier, sickle

Hammers: battle aspergillum, club, heavy mace, lantern staff, light hammer, light mace, mere club

=====

Flawed Traits

Provincial: You have only one way of looking at things: the right way. You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Impatient: You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

=====

Equipment Descriptions=

Rapier: 20 gp, 1d6P, 18-20/x2, 2 lbs.

Shortspear: 1 gp, 1d6P, x2, 20 ft., 3 lbs.

Ophid Glaive: 75 gp, 1d8B/1d10S, x2/x3, 8 lbs., double, reach; If used as a double weapon, the Ophid glaive is no longer treated as a reach weapon; if only the bladed end of the weapon is used, the Ophid glaive is treated as a reach weapon.

=====


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Eleven Zee Alpha Android Psion| Initi 4 | AC 16/20*, FF 12/16* T 16/20* | Wounds 28/28 Thresh14 Vigor 14/14 |Fast-Healing 1 | F +2, R +4, W +4 |HP 0/3 | Darkvision 60' |Percept: +9 |PP3/4

Oaths added, [She can't be a thought scribe and a Telepath,] so telepath removed. Talents and powers fix past telepath. new header added.


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This is Rhami, my Vigilante Stalker of Hummingbird Tengu origin. No image yet as I have no idea what to grab.

Background is in the recruitment thread.


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Human Mystic 1|Vigor: 8/8, Wounds 28/28| AC: 16 FF: 13 Touch: 13 CMD: 17| Init: +3|Fort +3, Ref +4, Will +7| Hero Points 1| Perception +8, Sense Motive +8|Current Stance: Hungry Jaws (Grab/Constrict)

Present!


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Tai Pao Leng wrote:
Present!

This sheet has no wounds or vigor I can see and the alias has hitpoints, which we're not using.

Once again, the build rules were updated based on discussion in the recruitment thread, and here they are -- everyone please go through these, point by point, and make sure your sheet aligns with what I wrote here.

I'm going to check the sheets again tomorrow -- everyone can play with our current numbers if they take the time to correct their sheets, but I'm not allowing anyone who has incorrect material like this on their sheets to post until it's corrected and I have a completely filled out sheet and alias to look at.

Build Rules:

Dreamscarred Press has a helpful From the Deep: Player's Guide that presents setting information and most of the race/class options. However, note that I modify a couple of these elements below.

Ability Scores: 25pt. or buy use the Dice Pool method where 1's are rerolled. You can attempt 4 sets if you want. You can try each method and decide what you want to keep.
Race: Anything from the Player's Guide. You can also pick Blues even though they aren't listed in the Player's Guide, as well as Arkhoon and Maedu. I am also open to other options that make sense within the setting, though I don't necessarily have a list. Reptilian, avian, and insectoid races, or other unusual options would be appropriate.
Class: 1st level, with VMC allowed. You can pick anything from the Player's Guide or anything from the d20pfsrd, so long as it abides by the setting restrictions of 'no magic'. There is no arcane or divine magic of any description in this setting. Gunslingers are available w/ the 'guns everywhere' setting for the campaign's technology level.
Skills: We will be using the background skills system and skill unlocks from Pathfinder Unchained. For skill unlocks, all characters automatically get access to the expanded skill features when they achieve the requisite ranks in their skill. In other words, this is now a base part of the skill system. If anyone wants to play a rogue, I'll work out some additional feature with you to compensate for everyone getting the skill unlocks.
Feats: 1 per level, with the Elephant in the Playground feat tax rules also in effect. Additionally, all martial characters get the Combat Stamina (Combat) and Push the Limits (Combat) feats for free as long as they fulfill the prerequisites. They also receive Extra Stamina (Combat) when they fulfill the prerequisites.
Equipment/Wealth: Roll or take average. This is a swashbuckling setting with ancient industrial level technology, so we will be using the 'guns everywhere' setting for technology.
Hit Points We will use the Wounds and Vigor system from the Gamemastering Guide instead of hit points. Take maximum values per level. The creatures will also receive maximum values.
Xp: I am not using xp, I'm just going to level you up at the appropriate level.
Traits: Two traits, and up to two more with drawbacks. You can refluff something from a Paizo AP if you want.

Additional Notes:

*We will be using the Hero Points system from the Gamemaster Guide to convey the cinematic character of the setting's swashbuckling themes.
*All characters receive a Defense Bonus by class.
*I also forgot (!) that there are no magical items. So we need some kind of ABP to keep up w/ the expected bonuses per level. Consequently we'll use the ABP from Pathfinder Unchained at the 'no magic' setting.
*Characters can swear Oaths if they wish.

Other Rules:

*I use a hex grid for combat, which changes the diagonal facing opportunities.
*Combat will have the enemies roll, and act, as a group for initiative.
*Called shots from the Gamemastering Guide are an option for combat.
*Artestia is also an option for combat.
*I will also employ some of the subsystems from Ultimate Intrigue and Horror Adventures to mechanically model the Lovecraftian and swashbuckling concepts in the campaign setting. I will apprise the group when I introduce one of these subsystems.


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Rhami Phaethor wrote:

This is Rhami, my Vigilante Stalker of Hummingbird Tengu origin. No image yet as I have no idea what to grab.

Background is in the recruitment thread.

Please put that into your alias -- I want everything in the alias together, so I don't have to search for your posts when I want to look something up about your background. Absolutely every detail of your character needs to be in your alias. I'm giving another day for everyone to update for me.

I'm okay if people want to use mythweaver sheets, but you need to provide some format where all your abilities, like feats, are completely written out so I can easily reference things without having to google and search through stuff.


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The Wounds and Vigor are on my sheet, which is linked in the profile. I just haven't wiped the alias from the last time it was used.

If you need everything to be on the alias, then sure; however in the future it's probably better to make a stipulation like that PART of the build rules, so people will just do that from the beginning instead of using outside sheets.


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Storm Dragon wrote:

The Wounds and Vigor are on my sheet, which is linked in the profile. I just haven't wiped the alias from the last time it was used.

If you need everything to be on the alias, then sure; however in the future it's probably better to make a stipulation like that PART of the build rules, so people will just do that from the beginning instead of using outside sheets.

I see that now that it's under 'feats'/class abilities -- I'm sorry but that's super confusing for me to deal with, since that's nowhere I would expect it to be, in addition to having incorrect information in the alias.

I'm okay with you using myth weavers if you fill this out in a more easy to use format for me -- not putting health values under feats, and cutting and pasting what each of these abilities actually does so I'm not trying to figure out what 3pp. source each potentially came from and what it does when I try to adjudicate something.

My comment about moving information to the alias was to directed primarily to Cuan -- what I was trying to get at with this reply is I don't want character background in a post in the recruitment forum so I have to do a forum search every time I try to look that up.

If you just fix your mythweaver sheet and get rid of duplicate, incorrect info, that would be fine.


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Alias dot.


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Human Mystic 1|Vigor: 8/8, Wounds 28/28| AC: 16 FF: 13 Touch: 13 CMD: 17| Init: +3|Fort +3, Ref +4, Will +7| Hero Points 1| Perception +8, Sense Motive +8|Current Stance: Hungry Jaws (Grab/Constrict)

Updated. Hopefully this works better. Wounds/Vigor won't really be working very well in the HP bars but I'll be updating that in the alias anyway, so it shouldn't matter.


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Ok -- I'll try to get up a first post tomorrow.

This first adventure has been called out by several reviews as being initially kind of a sandbox and also missing some context or being extremely brief about how to get from point A to point B. I think that's helpful context b/c this kind of situation easily causes PbP to go awry -- the classic example is that a lot of games of Rise of the Runelords die quickly b/c, after the first combat with the goblins, the adventure is asking for more player-directed activity.

I'll try to call this out and just say we're dithering if I feel like this first part isn't working out and try to hint where things should go in the discussion thread. I just want to start out by highlighting that this may quickly arise as an issue, and that I'll try to deal with it and get things back on track, so please don't just fold if things seem unclear initially.


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I also made up a hex-map of the Arbil Region (which you can see where I'm zooming in on if you compare it w/ the map of the entire Protectorate); again, this is millions of hexes.

Southern Tion: The Ophiduan Protectorate
Southern Tion: Arbil Region
City State of Arbil

Just to set some expectations and context, since I don't think any of the documents I've linked give a great sense of scale, and I also want to make clear how I'm depicting the world.

I'm treating both Tion Femon as if they're Africa-Asia sized continents -- absolutely enormous. The ocean between them is the size of the Pacific Ocean at least -- totally gigantic, and there are thousands of miles and thousands of islands, some as large as the Indonesian archipelago, between them.

Tion is enormous and the area of the Protectorate compares favorably with the east coat of the United States at least in size. This is, however, not the case for settlement patterns -- civilization is only sporadic -- there are occasional city-states and other settlements such as Arbil, but most of the setting is an enormous wilderness, even within the theoretical boundaries of the Protectorate, which is filled with ruins from previous ages, including the mechanical civilization I mentioned. Numenera is a good comparison if you're familiar with this setting. Even within the theoretical boundaries of the territory claimed by the Protectorate, there are isolated tribes that have never heard of it, and the actual reach of the individual city-states only extends a few days ride at most outside their walls.


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Okay, I made the first posts -- I'm trying to set the stage without overwhelming anyone. I posted a map of the market. Let me know if you need more detail to get going. I tend towards longer posts, so I can do more if needed.

For the most part, I'm happy to just have short posts to keep things moving, but please try to be clear enough in your first post so everyone else knows what your character looks like and who they are -- it's going to get extremely confusing super fast if no one can tell who is talking who who their party-mates are.

I will need battlemap counter images for everyone.


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Added map of the whole continent to 'maps and images' tab on the campaign page.


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Werehare Inquisitive 3/ Seeker 3/ Bard 3

I welcome any input regarding psionic feats to take beyond Rapid Metabolism. Most that I've found require a level in a psionic class.


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Still waiting for a couple of players to post, I believe -- I'm just going to keep developing a little bit of local color and setting detail to keep posts moving until they do so. I'll give them another 24-48 hours to post.


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M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

Krat the Brutal is here. Other than fixing the formatting from the recruitment thread there are no changes, but let me know if anything looks off.


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Aegis | Wounds: 32 | Wound Threshold: 16 | Vigour: 28 | AC: 21, T: 20, FF: 11 | Fort: +7, Ref: +2, Will: +6 | BAB: +1, CMB: +6, CMD: 18 | Init: +1 | Perception: +10 | Fortification 25% | Powerpoints: 4/4 | Combat Stamina: 5/5 | Secondary Stamina: 3/3 |

Apologies for the slow response, we're in the midst of a move and I'm rather loosing track of things.


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Werehare Inquisitive 3/ Seeker 3/ Bard 3

Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?


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Me'mori wrote:
Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?

that's fine


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Sebecloki wrote:
Me'mori wrote:
Question for the future: Regarding Access Psionic Talent vs Unlocked talent— the former being a prereq for the latter, would it be safe to eschew Wild Talent for Unlocked Talent as recommended in the link?
that's fine

In that case I'll go ahead and swap out my Wild Talent for Unlocked Talent


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I'm still trying to get a sense of who's playing -- several players popped back up that I thought we're finishing characters. I'm going to see for about a week how many we actually have, and I may need to divide up into 2 tables after all if we end up with 8 players, which I think is too much for this format (I assume everyone agrees with that?).


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Yeah, two parties of 4 is probably quite a bit better.


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There's always some early attrition so I want to see how things go until next week, and if there are still too many I'll divide it up.


Neutral Good, Male Ophiduan Cryptic [Raveler] 1st | [Adaptive Gunner; Marksman] | Wounds: 28 [14 Threshold], Vigor: 20 [10] | AC: 18 [TAC: 17, FfAc: 14] | Init: +4 | Percep: +6/+7 traps, 60' Darkvision | Fort: +3 Refx: +7 Will: +5 | Cmd: 15 | PP: 5/6 | HeroPts: 1 | Active Powers:
Sebecloki wrote:
Still waiting for a couple of players to post, I believe -- I'm just going to keep developing a little bit of local color and setting detail to keep posts moving until they do so. I'll give them another 24-48 hours to post.

Apologies about not posting sooner; finally filled out my alias profile though. ;)

BTW, Would it be alright to choose an Oath [or 2?] for later on in the game or would it be preferrable to have it only at 1st level character creation? Haven't decided upon the talent/s to be chosen yet.


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Xonti Ensk wrote:
Sebecloki wrote:
Still waiting for a couple of players to post, I believe -- I'm just going to keep developing a little bit of local color and setting detail to keep posts moving until they do so. I'll give them another 24-48 hours to post.

Apologies about not posting sooner; finally filled out my alias profile though. ;)

BTW, Would it be alright to choose an Oath [or 2?] for later on in the game or would it be preferrable to have it only at 1st level character creation? Haven't decided upon the talent/s to be chosen yet.

That's fine.


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I'm not sure if everyone posted who had intended, but we now have 8 characters (including transient, who has not posted in the play thread yet) in the game, so this game is closed to any further interest or recruitment.

Could everyone please look at your fellows' and decide who they'd like to form a party with. It would be good if you could divide into 2 groups.


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M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

So I'm fine with whatever division happens, but Eleven_Zee_Alpha, Gigar and Krat have a potential start to a connection and would probably make a fine group with a fourth (perhaps ideally a melee type, so Transient or Tai Pao Leng?) thrown in.


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Krat the Brutal wrote:
So I'm fine with whatever division happens, but Eleven_Zee_Alpha, Gigar and Krat have a potential start to a connection and would probably make a fine group with a fourth (perhaps ideally a melee type, so Transient or Tai Pao Leng?) thrown in.

I was going to make the same suggestion of tying in Gigar, Eleven, and Krat since they're already interacting.

Transient or Tai, which one of you wants to join this table?


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I'd probably work better in another group, since I may have "missed my chance" to really get embroiled in the coincidental throwing together of those characters.

...Plus I've always wanted to see a Vigilante in action.


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Aegis | Wounds: 32 | Wound Threshold: 16 | Vigour: 28 | AC: 21, T: 20, FF: 11 | Fort: +7, Ref: +2, Will: +6 | BAB: +1, CMB: +6, CMD: 18 | Init: +1 | Perception: +10 | Fortification 25% | Powerpoints: 4/4 | Combat Stamina: 5/5 | Secondary Stamina: 3/3 |

I don't have a strong prefence, so unless Tai has a strong feeling one way or another I'll volunteer.


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Werehare Inquisitive 3/ Seeker 3/ Bard 3

It seems that we— Tai, Desidera, Xonti, and Rhami– will be a lighter crew. I look forward to seeing how we work.


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That division sounds good to me

Storm Dragon wrote:

I'd probably work better in another group, since I may have "missed my chance" to really get embroiled in the coincidental throwing together of those characters.

...Plus I've always wanted to see a Vigilante in action.

Do keep in mind that Rhami is not the Paizo Vigilante, but instead uses the archetype of the same name for DSP's Stalker.


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Me'mori wrote:
It seems that we— Tai, Desidera, Xonti, and Rhami– will be a lighter crew. I look forward to seeing how we work.

Special ops patrol go-go!


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Werehare Inquisitive 3/ Seeker 3/ Bard 3
Storm Dragon wrote:
Special ops patrol go-go!

Plans, equipment, and tactics!


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Aegis | Wounds: 32 | Wound Threshold: 16 | Vigour: 28 | AC: 21, T: 20, FF: 11 | Fort: +7, Ref: +2, Will: +6 | BAB: +1, CMB: +6, CMD: 18 | Init: +1 | Perception: +10 | Fortification 25% | Powerpoints: 4/4 | Combat Stamina: 5/5 | Secondary Stamina: 3/3 |

Ack, sorry, didn't realize gameplay was running. I'll get caught up and post later tonight. Hopefully.


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Have we lost our GM?


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no im here


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okay, I think everything is updated, let me know if I missed something.

Just so everyone knows the posting expectation -- I'll try to do 1/day, and also on the weekend if I can. I feel like this weekend I was still waiting for players to finish interacting before I inserted some complications. You should know that I also work in healthcare, and do 12.5 -16.5 hour overnight shifts on the weekend right now, so I don't always have time outside of work to post Fri/Sat/Sun.


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Ahhh, gotcha, good to know.


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This part of the adventure is extremely open-ended -- there's an event I'm going to add in at some point soon, but I'm going to allow some exploration to orient everyone to the setting a bit more and develop local color.

The prolific reviewer Endzeitgeist described this module as something like a 100 page concept that was squished into 50. Some of it is pretty much an outline that the DM has to fill in, so if it feels like I'm doing some homebrewing and sandboxing, that's b/c I am.

I'm also trying to add some detail to the setting as I can -- the description of the continent of Tion is like 10 pages at most in the campaign setting, and there's really no more information on the Protectorate than what's in the Player's Guide. I'm going to try to add in some flavorful details to flesh out the context a bit more, and highlight where it's different from a baseline setting like Golarion. I'm imagining something inspired by Tekumel that is south asian/mayan in inspiration and iconography.


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I was just able to purchase the Legendary Planet Adventure path and some related supplements in a bundle of holding deal.

I wanted to check how players feel about me using some elements from that other adventure path and supplements to flesh out the incomplete From the Deep AP. I was looking through it, and the planetary adventure concepts I think mesh pretty well with Ksaren.


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Aegis | Wounds: 32 | Wound Threshold: 16 | Vigour: 28 | AC: 21, T: 20, FF: 11 | Fort: +7, Ref: +2, Will: +6 | BAB: +1, CMB: +6, CMD: 18 | Init: +1 | Perception: +10 | Fortification 25% | Powerpoints: 4/4 | Combat Stamina: 5/5 | Secondary Stamina: 3/3 |

Sounds like whacky fun to me.


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M Blue Cryptic 1 | Vigor: 20/20 | Wounds: 28/28 | AC: 19, T: 19, FF:14 | Spd: 30 ft | Init +6, Darkvision 60; Percept: +9 | Fort: +3, Ref: +8, Will: +6 | PP: 5/5 | Psionic Focus: 1/1 | Altered Defense Rounds: 9/9 | Active Type: Humanoid

I'm fine with you taking the adventure where ever it makes the most sense to you and from whatever sources you like. Other than working with psionics instead of magic as the supernatural force in the world and more lizards and insects than mammals (not that you can tell from our characters,) I don't have that many expectations you can shatter by using multiple sources.


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I know the Player's Guide isn't super detailed, and the other document I posted also doesn't give a lot of information, but, as I indicated, there are some elements that come out in the DM-facing material that this world once had a technological civilization -- something like Numeria or Alkenstar, and the remnants of that are still present throughout the planet. That's actually a very important plot point for the uncomplete adventures that are only outlined in the modules.


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TBH, I didn't really sign on to play From the Deep specifically, so I'm cool wherever the wind takes us.


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Okay, then I'll just go wild as a I feel like developing this world and this setting.

@Storm Dragon, did you see I replied to you with a post about the chase? you still have some choices to make and checks to roll.

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