GM Peachbottom's War for the Crown

Game Master Peachbottom

Campaign Folder
Treasure
Persona
Inspiration & Suspicion
Zimar Map

Book 4 Maps

Hero Points:
Henrika: 2 | Icabhod: 3 | Trevor: 2 | Tychus: 1 | Xallis: 3

Inspiration Points:
Henrika: 6 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 5

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 9


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F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika touches Cyricus under the table and implants her Fearsome Guise trick, disguising his appearance by making him appear to be human and slightly taller and broader. "I've magically changed your appearance to make you look less like a half-elf and more like a Taldan human," she whispers to him through her message spell. "If you can escape through the window, all is well-- but if you can't, you may be able to pretend to be one of these other identities you prepared for us."


M CG half-orc fighter 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: none

Jack is plainly bothered by the guards' actions, and is about to respond when Cyricus hisses that they should avoid calling more attention to themselves. He looks at Henrika, who nods, and sighs and grabs the papers for Thane Boxer and Cadonia.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:

Of the two remaining guards, one is distracted questioning patrons at another table, and the last guard roughly forces Trevor into a chair and starts questioning him. ”What’s your name and occupation? Have you seen this man?” He holds up a wanted poster with Cyricus’ likeness on it. ”Do you swear alliance to Maxillar Pythareus?”

Trevor can attempt a Bluff or Intimidate to either feint ignorance or growl off the soldier. Or he can attempt Diplomacy at a -5 penalty to try to convince the guard to overlook your presence.

Ahh! I em Toni Blindini! I am new to your country. I am a circus performer by trade!" The drunken aasimar starts to get up but quickly falls back down into his chair. "I em, how you say in Taldan, 'inbetween gigs'" Toni belched.

The Galt man squints at the likeness. "Ew. What an ugly man. Yesh. I swear fealty to Maxilliman Pythareusaurus! LONG MAY HE REIGN!"
Diplomacy: 1d20 + 26 ⇒ (16) + 26 = 42


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Praise Maxilliman Pythareusaurus! May his Veruca always be blessed.


Navia stealthily cracks open the window and Cyricus drinks the potion of gaseous form and floats outside. You do not see any other soldiers waiting outside. It appears to be just the four soldiers you saw. The soldier questioning Trevor is satisfied by his response and then gives the rest of the group at your table just a cursory glance. He waves to the other guard. ”We received a bad tip. He’s not here. Let’s go.” The two guards knock on the door to the kitchen to summon the two in the back and the four depart.

Once the patrol leaves, you can breathe a sigh of relief. If you check the kitchen, you find the owner, Papa, badly beaten but not killed. Outside, Cyricus waits for you by his horse.

”Thank you. You just saved my life.” Cyricus offloads some supplies from the horse’s saddlebags. ”I had planned to sell you these disguise supplies, but as thanks, I’d like you to have them for free. If you need any help applying the disguises, I’d be happy to assist.”

Cyricus gives you: a disguise kit, a healer’s kit, four artisans’ outfits, an entertainer’s outfit, a noble’s outfit, and three pocketed scarves, as well as a potion of invisibility and a cloak of the hedge wizard (abjuration).

”When you enter into Zimar, you need to beware of the Temple of the Vault and Chain. The Temple of the Vault and Chain is an ultraorthodox offshoot of the main church whose members believe that Taldor is crumbling because its citizens have grown soft and free willed, too obsessed with their personal causes and social advancement to focus on recapturing the glory and purity of their once‑great nation. The sect yearns to return discipline and a strict social hierarchy to Taldan society. While somewhat popular in hypernationalistic Zimar, the cult has little sway beyond the city gates, but that may change now that its interests align with those of Maxillar Pythareus, and the templars have happily embraced him as their new emperor.”

(Hits a little too close to home with US politics.)

”I wish you luck, my friends. You won’t be seeing me again any time soon.”

In this chapter, while in Zimar, you are going to have to deal with suspicion.

Suspicion

Zimar is a city of nosy neighbors and sideways glances, where every action is viewed with suspicion—especially in the wake of Taldor’s growing civil unrest. You need to navigate the lion’s den without attracting too much attention to yourselves. Every suspicious action you take or question you ask in public raises eyebrows.

As you draw attention to yourselves, you accumulate Suspicion Points as a group. The group’s Suspicion Point total imposes a penalty on all Bluff, Diplomacy, and Disguise checks you attempt in and around Zimar as wary locals scrutinize you ever more intensely. It also grants Zimar Sentinels and Vault and Chain templars actively opposing or investigating you a bonus on initiative checks, as they become increasingly on edge and reactionary. As your aura of suspicion increases, you will also draw additional resistance, investigations, and even assassins. Your Suspicion Point total represents a general pall over the city, rather than being tied to specific identities; you maintain their Suspicion Point total even if you swap identities.

The activities listed in the table below add to your Suspicion Point total if you are public or otherwise witnessed. If relatively discreet activities are seen by only one or two witnesses, these witnesses can be captured, bluffed, bribed, or intimidated into silence before they can report your activities.

Activity…………………….Suspicion
……………………………… Points Earned

Suspicious mundane activities………..1
(suspicious questions,
disrespect toward authorities,
Imperialist sympathies)

Suspicious nonviolent………………..2
spellcasting (teleport, alter
self, illusions)

Criminal activity (break-ins,…………3
fighting in public)

Fighting guards, Sentinels,………….4
or templars (provided
anyone witnesses the attack,
survives to report the crime,
or discovers the bodies)

Violent spellcasting………………..4

Activity is witnessed by…………..+2
a guard, Sentinel, or templar

The group’s Suspicion Point total automatically decreases by 1 every week. The deflect suspicions operation can also reduce this total.

I also summarize the same thing at this link for future reference: Inspiration and Suspicion

You’ll also have three new Operations that you can perform while in Zimar: Zimar Operations

Deflect Suspicion (Charm, Genius): Your agents sow false rumors about your identity and activities. With a successful DC 15 Operation check, reduce your Suspicion Point total by 1. Reduce your Suspicion Point total by an additional 5 for every 5 points by which you exceed the DC.

Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result.

Scout (Heroism, Subterfuge, Risky): You dispatch agents to examine a location for you. Attempt an Operation check with a DC equal to 8 + the highest Perception bonus of any guards or defenders; if successful, you learn of any obvious defenders and hazards. For locations with multiple rooms, determine the exact room scouted randomly.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Once the group reviews their rewards, most notably the potion of invisibility, Xallis can't help but speak on Navia's behalf. "She's wondering if our friend is a master who was merely testing us, or an absolute fool. He could have drank this and saved us the melodrama. Ah well, it doesn't matter."

When they have a moment, Xallis discreetly discusses some ideas. "You know, my recent promotion granted me a carriage of remarkable speed. We could go where we want in what feels like moments! But it's a fickle thing, delicate even, with about two solid trips before you need to replace one of the damned wheels. Best saved for when we run out of wine at a rowdy party and none of us want to get accosted by thirsty drunkards, hoh hoh!"

He shrugs. "Oh well, I'm sure if we don't make much of a ruckus with the woodworking it won't bother the locals. Either way, we need to find a nice and proper place to park it to make sure we don't get lost on the way back."
Bluff to pass secret message: 1d20 + 18 ⇒ (15) + 18 = 33

Translation: "I'm strong enough to use teleportation magic now. I've got two casts per day in me. We should only use it in the case of emergencies, and we should establish a base of operations to minimize teleportation mishaps. If our trips are brief and embarked from private places, we might be able to minimize suspicion."


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

So where will we stay? Someplace that is easy to secure and private but it will need to be large enough for all of us unless we stay at separate places.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:
”When you enter into Zimar, you need to beware of the Temple of the Vault and Chain. The Temple of the Vault and Chain is an ultraorthodox offshoot of the main church whose members believe that Taldor is crumbling because its citizens have grown soft and free willed, too obsessed with their personal causes and social advancement to focus on recapturing the glory and purity of their once‑great nation. The sect yearns to return discipline and a strict social hierarchy to Taldan society. While somewhat popular in hypernationalistic Zimar, the cult has little sway beyond the city gates, but that may change now that its interests align with those of Maxillar Pythareus, and the templars have happily embraced him as their new emperor.”

"What a wonderful environment for a circus performer from Galt to stay", Trevor, no! Toni sighed.

The aasimar then turned to the lore warden. "You can't be by my side this mission, my love! You are just too beautiful and tall to be forgotten. I want you stay in the field with my agents. We will be united soon. I promise."

The next two minutes was Malphene protesting and Toni explaining his point. Utimately, sad and scared for her husband, Malphene agreed. "You better send messages often!" The towering Dame pouted.

"I'll make sure to lace them with all the terms I'm going to inflict on you when this is over", Toni winked.

Toni takes any time to himself to work on his new identity.


Navia wrote:
"She's wondering if our friend is a master who was merely testing us, or an absolute fool. He could have drank this and saved us the melodrama. Ah well, it doesn't matter."

Cyricus had his magic items on his horse. He didn't have them on his person in the inn.

Xallis wrote:
Translation: "I'm strong enough to use teleportation magic now. I've got two casts per day in me. We should only use it in the case of emergencies, and we should establish a base of operations to minimize teleportation mishaps. If our trips are brief and embarked from private places, we might be able to minimize suspicion."

If you mention teleportation around Cyricus before he leaves, he'll say:

“They’ve got hundreds of guards on the walls. You have to play it cool. Besides, guards within the city might also check your papers, and so you’re going to need them no matter how you enter the city. Maybe once you know a quiet corner or two inside the walls it’d be safe to teleport in and out, but nothing looks more suspicious than a bunch of well‑armed outsiders appearing in a puff of smoke.”

I'll have another post about arriving at the city up a little later today.


It doesn’t take long to get from Panemona to Zimar.

Zimar Map

You sneak back onto the Zimar Highway and you arrive at Zimar’s north gate called Abadar’s Gate. The gate's stone frame is decorated with cavalry soldiers bearing oversized religious icons.

The outer gate at the gatehouse is a large wooden double door that can be barred from the inside. At each end of the gateway is a strong iron portcullis, which can be raised using a winch inside the gatehouse. During the day, the doors are left open; they’re closed at sunset until the morning. There are many murder holes in the ceiling, allowing guards inside the gatehouse to fire on attackers. Both gates are closed from sunset to sunrise, and only military units can pass during that time. At night, continual flame spells illuminate the parapets atop the walls.

Four Zimar Sentinels inspect visitors’ papers and are overseen by an inquisitor serving the Vault and Chain sect of the church of Abadar.

The templar is distracted by paperwork when you arrive, leaving only the Sentinels to inspect your identification papers.

After viewing one of your documents, a Sentinel checks that you looks like the person described in the papers. The Sentinel also looks for any obvious contraband or unusual possessions, like obvious magic items or weapons.

If two or more of you approach the gates at the same time, the guards ask if you are traveling together.

Knowledge (Geography or Local) DC 15:
Because of Zimar’s somewhat conservative gender roles, if a woman is traveling with a man of similar social class, those characters gain a +2 circumstance bonus on their Disguise checks, as the soldiers pay less attention. The same applies to a child traveling with an adult.

Each of you has to make a Disguise check DC 20. Add any modifiers from disguise self, disguise kits, or whatever else you were using.

If you succeed at your Disguise check:
The guard waves you through.

If you fail by more than 5:
The guard tries to arrest her immediately.

If you fail the check by 5 or less, or if you act suspiciously or carries unusual goods for your cover identity (like a healer carrying heavy weapons):
The guard insists you answer the following questions:

“What’s the purpose of your travel?”
Make a Bluff check or appropriate Profession check to improvise a believable excuse.

“Are you carrying magic items or illegal or dangerous goods?”
If your obviously magical items are hidden and you answers “no,” the soldier doesn’t inquire further. If you look suspiciously well equipped, the soldier asks the Vault and Chain templar to use detect magic to confirm any suspicions.

Lastly, if any of your appearances exhibits any aspects of Qadiran culture, or if you wear Sarenite symbols, are not human or half‑elven, or otherwise looks pro‑Loyalist, the guards also ask the following question. “What is a citizen’s highest calling?”

Knowledge (Geography or Local) DC 15:
You remember that in Zimar, defending Zimar and the border are a citizen’s highest calling. Any other patriotic or pro‑Imperialist answer will also suffice.


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Know Local Inspiration: 1d20 + 15 + 1d8 ⇒ (2) + 15 + (5) = 22

Icabhod relays the information about Gender roles. So having us travel in appropriate pairs would be helpful.

Disguising oneself is a skill that Icabhod is lacking in, so he resorts to using his extracts to change his appearance.
Disguise Self lasts for 100 minutes and gives +10 to Disguise Skill

He will also leave his drugs and poisons back at home.

Disguise Self, Inspiration: 1d20 + 10 + 1d8 ⇒ (20) + 10 + (4) = 34


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika and Jack travel together, with Jack acting as if he is Henrika's porter and bodyguard. She uses her Fearsome Guise trick on the two of them, to give their disguises more verisimilitude (she can implant the trick in one additional ally, if anyone needs it), and applies makeup, wig, and skin putty from the disguise kit to further mask Jack's features.

Henrika whispers to the others as they approach, responding to Icabhod's suggestion. "Perhaps Tychus would be willing to pretend to be my husband, or at least my traveling companion? Jack's cover identity is a porter, so I do not believe that they would consider the two of us to be members of the same social class. They might believe that he is our servant, however. I also suggest we put most of our martial equipment in bags for Jack to carry. If questioned, we can say it is stock for my business, as I am pretending to be a merchant."

Henrika approaches the gate walking slightly behind Tychus, laughing deferentially as if he said something funny. She lets Tychus give the guards both her papers and Jack's, but she speaks up as he does so. "I am Cadonia, lately of Lionsguard, but originally from Demgazi. Are any of you fine soldiers in need of weapons and armor? We've come to aid your efforts with my reasonably-priced wares, and support the High Strategos in his attempt to restore Taldan's glory. You there! Boxer! Keep up with your masters, and do not bother those other travelers."

Henrika's Disguise (DC 20), Fearsome Guise, married bonus: 1d20 + 8 + 10 + 2 ⇒ (17) + 8 + 10 + 2 = 37

Jack shuffles behind Henrika and Tychus, trying his best to look sullen and meek. He bows and rushes forward when Henrika calls him.

Jack's Disguise (DC 20), disguise kit, Fearsome Guise: 1d20 - 1 + 2 + 10 ⇒ (14) - 1 + 2 + 10 = 25


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)

Disguise (with disguise kit): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 WHEW!!!

Toni Blindini quietly passes through the gate.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Xallis will leave most of his scrolls and wands in a backpack with Navia. She will also be wearing his Ioun Stone for obvious reasons. And the relic banner is a bit of a dead giveaway, so that stays with the underlings.

The summoner straightens his collar as he approaches the guards by his lonesome. He's dresses himself before, but never as another person. He only hopes that a confidant step will be enough to do the heavy lifting. Considering his profession as a mercenary, he hopes that a dagger at his side and an unloaed crossbow hanging across his back won't call too much attention.

"I am Procleto Porcinus. Traveling sellsword. My papers should be in order."
Disguise (city penalty, disguise kit, age): 1d20 + 5 + 2 - 2 - 2 ⇒ (9) + 5 + 2 - 2 - 2 = 12
Unsurprising Hero Point: 1d20 + 5 + 2 - 2 - 2 ⇒ (1) + 5 + 2 - 2 - 2 = 4
Spicy!

Navia maintains a position in the sky by around 80 feet, relying on distance to make her reflective skin harder to see in the sky.
Stealth (hellcat stealth): 1d20 + 29 - 10 ⇒ (15) + 29 - 10 = 34


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Local: 1d20 + 7 ⇒ (9) + 7 = 16
Local: 1d20 + 7 ⇒ (18) + 7 = 25

Henrika Karthis wrote:

Henrika whispers to the others as they approach, responding to Icabhod's suggestion. "Perhaps Tychus would be willing to pretend to be my husband, or at least my traveling companion? Jack's cover identity is a porter, so I do not believe that they would consider the two of us to be members of the same social class. They might believe that he is our servant, however. I also suggest we put most of our martial equipment in bags for Jack to carry. If questioned, we can say it is stock for my business, as I am pretending to be a merchant."

"It would be my honor, Lady Karthis."

Henrika Karthis wrote:

Henrika approaches the gate walking slightly behind Tychus, laughing deferentially as if he said something funny. She lets Tychus give the guards both her papers and Jack's, but she speaks up as he does so. "I am Cadonia, lately of Lionsguard, but originally from Demgazi. Are any of you fine soldiers in need of weapons and armor? We've come to aid your efforts with my reasonably-priced wares, and support the High Strategos in his attempt to restore Taldan's glory. You there! Boxer! Keep up with your masters, and do not bother those other travelers."

After handing the Sentinel their papers, Tychus does his best to portray himself as a stoic knight standing happily side-by-side with his wife. Internally he is sweating, more than glad that Henrika took the initiative with the talking portion.

DC 20 Disguise (Fearsome Guise): 1d20 + 12 ⇒ (9) + 12 = 21

From my understanding, Fearsome Guise should work to hide my magical items from visual scrutiny?


Surprising everyone, Icabhod creates a masterful disguise and easily passes through the gate. Henrika and Jack are also waved through. When Trevor gets to the head of the line, the guard scrutinizes his paperwork for an uncomfortable silent minute but ultimately lets him pass.

However, when it is Xallis’ turn, he completely fails at his deception. ”You’re looking excessively sweaty, Mr. Porcinus. And those hands look way too dainty to be a sellswords’. I’m betting your name isn’t Procleto at all, am I right?” The guard calls out. ”We’ve got a Loyalist spy here! Arrest him!” Two other soldiers move to flank Xallis and roughly throw him to the ground. One knees on his neck while another roughly manacles his hands behind his back. The soldiers throw in a few punches to the back of the head before lifting him to his feet and begin marching him off. The original guard says, ”We’ll let a judge sort it out. Next!”

Navia remains completely hidden, as the soldiers cannot beat her Stealth with their Perception.

Your Suspicion Points increase by 3.

Tychus needs some help, so he’ll take Henrika’s other Fearsome Guise trick.

Tychus Disguise: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23

Tychus snuck a post in while I was working on mine. I'll just cross this out rather than mess up all my other rolls.

After seeing what happened with Xallis, Tychus hopes his disguise holds up because he knows he isn’t going to good of bluffing if it comes to questions. Fortunately, it does, and Tychus slips through.

I’ll handwave the other cohorts. It’s not a big deal.

You could fight the guards at the gate, but you know even if you succeed, Zimar will be on high alert afterwards, which could be bad for you too. It might be better to rescue Xallis from jail.

I’m not going to make it too hard to rescue Xallis. We can do a Persona Phase once you get settled and you can rescue Xallis with a Recover Agents Operation. But Xallis won’t be able to participate in the Persona Phase because he will be in jail.

Once the rest of you all pass through the gate, a Sentinel comes running after Henrika and flags her down. For a second, Henrika thinks her disguise wasn’t as successful as she thought. But then the Sentinel says, “You’ve neglected to pay your storage fees, and you’ll need to pay a fine and move your wagon elsewhere!”

The Sentinel collects 150 gold from Henrika and she unexpectedly finds herself standing in front of a well-built cart with a canvas covering strapped over it.

It contains a large tent, a crate of rations, a barrel of water, and two locked chests.

Icabhod Disable Device: 1d20 + 15 ⇒ (12) + 15 = 27

Once you find a safe alley to wheel the cart into, Icabhod breaks out his tools and unlocks the chests. One chest holds several changes of clothing and grooming supplies, but the other contains five bolts of silk (10 gp each), a platinum ibex with ruby‑chip eyes (800 gp), and a number of magical items.
Icabhod identifies the value of the silk and ibex without needing to roll. But with Xallis imprisoned, you’ll need to rely on your other characters with Spellcraft: Malphene +7, Trevor +5, and Tychus +5.

The magic items include three identical potions, a medallion carved with an image of a poisoned dagger, a candle bearing the holy symbol of Cayden Cailean, a short spear wrapped in a scorched bolt of silk, and a strand of prayer beads.

Icabhod can also identify the potions with his Craft Alchemy as three potions of gaseous form.

Medallion DC 18
Malphene: 1d20 + 7 ⇒ (1) + 7 = 8
Trevor: 1d20 + 5 ⇒ (1) + 5 = 6
Tychus: 1d20 + 5 ⇒ (6) + 5 = 11

Candle DC 32 – Can’t Identify

Short Spear DC 22
Malphene: 1d20 + 7 ⇒ (15) + 7 = 22
Trevor: 1d20 + 5 ⇒ (14) + 5 = 19
Tychus: 1d20 + 5 ⇒ (1) + 5 = 6

Prayer Beads DC 20
Malphene: 1d20 + 7 ⇒ (13) + 7 = 20
Trevor: 1d20 + 5 ⇒ (19) + 5 = 24
Tychus: 1d20 + 5 ⇒ (4) + 5 = 9

You manage to identify the short spear as a +1 holy short spear and the prayer beads as a strand of lesser prayer beads. Maybe when you get Xallis back, he can look at the medallion and candle.

What you do with the wagon itself is up to you.

While in Zimar, you are on their own. Your task is to investigate Maxillar Pythareus’s conspiracy and seek evidence against him to expose his treachery. Initially, your only clue is the location of the last Lion Blade safe house in the Adobe District, which wasn’t compromised during raids organized by Maxillar Pythareus called Sunrise Spice Importers.

However, before you begin your investigation, you shouldn’t leave an ally behind. While you may want to find a secure location to set up base, for now you head to the first inn you come across.

Random tavern name generator, go!

The road through Abadar’s Gate passes through a neighborhood called Rumside where most of Zimar’s working-class pubs and bars are located. As beer, rum, and other cheap drinks are popular in this part of town, anyone with more than a few coins to spend on drink usually goes elsewhere. Rowdy entertainment, such as boxing matches and gambling, are also available in Rumside. Here you find an inn called The Imperfect Pumpkin and rent some rooms.

We’ll pause for a moment for a Persona Phase until Xallis is rescued. Only one person needs to succeed on the Operation to recover Xallis, so anyone who isn’t doing that Operation can choose something else. Some of the other Zimar Operations could potentially be useful as well.


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika is a Master of Operations, so she can perform two operations as long as one of them is associated with Charm or Heroism. She will attempt to coordinate a rescue for Xallis, and she will also send scouts to Sunrise Spice Importers to make sure that their intelligence is correct and it has not been compromised.

Scout Sunrise Spice Importers (Heroism), 10 agents: 1d20 + 10 ⇒ (14) + 10 = 24
Recover Agents (Heroism, DC 10), 10 agents: 1d20 + 10 ⇒ (11) + 10 = 21


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Oh dear oh dear. Icabhod mutters after they get to a safe place. This has gone all mammary up. These gifts that we have most generously gotten can be a great help for us. Having someone float inside where Xallis is and giving him a potion so he can escape is a solid idea.


Okay, I guess no one else wants to participate in this Persona Phase. It is still going to count as one of the ones you get this chapter though.

Persona Phase

Henrika’s agents successfully extract Xallis from the prison. Although ultraorthodox, the city’s government still adheres to a strict legal process. Xallis is held in a very lightly guarded cell awaiting a trial to determine his sentence. And agent slips a potion of gaseous form through a barred window. Xallis drinks the potion and floats to freedom. The next day, a search party is organized to find the escaped prisoner, but it comes up empty. The city’s suspicion is low enough that they give up the pursuit after that.

Henrika’s agents also succeed at scouting out the Sunrise Spice Importers and report back that the building is abandoned. They saw no sign of danger.

Kuthona 14, 4718 (Fireday) (Zimar, Taldor)

Once Xallis is recovered, the next day you head to the Sunrise Spice Importers to investigate the safe house yourselves.

Sunrise Spice Importers warehouse is located in the Adobe District and Kathann mentioned it was the best place to connect with a potential survivor of Zimar’s recent purge of Lion Blades.

The large interior is left mostly empty in the off season, with only a few barrels of ancient peppercorns and allspice berries lying under a layer of dust in one corner and a stack of large supply crates in another, as well as a disused office filled with mundane ledgers and a calendar marking the owners’ return from their trading expedition in 4 months.

Perception Rolls:

Henrika: 1d20 + 17 ⇒ (12) + 17 = 29
Icabhod: 1d20 + 11 ⇒ (14) + 11 = 25
Trevor: 1d20 + 5 ⇒ (10) + 5 = 15
Tychus: 1d20 + 22 ⇒ (1) + 22 = 23
Xallis: 1d20 + 0 ⇒ (8) + 0 = 8
Navia: 1d20 + 18 ⇒ (5) + 18 = 23

While searching the supply crates, Henrika and Icabhod discover that a few of the crates each contain a bedroll, rations, water, maps, and a few changes of clothes rather than goods. These are simple hiding places for compromised agents, where they can lie low or wait until dark before fleeing the city. Because there has been little political trouble in Zimar until lately, only one has ever been used, and that one disheveled unit has obviously not been used for at least several days.

You also find a small, wax‑sealed cask next to the supply crates contains dried dates, beef jerky, and other food items. In a pouch inside the crate are a potion of vanish and three potions of misdirection, which Icahbod easily identifies.

When you finish searching all the rooms in the warehouse, you notice someone has slipped a note under one of the exterior doors: “If you and K are friends, meet me at her favorite place in two hours. —G.”

Oh, when you recovered Xallis, he could take 20 in the inn to identify the two other magic items you found in the wagon. They are an aegis of recovery and a candle of invocation (CG Alignment).


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Persona Phase

Once inside the city, Tychus tasks his agents with reinforcing his and Henrika's cover as a couple from Lionsguard.

Reinforce Cover Operation. Looks like there is no roll involved?


It does have a roll involved but it is a little hidden.

Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result.

Persistent Operations: While most operations conclude at the end of a persona phase, persistent operations begin the first time the PC succeeds at the DC 17 Operation check for that operation and continue until the PC calls back her agents. A PC can maintain only one type of persistent operation at a time, and she must send at least five agents; these agents are not available for other operations until the persistent operation ends. Persistent operations must generally be focused on one location (at the GM’s discretion, though generally limited to one town or a large neighborhood in a city); a PC can maintain the same persistent operation in as many locations as she has enough agents to support.

Persistent Operations are always DC 17 unless otherwise specified.

You Sagacity Rank is highest at +7, so you can assign 7 agents and roll 1d20+7.

Tychus Operations Roll DC 17: 1d20 + 7 ⇒ (19) + 7 = 26

You pass. Tychus gains the benefit of this Operation for as long as those agents are assigned to it. Or as the Operation specifies, it can be dismissed for a free reroll on a Bluff or Disguise check.


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Icabhod knows that some suspicion has been directed in their direction due to the arrest and jailbreak. Th amont is low and pursuit stopped but it is still a good idea to nip things in the bud. So he directs his agents to spread the word thar everything is fine, the city is strong and secure, there is no war in East Taldor and so on.

Deflect suspicion 5 agents, Dc 15: 1d20 + 5 ⇒ (10) + 5 = 15


Icabhod's agents are good at their job and they calm the public's mild unease.

The party's Suspicion value decreased by 1, from 3 to 2.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)

Persona Phase
Toni Blindini tells his agents to spread rumors the Galt circus performer is down on his luck, and is desperate for some work, even if it's not entertaining others.

Deflect Suspicion (Charm): 1d20 + 26 + 4 ⇒ (8) + 26 + 4 = 38


AC 13, T 13, FF 10 | CMB 8, CMD 21 | HP 51/51| Fort +7, Ref +5, Will +5 | Init +3 | Perception -1 | Conditions:none

Persona Phase

Bartelby Lotheed lets out an impatient sigh as he taps his foot, arms folded. He looks out on the teeming masses going through the checkpoint into Zimar with mounting annoyance. "Sir Xallis should have contacted us by now."

The magus is interrupted by a box being shoved against his leg. He looks down to see a halfling in a merchant's attire of gray with blue trim. "If the boss is out, he's out for good reason," says the merchant, passing him the box. "So until he sends you on one of those special little errands, you're one of my crew. And my crew works."

The halfling cuts him off before he can mount a response. "Yeah, I see you seething up like you're about to call me some fancy word for 'ingrate' and try to boss me around. Well, forget about it. My cousin's cousin worked for your estate, and I know how you be treatin' the little folk. Be lucky I don't have you in a funny costume gettin' laughed at for the boys' entertainment. Best thank the Livaras that they're more forgiving than I am."

"Now get movin' with the merchandise. We got a whole caravan's worth of inventory to run. Last thing the boss needs is some funny business turnin' his diplomatic trip into a prison sentence."

No rolls for me!


Trevor reduces the rest of your Suspicion down to zero.

Now what do you want to do with the note you found?


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:
When you finish searching all the rooms in the warehouse, you notice someone has slipped a note under one of the exterior doors: “If you and K are friends, meet me at her favorite place in two hours. —G.”

"What do you make of it?" Toni asked with his thick Galt accent.


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

"Who is K—? Could this refer to Kathann?" Henrika asks, as Trevor looks at the note.


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5
Henrika Karthis wrote:
"Who is K—? Could this refer to Kathann?" Henrika asks, as Trevor looks at the note.

Tychus rubs his chin and looks the paper over several times, flipping it around to check for any hidden messages.

"That's certainly a good guess. We could always use the Wand of Sending she gave us to check in with her and ask. We have no idea what "her favorite place" is."


You use your wand of sending to contact Kathann.

Kathann replies, "Your intuition is good. G is likely Gannaius. The location is probably Honey Kunefe, a confection shop we used many times as a meeting place."

(Gannaius is the missing Lion Blade Kathann sent you to find.)


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Now that Xallis is free, and the team is in a private enough place to cast sending, he'll be casting his daily mage armor on Navia and overland flight on himself.

"Well, we have ourselves a place to be and a time to be there. Hopefully we can get there without any..." he clears this throat, "incidents. If it's all the same, I think I'd like that magical wig we've been keeping. Unless someone else would like to lay claim to it."

He lets out a sigh. "I'm glad your people were able to quiet down the local authorities. That should make my identity less of a liability for our group."


Honey Kunefe is easy enough to find. This small coffeehouse and sweet shop is completely ordinary; nothing distinguishes it from the many similar shops in every neighborhood across the city. It is precisely this anonymity that has made it popular with several Lion Blades. The interior is small but cozy and warm.

Inside, you see only a single occupant, a dark-haired man with striking green eyes who matches the description of Gannaius that Kathann gave you. He is wearing a casual button shirt and is updating a portfolio and preparing a large pot of coffee when you arrive.

When he sees you enter, he nervously asks, ”Were you followed?” Satisfied that you weren’t, he then closes his portfolio and says, ”Please take a seat.” He pours coffee for everyone, himself included. He sits down with you and takes a sip of the coffee.

Then he starts asking questions. ”You must be the friends who were searching around in the Sunrise Spice Importers. Please forgive the secrecy but I need remain hidden. Who are you? What are you doing in Zimar? What is Princess Eutropia’s involvement in this?”

Perception DC 20:
You notice a fine falcata under Gannaius’s coat—an unusually flashy weapon for a slight and reclusive spy.


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika maintains her mesmerist disguise as well as those of Jack and Tychus. She casts heightened awareness on herself before the meeting.

Perception, heightened awareness: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Perception: 1d20 + 24 ⇒ (13) + 24 = 37

Tychus will also have Heightened Awareness up.

Tychus nonchalantly nods towards the man's concealed weapon.

"Expecting company?"


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

As the party enters the building, Navia attempts to slip in undetected. Through a discreet entrance if possible, or through the front door behind her summoner if need be.
Navia's stealth: 1d20 + 29 ⇒ (19) + 29 = 48
-10 stealth if she has to use Hellcat Stealth
Navia's perception (blindsense 30 ft.): 1d20 + 20 ⇒ (5) + 20 = 25

Sir Xallis prepares to take a seat when he gets a mental message from Navia. The knight pauses and considers what he just heard, then he narrows his eyes. "We never mentioned Princess Eutropia."

Navia's certainly going to Sense Motive his response. Not sure if it should be a GM secret roll, so her bonus is +20.


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Icabhod rolls his eyes at the sudden but inevitable betrayal.


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)

Toni readies a hold person spell, depending on what is said next.


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika flinches inwardly as she sees this meeting could go south, but she remains placid on the outside, merely fixing him with her gaze and raising an eyebrow to see how Gannaius will answer.

(The rules say that when she targets someone with her hypnotic stare, they immediately forget about it unless she wants them to know, so this just penalizes his Will saves without making him aware that she is doing so.)


GM Rolls:

Honeyed Words: 1d20 + 22 ⇒ (11) + 22 = 33
Honeyed Words: 1d20 + 22 ⇒ (7) + 22 = 29
Henrika Sense Motive: 1d20 + 17 ⇒ (15) + 17 = 32
Icabhod Sense Motive: 1d20 + 13 ⇒ (11) + 13 = 24
Trevor Sense Motive: 1d20 + 16 ⇒ (20) + 16 = 36
Tychus Sense Motive: 1d20 + 18 ⇒ (4) + 18 = 22
Navia Sense Motive: 1d20 + 20 ⇒ (11) + 20 = 31

Tychus wrote:
"Expecting company?"

”Only you. Oh, are you eying my piece?” Gannaius opens his coat so you can see his falcata better. ”It’s just a trophy I picked up. But I can see you are also well armed. If you come in peace, none of us will need to draw our weapons.”

Xallis wrote:
"We never mentioned Princess Eutropia."

”Forgive me for making that assumption. Would you be so kind as to tell me who are you with then?”

”Please sit and share some coffee with me. I expect we both have information to share.”

Only Trevor senses some falsehood in Gannaius’ response.

Gannaius does not seem to spot Navia and Navia does not detect anyone else in the building except your group and him.

Henrika wrote:
(The rules say that when she targets someone with her hypnotic stare, they immediately forget about it unless she wants them to know, so this just penalizes his Will saves without making him aware that she is doing so.)

Okay


Male
Skills:
Diplo +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 7/7x/day (Will DC 18)

Toni stands up and looks at his fellow tablemates. "We should go."


LN Human Bolt Ace 5/Sanctified Slayer 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | Grit: 5/5

Tychus places a gentle, but firm, hand on """Toni"""'s shoulder.

"Let's not be too hasty here. Let's at least figure out what is going on first."


"Going so soon? But you only just arrived."


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Henrika frowns. "Why did you invite us here? It seems you have questions, but they are not the sort that I would have expected you to ask. Are you in danger? Perhaps you need to leave the city? Is this some elaborate roundabout way of asking for our help?"


M CG half-orc fighter 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: none

Jack mutters "I'll make sure we're alone here," and heads towards one of the other visible exits.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

Xallis considers Trevor's warning. But trap or no, this is still their best lead. And considering that Gannaius went from concealing his weapon to calling it a trophy, the summoner is beginning to assume it may very well be.

Gannaius wrote:

”Forgive me for making that assumption. Would you be so kind as to tell me who are you with then?”

”Please sit and share some coffee with me. I expect we both have information to share.”

Xallis retrieves the cipher given to him by the Lion's Blades and places it on the table, fingers still holding on. "Read this. It should explain everything."


Henrika wrote:
"Why did you invite us here? It seems you have questions, but they are not the sort that I would have expected you to ask. Are you in danger? Perhaps you need to leave the city? Is this some elaborate roundabout way of asking for our help?"

”Coffee first. Then questions.”

Xallis wrote:
"Read this. It should explain everything."

Gannaius’ eyes noticeable twinkle when given the cipher. ”Ah, this explains everything. Tell me, do you know if any other Lion Blades survived the purge? I need to find them, quickly.”

Jack wrote:
"I'll make sure we're alone here,"

Gannaius gets visibly angry. ”No, you won’t! I am getting frustrated by your lack of manners. I understand your caution, but I assure you, this place is secure.”


Human Investigator 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp5/8 Hero pt 2/3

Icabhod examines his coffee carefully
know nature,inspiration: 1d20 + 3 + 1d8 ⇒ (9) + 3 + (4) = 16


F NG human mesmerist 10 | HP 61/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 1 tricks 6/9 YR 1/1 | spells 1st-5/6 2nd-5/5 3rd-3/4 4th-1/2 | effects/conditions Fearsome Guise (implanted), glibness 100m, heroism 100m, message 10m

Jack looks to Henrika, his eyes narrowed suspiciously. Henrika looks back with a similar expression, and whispers through her message spell, "He definitely does not want us checking if he is indeed alone." (I think Gannaius can hear her with a DC 25 Perception check.)

Out loud, she says "You will forgive me if I do not believe you. Something about this meeting seems off, and your reactions only heighten my suspicions. I think you had better enjoy your coffee here while we check the area. Do not attempt to stop us if you wish to convince us you are trustworthy." She draws her sword, and Jack follows suit a moment later. They both wait to see what Gannaius will do before Jack continues towards the exit that caused their contact to become so angry.


AC 23+4, T 15, FF 20+4 | CMB 6, CMD 17 | HP 83/83| Fort +7+2, Ref +6+2, Will +9+2 | Init +2 | Perception +0 | Conditions: overland flight, heroism, barkskin
Eidolon stats:
AC 27+4, T 15, FF 25+4 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor

The summoner does what he can to smooth over the situation while he still has a moment. "You'll have to excuse my associates. Considering our affiliations, we had to enter this city discreetly, and the local authorities have done much to put us on edge."

Diplomacy: 1d20 + 23 ⇒ (5) + 23 = 28

"I am afraid to say that besides 'K,' who barely escaped, there are no other members who have made any sort of contact. We were hoping to... well, I'm sure the cypher already explains why we're here."

The summoner places the message back into his bags. Meanwhile, Navia remains hidden, keeping watch from the shadows.


Icabhod examines his coffee. He does detect a faint sign of tampering but can’t identify what it is.

Henrika wrote:
"You will forgive me if I do not believe you. Something about this meeting seems off, and your reactions only heighten my suspicions. I think you had better enjoy your coffee here while we check the area. Do not attempt to stop us if you wish to convince us you are trustworthy.

Gannaius lets out a frustrated sigh and shrugs. He lets you leave the table and look around.

Xallis wrote:
"I am afraid to say that besides 'K,' who barely escaped, there are no other members who have made any sort of contact. We were hoping to... well, I'm sure the cypher already explains why we're here."

Gannaius replies. ”I don’t believe you. There must be other agents still in the city…But if you don’t know, I suppose there is nothing else to learn from you.”

Around the same time, Henrika and Jack look in the kitchen behind where the group is sitting and spot a halfling couple, Honey Kunefe’s owners, lying dead, hastily concealed beneath old flour sacks.

With a feral growl, Gannaius stands with enough force to send his chair scattering behind him. He draws his falcata and the blade ignites with dancing flames.

Initiative:

Henrika: 1d20 + 8 ⇒ (1) + 8 = 9
Icabhod: 1d20 + 6 ⇒ (5) + 6 = 11
Trevor: 1d20 ⇒ 1
Tychus: 1d20 + 12 ⇒ (14) + 12 = 26
Xallis: 1d20 + 2 ⇒ (5) + 2 = 7
Falchion Jack: 1d20 ⇒ 5
Malphene: 1d20 ⇒ 17
Gannaius: 1d20 + 7 ⇒ (10) + 7 = 17

Low rolls. You needed that coffee to act faster. =P

Round 1
Initiative

26 – Tychus (97/79 hp)
17 – Gannaius
17 – Malphene (84/66 hp)
11 – Icabhod (93/75 hp)
09 – Henrika (111/93 hp)
07 – Xallis (101/83 hp)
07 – Navia (78/60 hp)
05 – Jack (94/76 hp)
01 – Trevor (97/79 hp)

Active Spells/Effects
Henrika:Blessing of Cayden Cailean (18 hp, 25 days), ▲Heightened Awareness (95 min), ▲Message (5 min)
Icabhod:Blessing of Cayden Cailean (18 hp, 25 days)
Trevor:Blessing of Cayden Cailean (18 hp, 25 days)
Tychus:Blessing of Cayden Cailean (18 hp, 25 days), ▲Heightened Awareness (95 min), ▲Dignity’s Barb (Crit 12, 19, 20)
Xallis:Blessing of Cayden Cailean (18 hp, 25 days), ▲Overland Flight (10 hr)
Navia:Blessing of Cayden Cailean (18 hp, 25 days), ▲Mage Armor (10 hr)
Jack:Blessing of Cayden Cailean (18 hp, 25 days)
Malphene:Blessing of Cayden Cailean (18 hp, 25 days)
Gannaius:Hypnotic Stare (-3 Will)

Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (25 days remaining)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

New map: Honey Kunefe Map

Only Tychus goes first.

I don’t think the bonus from Heightened Awareness would change the turn order this time.

Xallis can put Navia hiding wherever he wants on the map as long as it’s not right on top of Gannius.

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GM Peachbottom's War for the Crown Recruitment

Introduction

Every year, the empire of Taldor celebrates the Grand Day of Exaltation. On this prestigious day, the Grand Prince is empowered to elevate a commoner to the ranks of nobility. The event itself is the embodiment of formality, with the elevated commoner selected months or years in advance. What makes the day truly special is that the preceding week is a holiday throughout the empire. Nobles, senators, and hopeful petitioners fill the capital city of Oppara for galas, performances, and parades. This flood of visitors swells Oppara to almost double its size, and many view the lead-up to the Grand Day of Exaltation as harking back to the glory days of the empire. To the nobility, the week before the Grand Day of Exaltation is a time to conduct important business deals, issue noble proclamations, and hold private parties. With so many prominent politicians arriving from across the empire, the Taldan senate uses Exaltation Week to vote on matters of nationwide importance.

This year’s Grand Day of Exaltation is poised to mark a historic shift in the governance of the empire. Princess Eutropia, daughter of Grand Prince Stavian III, has forged a powerful coalition of noble bastard children, reformers, and—perhaps, most importantly—senators to vote down the ancient law of primogeniture. The law states that royal power can pass only to a male heir—a succession that cannot be enacted due to Eutropia’s status as the current Grand Prince’s sole heir. Rumors have circulated about the princess’s quest to strike down primogeniture for years, and the nation remains divided on the vote, with several nobles viewing it as a shameless power grab by Princess Eutropia. Others see Eutropia as a stabilizing force that could unify the empire and usher in a new golden age for Taldor.

Princess Eutropia is the firstborn child of Grand Prince Stavian III. She stepped forth into the political arena only following the death of her younger brother 20 years ago. Prince Carrius II, like Eutropia, was beloved by the people of Taldor, and many hoped the boy would succeed his ineffective father and usher in an era of change. When the prince died in what was reported as a riding accident, Eutropia’s grief uncovered a deep well of empathy. More understanding of death and suffering, she became a crusader for the poor and for the basic rights of every Taldan citizen. As her work repeatedly ran up against the old-fashioned values of Taldor, Eutropia became a crusader for women’s rights as well.

The campaign begins with your player characters serving as the undercover agents of the Lady Martella Lotheed, the illegitimate daughter of the prestigious Lotheed noble family. The campaign traits detailed in the War for the Crown Player’s Guide, offer potential hints to both why you are in attendance at the senate festivities and how you came to the attention of this burgeoning spymaster. As Martella’s covert agents, each of you will attend the Grand Day of Exaltation festivities at the senate building in Oppara with a specific mission. These will be assigned to your characters through roleplaying your first meeting with Martella once players are selected.

The adventure will begin at the start of Exaltation Week. The week-long festival will provide ample time for you explore Oppara, establish relations with one another, and to learn more about your employer and the political scene before the adventure takes off with the events of the Grand Day of Exaltation.

Character Creation

•All player characters will begin at level 1.
•Ability scores will be generated using a Standard Fantasy (15 point) Point Buy System.
•Hit Points will be Max at first level and Average at each additional level.
•Starting Wealth will be the average for your class.
•Your character will get two Traits, one must be a campaign trait from the War for the Crown, Player’s Guide. For your second trait, you can also use traits from “Taldor, Echoes of Glory” if you wish. For those who do not have access to the book, I have them written out at this link: Link
•All player characters will receive 3 favored class bonuses each level to be applied to 1 hit point, 1 skill point, and 1 point towards your race/class option. (To simplify things, although called “favored class”, all characters will receive this bonus each level regardless of if they multiclass or not.)
•Alignment can be any non-evil alignment.
•No third-party content.

Class
•I will allow any of the non-evil base classes from Paizo products: Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Brawler, Cavalier, Cleric, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Investigator, Kineticist, Magus, Medium, Mesmerist, Monk, Ninja, Occultist, Oracle, Paladin, Psychic, Ranger, Rogue, Samurai, Shaman, Shifter, Skald, Slayer, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vigilante, Warpriest, Witch, and Wizard. (This basically just excludes Antipaladin.)
•Archetypes are fine.

Race
•Core races are preferred: Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc, and Human.
•The following advanced races are also allowed: Aasimar, Changeling, Ifrit, Kitsune, Oread, Samsaran, Suli, Sylph, Tiefling, Undine, and Vishkanya.
•If you want to play any race not listed here, you will need my approval first. I will not approve any monstrous races such as Goblin, Kobold, Ratfolk, Tengu, etc. I do not think they would fit into the campaign setting well.

Additional Rules
Since this campaign is equal parts diplomacy and combat and I want to encourage players to put at least a few points into some social or knowledge skills, I will be using the Background Skills optional system.
Link

I will be using the settlement rules from the Game Mastery Guide in regards to purchasing limits and skill check modifiers.

Posting
I am expecting players to try to post once a day on weekdays. If unable to for whatever reason, that is okay, but I will try to keep the story going. If all players haven’t posted after 24 hours from when I last posted, I will add the next post once I’m available to do so and GM-bot any characters if necessary. Unless of course, if it is critical that I receive a response from a specific character, then I will wait, within limits.

Communication is key. If you are going to be away for an extended period, please let me and the group know. And I will do the same. If I know that I will be away on vacation or busy with a life event, I will make sure that I communicate that to everyone so everyone knows what days I will be unavailable and when I will return.

Other Notes
I will be using Google Drawings and Slides for maps and handouts.

About Me
•I’m 41.
•I live in New York (EST time zone).
•I’ve been playing D&D 3.5 and Pathfinder for the past 20 years.
•I’ve run and completed the Curse of the Crimson Throne adventure path on these forums. It took four years to complete from 2015 to 2019. I’ve taken a pause in between running games until I felt like I was prepared to begin a long project again.
•I’m currently a player in one active play-by-post game.
•I GM one in-person game amongst friends once a week.

Recruitment
I am looking to recruit ideally between four to eight players to start depending on interest. While a well-rounded party will factor in, I will also be looking for good players over good characters. I will give preference to players who have played through an entire campaign before, players who are good at descriptive roleplaying, players who can post consistently, players who can get along with others, and players who aren’t already in a large number of play-by-post games. Please be aware that play-by-post campaigns take multiple years to complete, so please consider this before applying if you cannot make that commitment.

A submission should include:
•A character concept and crunch.
•A short backstory.
•A little bit about yourself.

I will make a decision on recruitment by November 3rd. I hate to turn players away so if enough quality players apply, I may close recruitment sooner.


Hi Peachbottom! I have a character that I think is ready to submit, Lady Henrika Karthis. I will add a little bit about myself to her profile.


I've never heard of this AP, but this could be a nice opportunity to play a character concept for a Bard I've had for a while! Here's my submission.

About Myself:
I live in France (GMT +2), and I'm a PhD student in English Literature. I'm not a native English speaker, but I'm fluent in it.

I've started playing on Paizo when I was still in high school, and I have to admit I wasn't very good at the beginning! I learned over time.

All of the games I've been a part of have sadly died before we could finish an AP. I have no real-life table. I'm currently a player in four games.

Crunch:
Vuldrani Heartsong

Female Gnome, Court Bard (1)
Alignment: NG
Age: 82
Size: Small (2'13")
Weight: 33 lbs
Hair: Coral pink
Eyes: Magenta
Deity: Desna
Init +2; Perception +7
Favored class: Bard (+1 HP, +1 Skill, +1 Bardic Performance/day)
Languages: Common, Gnome, Sylvan, Dwarven, Elven
Speed:

Special Capacities:
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Obsessive: +2 Craft (painting).

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lightsghost soundprestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses:Gnomes receive a +2 racial bonus on Perception checks.

Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. 

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. 

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips:Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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DEFENSE
-------------
AC 15, touch 13, flat-footed 12
HP: 10
Fort: +1
Ref +4
Will: +3

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OFFENSE
-----------
Spd: 20 feet
Melee:
Sap (+3/ 1d4/ x2/)
Whip (+3/1d2/x2/)

Ranged:
Crossbow, light (+4/1d6/19-20/x2/80 ft)
Bolts (10)

---------------------------
Equipment and Money
---------------------------

Starting Money: 105 GP
Combat gear:
Defense: Lamellar Cuirass; Buckler
Offense: Sap, Whip, Light Crossbow, Bolts (10)

Other possessions: Courtesan's Outfit, Flint and Steel, Masterwork Paints, Journal (portfolio), Spell component pouch, Ink (vial), Inkpen, Torch (2), Scrolls, Waterskin, Soap, Spellbook (travelling)

Spare Money:
PP: 0
GP: 0
SP: 8
CP: 7
Other valuable:
Carried Weight: 24 lbs

Encumbrance:
0-26: Light Load
27 -53 lbs: Medium Load
54-80: Heavy Load

-------------
Statistics:
-------------
Str 8 Dex 14 Con 12 Int 13 Wis 12 Cha 16
Base Attack: +0; CMB : -2; CMD: 10

Feats:
Light Armor Proficiency (except metal armor)
Simple Weapons Proficiency ( plus the longsword, rapier, sap, shortsword, shortbow, and whip )
Shield Proficiency (except tower shields)
Weapon Finesse

Skills: 8 (Base 6 +1 Int+ 1 Favored Class)
Bluff +8 (+9 Gift of Tongue/ +12 if Mimicking Sounds)
Craft (painting) +6 (+2 obsessive)
Diplomacy +8 (+1 Gift of Tongue)
Intimidate +7
Linguistics +5
Perception +7 (+2 Keen Senses)
Perform (oratory) +8
Sense Motive +6

Background skills:
Level 1:
- Perform (keyboards) +8
-Knowledge (nobility) + 7 (+1 Bardic Knowledge)

Traits:

Rising Star:All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using Craft (painting). Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.

Naturally Gifted: For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Languages (5): Common, Gnome, Sylvan, Elven, Dwarven

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Bardic Performances:
----------
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Level 1:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

----------
Spells:
----------
Spells per day:
0: At will (Cantrips)
1: 2 (Base: 1 + 1 Charisma)

Prepared Spells:
0: (DC 13)
Summon Instrument
Detect magic
Read Magic

1: (DC 13)
Hypnotism
Recharge Innate Magic

Backstory:
Adopted by her uncle when she was just a baby after both of her parents died while adventuring, Vuldrani has lived in Oppara all her life. A skilled pianist, Asurren Heartsong frequently gave private recitals to Oppara's elite, and gave his niece a thorough education in fine arts, teaching her how to draw, play music, and behave when dealing with nobility.

Treated as something of a child prodigy amongst Oppara's intellectuals, Vuldrani struggled to maintain her fame when she reached adulthood. While she had always considered painting to be her true artistic calling, it did not pay as well or gather the same attention as the concerts she gave in her youth, and with more experience came the crushing realisation that, after years of putting painting on the backburner, she simply was not as good as the artists plebiscited by powerful patrons.

Improving her skill with a brush was a long and painstaking process, during which her uncle had to work extra hard to financially support the both of them. In a terrible twist of fate, just as Vuldrani started to sell her paintings, her uncle's health began to decline. To her horror, she had to watch as he succumbed to the Bleaching little by little, eventually losing all will or skill to play the piano. In less than a year, he was dead, leaving Vuldrani with meagre savings, a house too big for her and bills she could only pay thanks to her uncle's inheritance.

The past two decades have been a miserable game of keeping up apparences while living hand-to-mouth, until her paintings miraculously attracted the attention of a wealthy noble who offered to become her patron. With no choice in the matter, Vuldrani was forced to accept, though she loathes the idea that someone could hold that much power over her.

Personality and Appearance:
An elegant woman, Vuldrani prefers to dress in silken, soft-coloured dresses that compliment her pink hair and ruby skin well. She dislikes getting her hands dirty, and prefers armours and weapons that are either aesthetically pleasy or easy to dissimulate beneath her clothes. Unused to coarse environments, she always wear soft-scented, floral fragrances and styles her hair in Taldane fashion rather than with extravagant gnome hairpieces.

Taught to hide her emotions well from those who would use them, Vuldrani maintains grace and poise at all times. Her movements are carefully controlled, and while her face is fairly expressive, even the glint of amusement of her eyes never exactly betrays what she finds funny.

The death of her closest relative and the velvety cruelty of the court has left her cynical, disillusioned about her future as an artist and her place in the world. Her sense of humour is bitter, and in spite of moving in the same circles as nobility, she holds no empathy for them. Instead, out-of-their-depth newcomers often attract her sympathy, and she has been known to discreetly help them survive the pool of sharks in which they were unwittingly thrown – even to the detriment of her own reputation.


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This is an interest dot from me.


Hello Peachbottom! This is Ayako from your Crimson Throne game. Good to see you return and I will see what I can rustle up.


Hey Phillip. Good to see you still around. I’d love to have you back. And welcome other applicants too.


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Thiking of two characters.

Icabhod Tilneros. Investigator who acts as security consultant for important people(Such as securing doors, looking for spies, making sure of the well being of hosts)

'Chef Bolognase' Vigilante who works as a humble cook but really acts as a hidden guardian to his patron. Seeking out injustice and serving up JUSTICE!


Dotting!


Dotting. I've got a brawler gentleman boxer/barber that didn't get into a previous WftC, will just need to make some adjustments.


Dotting! Have an ancestral aspirant occultist that just needs a few final polishing touches.

Dark Archive

Dotting this one. I've had a couple ideas bouncing around, so I'll have to flesh those out and come back with one.

Grand Lodge

ERRATUM: A couple of calculation mistakes regarding Vuldrani's skills were corrected on her profile.


Applicants

Complete
Eriktd: Lady Henrika Karthis (Human Mesmerist [Vexing Daredevil])
Ythiel: Vuldrani Heartsong (Gnome Bard [Court Bard])

Incomplete
Phillip Gastone: Icabhod Tilneros (Investigator) or Chef Bolognase (Vigilante)
Rabscuttle: Brawler

Interest
Violant
Orodhen
Patate-PK
Rosc


Eriktd (Lady Henrika):
Your character sheet looks good. Vexing Daredevil is an interesting modification of Mesmerist.
Under Lady Henrika's background and future goals, you have this continuing story with your uncle and Falchion Jack. Is that something you'd be looking for me to integrate into the main campaign? If so, I think I could make it workable.

Ythiel (Vuldrani):
Character sheet and background looks good. Court bard is a good choice.

If anyone has any questions on character creation or the campaign, let me know.


Interested!

You mentioned Vishkanya being accepted, and I have a concept for a Deadly Courtesan Rogue, and I had a question.

Is there any source of info about how Vishkanya are treated in Taldor? I don’t want to constantly have to fight against super massive fantasy racism if that’s the case. I’m okay with a little bit of tension but not outright hatred from everyone, if that’s the case then I’ll go with something else.


1 person marked this as a favorite.
bigrig107 wrote:

You mentioned Vishkanya being accepted, and I have a concept for a Deadly Courtesan Rogue, and I had a question.

Is there any source of info about how Vishkanya are treated in Taldor? I don’t want to constantly have to fight against super massive fantasy racism if that’s the case. I’m okay with a little bit of tension but not outright hatred from everyone, if that’s the case then I’ll go with something else.

Taldor is very colonial European. It is very human-centric, with pretty much all races outside of humans looked down upon to some degree. And even some human ethnicities especially Kellishite Qadirians.

From the Player's Guide:
Part-humans, from half-elves to geniekin, also number among Taldor’s citizens. Some rare races call Taldor home as well; reclusive families of fetchlings dwell in the shadows of great cities, while gillmen can be found all along the western coasts. Skinwalkers descended from the lycanthropes of the Verduran Forest live in the rural north. Even tengus and vishkanyas have crossed Golarion to come to Taldor. Non-human visitors are also a regular occurrence, especially dwarves from the Five Kings Mountains and elves from Kyonin.
Despite this cosmopolitan veneer, Taldor remains a stubbornly old-fashioned, humanocentric empire with little regard for non-humans. Stigma toward part-humans such as half-orcs, half-elves, and geniekin is especially virulent, with some humans openly labeling such folk “mongrels” or worse. Half-elves descended from noble Taldans generally have the resources to live in comfort, but at the cost of lifelong reclusion. Halflings, gnomes, and half-orcs are considered suitable only for roles as servants.

I want the game to be fun for everyone. I may roleplay some racially appropriate responses but I'm not going to make the game outright hostile to anyone. Any race that I said was okay, will not be any more difficult to play than another. I'm confident I can manage an appropriate tone and if any concerns come up, I can address them.


Okay, awesome. that's what I wanted to hear. Like I said, I don't mind the occasional remark or anything, just wanted to make sure I didn't make every encounter into a combat one if I played a vishkanya.

I'll be back soon with a character and background!


Here is Icabhod


Hey Peachbottom, thanks for running War for the Crown. My character, Kunala was built from the ground up for this AP and has started but never got too terribly far. His original build was a 'dandy' ranger with a 20 pt buy. I've wanted to try the swashbuckler class and decided with the 15 pt buy it would fit better. His crunch and fluff is on his page, I'll put the backstory here as well, I apologize that it isn't really short.

A little about myself. I live in Ohio (EST time) I'm semi-retired and post throughout the day, mostly between 8 am and 5 pm weekdays. I'm in fifteen games, running one of them. I hope you don't feel that's too many. As for gaming, started back in college in the early '80's. Real life happened and didn't play again until here on the boards starting in '14, I've taken two hiatuses, one when my father-in-law was fighting cancer the other when I change employment. With my circumstances as they are, I don't see any changes in the future. I've completed one AP and I'm on the verge of completing two more.

The backstory:

Sir Ashoka Varima the third born son, of a lesser nobleman earned his knighthood as a mounted knight-captain of a Taldan Phalanx. it was shortly after that time that his father arranged a marriage to Lady Trina, a young woman from a minor noble family. She was intelligent, strong willed and a beautiful dancer. They lived happily in the ‘Worldbreaker Hill district in Oppara. Soon, they were blessed with two children, first their daughter, Padmavati and a couple of years later, their son Kunala.

When Lord Varima wasn’t with his unit handling military responsibilities, he was home doting on his wife and children. He loved spending time with them playing board games and going to different restaurants in Oppara; introducing the children to different cuisine. He would spend time with Kunala playing strategy games, taking him hunting with the dogs and teaching him how to use a falcata, the weapon of the Rondelero. Occasionally, Lord Varima would throw parties, inviting other military officers and their wives, just so he could show off what a good dancer his wife, and later his children, were.

Lady Trina would spend her time taking care of the household responsibilities, supervising the staff and teaching the children proper behavior for Taldorian nobles. She especially enjoyed teaching them to dance, and they were introduced to her instructor and coach Archirel Destrie at an early age. Archirel kept a dancing school in the Senate's Hill District where Lady Trina and the children would walk to every day.

When Kunala and Padmavati first started lessons with Archirel, Kunala didn’t think he would get the hang of it. He had mastered courtly dancing; his small wiry frame fit the spins and turns well. But Master Destrie expected him to perform lifts and throws. These seemed difficult, his partner being two years older and Kunala was slight; to the point that other children would chase him and Padmavati had to come to his rescue. Eventually, with much practice and strength training, Kunala was able to do the lifts, and perform with his sister. Master Destrie, their mother and father were all very proud of them.

That same year their lives were devastated. One summer evening, while Lord Varima was with his unit patrolling beyond the bridge, there was a fire in the villa. They believe it started in the kennels, but no one is sure. They just know that Lady Trina had woken the children and sent them out, but she went back in to salvage something and got caught in the fire, dying of smoke inhalation. The neighbors and their servants scurried to stop the fire from spreading but the damage was done. Their lives were in ruin, their home gone, their beautiful mother dead.

Their lives went on, but Ashoka was not the same. He moved the family into a small rented house, barely enough space for a junior officer. Padmavati and Kunala continued their dancing lessons, it was the one thing of their mother that Lord Varima was able to hang on to. But he would spend most of his time with his unit, sinking himself into his career. Padmavati took over the responsibilities for the small home and Kunala would help where he could. It was rarer and rarer for father to spend time with them. Gone were the days of play board games or hunting, but Ashoka, when home, would instruct Kunala with the falcata. Saying ‘a man of Taldor must be able to defend himself.’ Fortunately, Master Destrie felt sorry for the children and he would spend time with them in the evenings when their father was away, teaching them things that they would need to know living in Oppara.

Father continued becoming more and more distant, the only time the children would see him smile was when he would watch them dance. That was also the only time they would see him cry. Padmavati and Kunala grew even closer and relied on their mentor Master Destrie. Soon he was using them to train younger students and as partners for private dancing instructors with richer and more famous senators and nobles children.

Three years after their mother died, calamity struck again. Padmavati and Kunala learned that their father had died in a skirmish fighting bandits a few miles outside of town, on the other side of the Grand Bridge of the Empire. To make matters worse, they learned the news four days after the event, from the land lord of the property they were living in. The owner had little pity or patience and less time. They were forced to gather the belongings they could carry and were put out on the street. They both quickly grabbed their few belongings, Kunala added his fathers dueling gear to his pack, while Padmavati found their fathers cloak pin, that had the family crest on it, that he wore for special occasions. The landlord told them the other items would be sold to cover the cost of their father’s debt to him.

Their father had been considered a black sheep of his family, they had only met a few relatives when their mother was alive, and none since; so, the children were literally out on the street. Not knowing where to go, they went to the only adult they knew they could trust, dancing Master Archirel Destrie. Archirel let them move into the attic of his studio. He increased the amount of time they helped instruct, and he found times and places they could perform. They were making ends meet and were developing a name for themselves in circles where dancing was popular. This popularity unfortunately got the attention of a not so distant relative.

Early one morning while they were training the very youngest class, Master Destrie, came in the classroom and dismissing the children telling Padmavati and Kunala that they had a visitor waiting to speak to them in his office. The irregularity of this was not lost on them as they went to the office to find a very well dressed middle aged woman waiting on them. She introduced herself as Countess Varima. Her husband, the Count, had heard about these wonderfully talented ‘Varima’ children and wanted to learn more.

The Countess explained that they had investigated the children’s history and had learned their sad story. That their father, was the Counts nephew, and that their grandfather, the Counts brother, was dead. This making the Count their guardian. She also explained that their father had left a great debt which would need to be paid. She smiled and explained that the simplest way for that to happen would be to marry Padmavati off to a wealth husband. Padmavati handled the news maturely, she was almost at her majority and understood this was a noble woman’s responsibility to her family. Kunala was not as mature and said some things to the Countess that Padmavati said he should regret, though he never did.

The next time they saw the countess, she had information about three possible suitors for Padmavati to meet. A very old senator who had outlived his third wife and was looking for a fourth. A fat middle aged Marquess whose fort was near the border on the Whistling Plains, who happened to be in the city to find a wife. The third was the oldest son of the Viscount of Golsifar a small port city. Their family had been raised to nobility four generations before, and they wanted to marry into one of the larger Noble families for prestige.

After meeting the three men, Padmavati agreed to marry the young Golsifar. The wedding had been five years ago. Padmavati’s husband, Lord Jalrune, had replaced his sick father as the Viscount of Golsifar. The couple had three beautiful daughters and the young Viscount, in his desire to please his wife and demonstrate the family’s cultural growth, had become Kunala’s Patron.

Kunala, now twenty-one, because of his outburst at the countess, is not in the family’s good graces. Refusing to move from Oppara, he decided to continue living in the attic at the dance studio. He still works with dancing Master Archirel Destrie; teaching all the large classes and doing a lot of the private tutoring. Without a full time partner, he no longer competes in dancing contests, but he has taken up dueling to deal with any perceived slights. He has also become involved with the liberal political movement that desires to change the laws concerning women and their rights; he feels he owes it to his sister for what she has done for him and because the laws are unjust. He may not be able to change Padmavati’s options, but he might be able to change Taldor for his nieces.


Appearance:

Whatever Kunala is wearing, his six-foot athletic frame makes it look good. His bronze skin is highlighted by his long wavy black hair, a gift from the Varima side, immigrants from Vudra. His hazel eyes emphasized by long lashes. The makeup and cologne he wears, subtle; while his thin mustache and goatee, proving him noble-born, are considered avant-garde in their sparseness.

He is generally seen in his Courtier’s outfit. The red velvet cloak pinned to the kidskin, double-breasted, jacket with his father’s family crested broach. His matching kidskin boots worn folded, so his calf muscles are highlighted by the checkered tights. His cod piece the same velvet as the cloak. His Falcata strapped to one hip, his “buckler” to the other, it isn’t obvious that he wears a chain shirt under the jacket.


Personality:

Kunala is a study in contrasts; focused and flighty, stubborn while desultory, flippant but deadly serious at times. There are a lot of things that don’t matter to him. But the things that do, matter a lot. Concerning things that matter, publicly he thrives on people’s approval; the applause for a good performance, the smile or nod when he’s dressed well, the chuckle after a well-spoken innuendo. Privately His country matters, he is Taldan through and through, so he is very concerned about the direction the throne is going. His immediate family matters, specifically his sister and her daughters, he hopes the daughters will have options their mother did not.

On the Myers Briggs scale Kunala is an Entertainer


GM Peachbottom wrote:

Eriktd (Lady Henrika):

Your character sheet looks good. Vexing Daredevil is an interesting modification of Mesmerist.
Under Lady Henrika's background and future goals, you have this continuing story with your uncle and Falchion Jack. Is that something you'd be looking for me to integrate into the main campaign? If so, I think I could make it workable.

If you want to, that might be fun-- or else it could just be something that goes on in the background that I write about occasionally. I don't want my goofy little theatre references to steal from the main focus of the campaign. :)


Robert Henry wrote:
I'm in fifteen games, running one of them.

Fifteen games does seem like a lot but if you think you can handle it, I'll consider it. Being semi-retired probably helps a lot.

Eriktd wrote:
If you want to, that might be fun-- or else it could just be something that goes on in the background that I write about occasionally. I don't want my goofy little theatre references to steal from the main focus of the campaign. :)

Ok


GM Peachbottom wrote:
Robert Henry wrote:
I'm in fifteen games, running one of them.
Fifteen games does seem like a lot but if you think you can handle it, I'll consider it. Being semi-retired probably helps a lot.

When I started playing (in '14) I was working on third shift and posting on the boards helped me stay awake. At one point in time I was in eighteen games. Presently, I stay home and take care of my 86-year-old mom. If I'm not helping her with something I'm on the boards, at least until my wife gets home around 4:30. Then I'll still check the boards a couple of times more before I head to bed. Saturday I post in the morning and a little through the day. Oddly enough the hardest day for me to post is Sunday, I normally don't get to the computer until after lunch.


I think I may need to tweak this build, but I'd be interested in applying with my paladin concept for this campaign!

Dark Archive

Seems like a very interesting game! I'm considering a fighter with the gladiator archetype and going into pit fighter.

I'm aware it is far from impressive in terms "good", but I'm always more interested in "cool" anyways.

Do you feel performance combat will ever come into play? Lol


[makes a courtly bow]
Greetings, Lady Peachbottom. I am The Waskally. My business here is to offical submit a character for your divine War of the Crown campaign.
Please, allow me to introduce to you, Lord Trevor Kastner, a Taldor aasimar cleric of Cayden Cailean of House Kastner. He's a good lad, and I hope you will consider him for your campaign. Thank you for your consideration.


Sir Longears wrote:
Do you feel performance combat will ever come into play? Lol

Probably not.


Applicants

Complete
Eriktd: Lady Henrika Karthis (Human Mesmerist [Vexing Daredevil])
Ythiel: Vuldrani Heartsong (Gnome Bard [Court Bard])
Phillip Gastone: Icabhod Tilneros (Human Investigator)
Robert Henry: Kunala (Human Swashbucker [Rondelero Swashbuckler])
Torilgrey: Etienne St. Germain (Human Paladin [Virtuous Bravo])
TheWaskally: Trevor Kastner (Aasimar Cleric of Cayden Cailean)

Incomplete
Rabscuttle: Brawler
Bigrig107: Vishkanya (Rogue [Deadly Courtesan])
Sir Longears: Fighter (Gladiator)

Interest
Violant
Orodhen
Patate-PK
Rosc

It looks like I've already gotten a number of excellent applicants. I could definitely work with the characters submitted so far. I'm going to move my deadline up to this Friday the 27th to give anyone else interested a chance to get a character in. I can't handle more than 8 players, so if I get more complete characters than that, I will unfortunately have to make choices. The campaign like all Pathfinder APs is designed for 4 players, so if I take more than 4 (and I probably will), I'll make some modifications to accommodate the larger group.


Habillus "the Hale" Sabinus - NG Male Human Brawler

Background:

Habillus was born to an upper-middle class family - his parents are tailors who designed clothing for some of the minor noble families (as well as other less fancy work) After a somewhat wild and rambunctious childhood, he discovered boxing at school and was able to focus his energy into something with a purpose. It turns out he had a knack for it and with some training he lead his school to several victories in bouts against other schools.

When it came time to learn a trade, he apprenticed with one of the better known barbers in Taldor - and was soon part of preparing various nobles to look their best for public (and private) events. It was in this capacity he first came into contant with Lady Lotheed - at first her interest was merely as a source of information - someone in Habillus's position did have the opportunity to overhear various tidbits of information.

Habillus had continued his interest in boxing and regularly competed in various competitions. He recently had a successful bout against Marbellan "Lanky" Logthorn, breaking Lanky's fifty-plus match undefeated streak, and this has thrust Habillus into the public eye. Lady Lotheed decided to change her plans for Habillus to a more public role.

Personality and Appearance:

Habillus strives to be an honorable and upright gentleman. Like many athletes, he follows Kurgess and believes in fair fights and performing good deeds - while most of his fighting has been in the ring, he has on occasion assisted in sorting out barroom brawls and the like. He is proud to be a Taldan, although he disagrees with some of the current policies. He is looking to see if he can use some his sudden fame into changing things for the better.

Habillus is taller than average and broad-shouldered. He dresses smartly, whether he is cutting hair or in the ring. He is well groomed and particularly proud of his broad moustache that he takes care to keep waxed to a point - after all, who would want to trust their hair to a stylist who could keep their own hair neat.

Crunch:

Statistics
STR: 16 = Base: 14; Racial: (+2) Human
DEX: 13 = Base: 13
CON: 12 = Base: 12
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 12 = Base: 12

Fort: +3 = Base: +2; CON: +1
Ref: +3 = Base: +2; DEX: +1
Will: +1 = Base: +0; WIS: +1

AC: 13 = Base: (+10); Dexterity: (+1); Armor: (+2) Leather
Touch: 11
FF: 12

BAB: 1
CMB: 4 = BAB: (+1); Strength: (+3)
CMD: 15 = Base: (+10); BAB: (+1); Strength: (+3); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 11
Languages: Common

Attacks
Melee
Unarmed Strike +4 (1d6+3, x2)
Unarmed Strike +3 (1d6+5, x2) (Power Attack)
Dagger +4 (1d4+3, 19-20/x2)
Ranged
Sling +2 (1d4+3, x2)
Dagger +2 (1d4+3, 19-20/x2)

Skills
Acrobatics: 5 = +1 rank; +1 DEX; Misc: (+3) Class Skill
Appraise: 0 = +0 INT
Bluff: 1 = +1 CHA
Climb: 7 = +1 rank; +3 STR; Misc: (+3) Class Skill
Diplomacy: 6 = +1 rank; +1 CHA; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Disguise: 1 = +1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Heal: 1 = +1 WIS
Intimidate: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Knowledge (nobility): 1 = +1 rank; +0 INT
Perception: 6 = +1 rank; +1 WIS; Trait: (+1) Athletic Champion; Misc: (+3) Class Skill
Profession (barber): 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Stealth: 1 = +1 DEX
Survival: 1 = +1 WIS
Swim: 3 = +3 STR

Race Features
Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*

Class Features
Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with weapons from the close fighter weapon group. Additionally you are proficient with the following weapons: Handaxe; Sword, short
Brawler's Cunning (Ex) (ACG 23): Your Intelligence counts as at least 13 for the purpose of qualifying for combat feats.*
Martial Flexibility (Ex) (ACG 23) (3 /day): You can gain the benefit of a combat feat you don't have for one minute. You can select one feat as a move action. If you use this ability again before the duration expires, you can replace a previous feat with another choice. You must meet the prerequisites of each feat gained. Each individual feat selected counts towards the daily uses of this ability.
Martial Training (Ex) (ACG 23): Your brawler levels count as both monk and fighter levels for the purpose of qualifying for feats.* You count as both a Fighter and Monk for the effects of feats* and magic items.
Unarmed Strike (ACG 23): You gain Improved Unarmed Strike as a bonus feat.* Your unarmed strike does 1d6 damage*. It can deal lethal or non-lethal damage and is treated as both manufactured and natural weapon for the purpose of spells and effects.

Traits
Athletic Champion (APWftC 8): You gain a +1 trait bonus on Diplomacy and Perception checks and these are class skills for you.* You gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bullrush, drag and reposition combat maneuvers.
Strength’s Fanfare (ISG 222): When you are the subject of any sonic effect that grants a morale bonus on attack or damage rolls, you also gain a +1 trait bonus on Strength based skill checks; on combat maneuver checks to bull rush, grapple, and reposition; and to your CMD against those combat maneuvers.

Feats
Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Improved Unarmed Strike (Core 128): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Equipment
Leather, Dagger, Sling, Artisan's Tools, common, Mirror, small steel

Me:

In my 40s, in Melbourne, Australia
First played pathfinder 12 years ago, been on the boards a bit after that. Played in a few games a few years ago, then took a break when kids were born, been back now a year or so, currently in one active game.


I'm having trouble deciding between two different characters. I'll hopefully have my submission posted by tomorrow.


My character concept is an Ancestral Aspirant Occultist that goes by the name Stiggur Ryles. This is a pseudonym for the now disgraced Mauricio Adrianus. He believes his obsession with his genealogy resulted in the ruin of his family (whether that’s true or not doesn’t matter to me, I think either could make for a great character arc) and is on a mission of revenge against all these would-be conspirators, wherever they may be hiding.

Crunch:

Stiggur Ryles
Male human (Taldan) occultist (ancestral aspirant) 1
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lucerne hammer +3 (1d12+4)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Implement Schools
Enchantment (Necklace) Resonant—glorious presence; Focus—cloud mind
Transmutation (Weapon) Resonant—physical enhancement (strength); Focus—legacy weapon, size alteration
Occultist (Ancestral Aspirant) Spells Known (CL 1st; concentration +5)
1st (2/day)—enlarge person (DC 15), murderous command[UM] (DC 15)
0 (at will)—daze (DC 14), purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats - Heavy Armor Proficiency, Improved Initiative
Traits - disgraced noble, student of philosophy
Skills:
Acrobatics -3 (-7 to jump)
Bluff +2 (+4 to conceal your identity, +8 to lie (as a result of using Int instead of Cha))
Diplomacy +2 (+8 to persuade others but not to gather information (as a result of using Int instead of Cha))
Knowledge (arcana) +8
Knowledge (local) +5
Knowledge (nobility) +8
Knowledge (religion) +8
Linguistics +8 (+10 to spot or produce forgeries)
Perception +4
Sense Motive +4
Sleight of Hand +1
Spellcraft +8
Use Magic Device +2
Languages Azlanti, Celestial, Common, Elven, Hallit, Osiriani
SQ implements 2, mental focus (5/day)
Other Gear scale mail, lucerne hammer, 75 gp
--------------------
Special Abilities
--------------------
Cloud Mind (dazed 1 rnds HD <= 1, else staggered 1 rnd, DC 14) (Su) 1 focus: Creature in 30 feet is dazed or staggered.
Glorious Presence (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.

Background:

Stiggur Ryles was born the day Mauricio Adrianus was struck from all official records in Oppara. He was part of a rather important minor noble family but was possessed with an obsession in ascending to the higher echelons of society. Nights spent pouring over every genealogy book, every marriage treaty he could find in the archives led him to a singular belief: The Adrianus family had a legitimate claim to the throne. This would be his ticket to upper nobility. Or so he thought…

Unfortunately, a letter bearing his father’s seal denouncing Maxillar Pythareaus, commander of Taldor’s military, was discovered and made public. Despite the claims of his father and all his allies that this was a forgery and was meant to discredit him, the fallout that ensued was devastating. Once the dust settled, no trace could be found of the Adrianus name in any record or document, and his parents had vanished as if they had never existed. No one dared to acknowledge him for fear of reprisal by the commander of Taldor’s military. He was forced to abandon all he had except for a few trinkets, and forge himself a new identity. But every night, he would lay in bed, agonising; had his folly and obsession caused the destruction of everything he held dear?

Stiggur now sees enemies everywhere he looks. Every meal he consumes is poisoned, every acquaintance he makes is a spy, and no one is innocent in the great conspiracy against his family. He will prove his claim to the crown is valid, and once he sits upon the throne, he shall call down a firestorm of cataclysmic proportions upon all who ever stood in the way of Mauricio Adrianus.


Appearance:

A man of 29 years of age, Stiggur Ryles is absolutely meticulous in everything he does. He polishes all his buttons himself exactly 3 times in the morning, until they shine just right. He then slicks his thick shoulder length black hair first on the right, then the left, and finally in the centre to hide the initial part he himself created. He keeps his face clean shaven as his father believed “Facial hair is the sign of the indolent and the slovenly”, but secretly he always wished to grow a long, bushy beard like some of the Ulfen guard of Oppara. The leather thong cord that ties back the hair can only be twisted clockwise, just like how his mother taught him when he was younger. To skip a step would be to invite judgement upon his person for the lack of care in his appearance.

Standing at 5’8”, he continues his morning ritual by inserting lifts into his shoes to bring him to a more appropriate height of 5’10”. He laments his average height as the only failing of his genes, but he compensates for it with the powerful frame he hides within his billowy clothes. The soft click of scales undulating as he makes his way through town betray that a strong physique is not the only thing he attempts to conceal within the loose garments

A dab of cologne, before he leaves his bedroom is the final touch that completes the image of Stiggur Ryles that he has created. But if one were to carefully examine the lucerne hammer, or any of the various trinkets and baubles that adorn him or his pockets, they would find that most if not all harbour the now forbidden symbol of his old family. To bear the symbol of his family is an important detail that Mauricio cannot willingly leave the house without.

Personality:

He is prone to obsession regarding anything to do with his disgraced family. He constantly searches out for trinkets and heirlooms, even just a small scrap of paper that might mention their name is invaluable to him. He can suitably control himself in the presence of others who aren’t privy to his true identity. But those that he does trust have all heard his near manic ramblings on his family, the conspiracy against them, and his desire for vengeance in their name.

Due to his years of constant research, the breadth of his knowledge is varied, and the constant lack of human interaction has unsurprisingly affected his social graces. Although he is often seen as a foul, contemptible individual, his ability to use logic in conversation tends to work to his advantage more often than not. This doesn’t prevent Stiggur from occasionally angering the wrong individual, but his trusty lucerne hammer has yet to meet a challenge it cannot defuse.

The effects of his family’s disgrace and his subsequent efforts in locating information regarding them has taken their toll on Stiggur. He is dour, humourless, and not one for petty indulgences. But, more than anything else, he is a melancholic man that struggles to see beyond the shattered life he leads. He longs to find friends that will help him take flight from his wretched existence, but his inability to free himself of his past traps him in a vicious cycle that leads only to further sorrow.

About Me:

-30 years old
-From Ontario, Canada (EST time zone as well)
-I started playing PF back in 2015 and I currently GM 2 IRL 1st edition games (Tyrant’s Grasp and Way of the Wicked APs) and play in 2 IRL 2nd edition games (Strength of Thousands and Abomination Vaults) all with friends. I’m not in any pbp games.
-A fun non-RPG fact about me is that I’m an indie pro-wrestler

Dark Archive

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Here's the little something I decided to whip up. It's a drastic retelling of an old Pathfinder Society character that never quite realized their full potential. Xallis of house Livara.

House Livara:

House Livara which is my own creation got its start in Cheliax, making a name for themselves by acting as extraplanar lesions in the trade of physical goods as well as knowledge. Fearing that the stifling rule of Cheliax would eventually cut into their potential profits.

They ultimately decided to risk relocating to the neighboring nation of Taldor to practice their arts in relative peace. Many resources were sacrificed and many connections had to be severed, but they eventually settled into their new home. While relatively new and weaker than most magic-focused houses, they make up for it with ambition; Each scion is encouraged to find a way of expanding their magical powers while also finding new connections to help strengthen the house's influence.

Background:

Xallis Livara was born as the middle child of three siblings, comfortably cushioned between the ambitions placed upon his elder brother and the doting placed upon his younger sister. When the former ran off to become a Hellknight and the later became a paladin of some fae goddess he couldn't pronounce, he found himself the sole target of their parental expectations.

Wishing to follow a more traditional role in the family, Xallis took to the art of conjuration. It was there he studied imported infernal texts, received training in the art of negotiating contracts, and prepared himself for his first proper summoning ritual. Unfortunately, due to some impurity in the reagents or an error in drawing the ritual circle, the summoning went wrong.

Xallis' memories of the ritual are hazy. Faces, eyes, and some amalgam-creature crawling towards him, and then blackness. When he awoke, he found himself wrist-deep in a putty-like substance, hands deftly weaving and shaping it. The man was no craftsman, and his knowledge of surgery was equally lacking, but something about this act felt effortless. Instinctual. Natural. After gathering his wits, he continued his work, shaping this raw essence until it took the shape of his eidolon.

While he gained a new companion, he was no closer to establishing connections that would benefit the family. Xallis attempted a few other ventures, most notably a short-lived career as an agent of the Pathfinder Society, but he found their disorganized and largely apolitical goals to offer more roadblocks than opportunities.

Xallis is now back at home, with nothing but the clothes on his back and a handful of equipment from his time as a Pathfinder, doing what he can to keep up relations to his family. With empty pockets and burning ambition, he hopes to make allies. With Navia as his secret right hand, he hopes to gain leverage over potential rivals.

Mechanics in a Nutshell:

Xallis is a summoner with a reasonable set of charisma and intelligence based skills and an emphasis on using Summon Monster to add flanks and support during combat. Navia, his Eidolon, is built specifically to make use of skills like Stealth and Disable Device, acting as an espionage expert out of combat or as backup combatant in a pinch. Her evolution points can also be arranged to help her cover other holes in the party's makeup.

Xallis is made using the original Summoner from the APG, but I'm more than willing to shift him into an Unchained Summoner if the class is banned.

About Me:

Hi! My name is Nate Wright, and I've been playing ttrpgs since 3rd edition of DnD, mainly bouncing between that and Vampire: The Requiem games until I found my love with Pathfinder through an introduction with organized play.

I'm passionate about the game and have written a decent bit of content for it. Most of it happens on my blog, Eldritch Excursion, where I explore the intersections of flavor and mechanics while offering ways to play unusual characters. I've also done some freelance writing for Paizo, with my favorites being the Memetic Zenith and the Anadi.

I've got a love for playing weird stuff, though I do try to reign it in when the setting demands it. I tend to post in the late evening hours. I've been playing Pathfinder first edition since 2014 but I have yet to play a 1e adventure path and I would love to knock that off of my bucket list. I'm currently in a PbP of the Slithering, but I'd like to join one or two more games.

Xallis' Stats:

Xallis Livara
Male Human Summoner 1 (Advanced Player's Guide p54)
N Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------------------------------------------------------------- -----------
DEFENSE
--------------------------------------------------------------------------- -----------
AC 11, touch 11, flat-footed 10 (+0 armor, +1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +1, Will +2
--------------------------------------------------------------------------- -----------
OFFENSE
--------------------------------------------------------------------------- -----------
Speed 30 ft.
Melee Dagger -1 (1d4-1)
Ranged Light Crossbow +1 (1d8, 19-20)
Spell-Like Abilities (CL 1)
6/day - Summon Monster I
Spells Known (CL 1)
1st (2/day) - Grease (DC 14), Enlarge Person
0th (at will) - Mage Hand, Detect Magic, Message, Light
--------------------------------------------------------------------------- -----------
STATISTICS
--------------------------------------------------------------------------- -----------
Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Spell Focus: Conjuration, (B)Noble Scion (Scion of Magic)
Skills Bluff +8, Diplomacy +8, Knowledge (Arcana) +6, Knowledge (Nobility) +8, Knowledge (Planes) +6, Lore (Pathfinder Society) +6, Spellcraft +6, Use Magic Device +7
Traits Fast Talker, Senatorial Hopeful
Languages Celestial, Common, Elven, (B)Infernal
Combat Gear Dagger, Light Crossbow with 10 bolts; Other Gear Backpack, 0gp
SQ Cantrips, Eidolon, Life Link
--------------------------------------------------------------------------- -----------
ECOLOGY
--------------------------------------------------------------------------- -----------
Environment Urban or Any
Organization solitary or with Navia
--------------------------------------------------------------------------- -----------
SPECIAL ABILITIES
--------------------------------------------------------------------------- -----------
Eidolon After a one minute ritual, summons Navia.
Summon Monster 1 As per the spell, cast as a standard action. Cannot be cast while the eidolon is out.

Navia's Stats:

Navia Grace
Female Eidolon (Advanced Player's Guide p58)
N Medium Outsider
Init +3; Senses darkvision 60ft, scent 30ft; Perception +4
--------------------------------------------------------------------------- -----------
DEFENSE
--------------------------------------------------------------------------- -----------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2
--------------------------------------------------------------------------- -----------
OFFENSE
--------------------------------------------------------------------------- -----------
Speed 30 ft
Melee 2 Claws +4 (1d4+3)
--------------------------------------------------------------------------- -----------
STATISTICS
--------------------------------------------------------------------------- -----------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Skill Focus: Stealth
Skills Disguise +8, Disable Device +5, Perception +4, Sense Motive +4, Sleight of Hand +5, Stealth +8; Racial Modifiers +8 Disguise
Languages Celestial, Common, Elven, Infernal
Combat Gear none Other Gear Thief's Tools
SQ Darkvision, Link, Share Spells
--------------------------------------------------------------------------- -----------
ECOLOGY
--------------------------------------------------------------------------- -----------
Environment Urban or Any
Organization solitary or with Xallis
--------------------------------------------------------------------------- -----------
EVOLUTIONS
--------------------------------------------------------------------------- -----------
Free: Limbs (Legs), Limbs (Arms), Claws (Legs)
1 Point: Climb, Scent, Skilled (Disguise)

Appearance:

Here's some old art of the two. I may mess with their designs a bit, maybe get some heroforge screenshots, but this is a decent enough reference.

Also, because I am a gigantic dork:
Xallis' theme
Navia's theme


Hello GM Peachbottom,

I was curious is there will be the opportunity to retrain feats, or if the pace of the game will prohibit it?

Probably happening somewhere around Levels 2-3.

Essentially, if one multi-classes into a class that provides a feat already taken.

Thanks in advance,
Gerard


Nice to see you Gerard. This is Andrea from the Council of Thieves game


Gerard Nisroc wrote:

I was curious is there will be the opportunity to retrain feats, or if the pace of the game will prohibit it?

Probably happening somewhere around Levels 2-3.

Essentially, if one multi-classes into a class that provides a feat already taken.

Hi Gerard. I'd say probably. It depends what you have in mind. Also, depending, if you are getting a duplicate feat, I may allow you to just pick a new suitable feat rather than needing to retrain. But that could be discussed when it comes up.


GM Peachbottom wrote:
Gerard Nisroc wrote:

I was curious is there will be the opportunity to retrain feats, or if the pace of the game will prohibit it?

Probably happening somewhere around Levels 2-3.

Essentially, if one multi-classes into a class that provides a feat already taken.

Hi Gerard. I'd say probably. It depends what you have in mind. Also, depending, if you are getting a duplicate feat, I may allow you to just pick a new suitable feat rather than needing to retrain. But that could be discussed when it comes up.

Sounds reasonable, thanks!


Phillip Gastone wrote:
Nice to see you Gerard. This is Andrea from the Council of Thieves game

I thought I recognized the name! Yes, good times. Awesome seeing you, as well!


Rhaedlaf was/is originally intended for a PFS game that never really materialized, and then for another game on the boards that is no longer active, so I'm pretty sure with some reworking of his CS, he'd fit right in. He's a human Wizard, built to work as a Gandalf/Elminster type, a student of the Conjuration school (but casts like a Universalist). He's intended to be more advisor and planner than spell-slinging combatant. As for his "communication" skills, he's got the Clever Wordplay trait which allows him to use his Int rather than Chr for Diplomacy. (His quick wit is both snarky and (hopefully) charming and funny.

I'll get to work on the changeover and background changes right away, but I just wanted to toss my name into the ring for this. Sounds like fun! (I'll let you know when he's officially ready)

Currently I'm only playing in one game, DM Salsa's Crypt of the Everflame, as Culver Cobbletoss, the quirky and lovable, halfling rogue.

Myself, I'm 54, a father of four, have been playing various TTRPGs since I was about 13 yrs old, and live in the U.S.'s mitten, near Detroit. I'm EST and can post daily.


GM Peachbottom wrote:
I can't handle more than 8 players, so if I get more complete characters than that, I will unfortunately have to make choices.

GM Peachbottom, with as many applicants as you have already, will you be taking eight players?


Oh, I got deep into this and just realized something. Do the Class options include the Unchained versions?


Robert Henry wrote:
GM Peachbottom, with as many applicants as you have already, will you be taking eight players?

Most likely 7 or 8. Probably no less than 6.

Gerard Nisroc wrote:
Oh, I got deep into this and just realized something. Do the Class options include the Unchained versions?

I'm not against them. Which class are you considering?


Will all 7 or 8 be in the same party, or split up between two groups?


Quick "Scribe Scroll" question: Would you accept at first level for me to purchase a scroll (of something my wizard can cast, obs) and just say my wizard scribed it himself for story purposes?


bigrig107 wrote:
Will all 7 or 8 be in the same party, or split up between two groups?

Same party. I'm not that talented to run a split group.

Rhaedlaf wrote:
Quick "Scribe Scroll" question: Would you accept at first level for me to purchase a scroll (of something my wizard can cast, obs) and just say my wizard scribed it himself for story purposes?

Yes, you can.


GM Peachbottom wrote:
Gerard Nisroc wrote:
Oh, I got deep into this and just realized something. Do the Class options include the Unchained versions?
I'm not against them. Which class are you considering?

Rogue >> Unchained Rogue.

Submission:
I like complex characters, so please excuse the term vanilla.

Tall, lean and reserved.

Start as a vanilla Fighter and using campaign material, Noble Scion (Basri)... get access to an Elven Curved-Blade proficiency.

I'm not certain if being Kelishite/Sarenrae is too much, here. But, he's a black sheep who has been serving in Kyonin in a noble's personal guard and as emissary.

Poetically, he's got equal parts Handle Animal and Knowledge (Nobility).

Multi-Class into Unchained Rogue.

EDIT: And, I'm happy to give up Trapfinding (through archetype) if we have a trapfinder character at that time, etc... not looking to step on proverbial toes.

GOAL: Finesse Training with Elven Curved-Blade and some precision damage.

=======================================

Queen's Knight

Male Human (Keleshite) Fighter 1
NG Medium Humanoid (Human)

Init +3; Senses Perception +6
--------------------

Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)

hp 10 (1d10)

Fort +1, Ref +3, Will +1
--------------------

Offense
--------------------
Speed 30 ft (20 ft in armor, drop backpack for 30 ft)

Melee
. . elven curve blade +4 (1d10+1/18-20) or
. . better war razor +4 (1d4+1/18-20) or
. . cestus -2 (1d4+1/19-20) or
. . chakram +1 (1d8+1)

Ranged
. . chakram +4 (1d8+1) or
. . sling +4 (1d4+1)

--------------------

Statistics
--------------------
Str 12, Dex 17, Con 9, Int 10, Wis 12, Cha 14

Base Atk +1; CMB +2; CMD 15 (16 vs. disarm, 16 vs. trip)

Feats Noble Scion of Basri, Skill Focus (Diplomacy), Weapon Finesse

Traits athletic champion, dirty fighter

Skills Acrobatics +0 (-4 to jump), Diplomacy +10, Handle Animal +6, Intimidate +6, Knowledge (nobility) +6, Perception +6, Ride +4

Languages Common, Elven, Kelish

Other Gear studded leather, better war razor, cestus, chakram, elven curve blade, sling, sling bullets (10), backpack, belt pouch, flint and steel, mess kit, soap, soldier's uniform, torch (3), trail rations (3), waterskin, wooden holy symbol

Money 47 gp, 1 sp, 6 cp
--------------------

Special Abilities
--------------------
Noble Scion of Basri +2 Kn (Nobility), always a class skill. Elven Curved-Blade proficiency.

Me?

I'm older, got a couple of teens.

New York - where abouts are you? Hudson Valley, here. EST.

Been playing D&D a while, since I was 15 and on here PbP for over a decade. In a few games, but several are slower. I can keep up the posting rate, but I'm not perfect.

I have a few - What, we're waiting on me?! moments.

I like crafting characters, leaving room for plot hooks. Excelling at a few things (15-point Buy is rough. There... I said it!) And, coming together as a team to overcome challenging obstacles.

Not fond of continual walls of text, although it's needed sometimes.

I try to drive the action, while going with the flow. Nothing kills a game faster than intra-table conflict (players, DMs and characters).


In that case, I will withdraw my interest. Not really a fan of bigger tables, though I understand why people like them.

Have fun everyone!


1 person marked this as a favorite.

Ok bigrig. I understand. I prefer a party of four myself too, but what I dislike more is midgame recruiting. I'd prefer to start larger and suffer some attrition down the road than start smaller and need to recruit if someone drops out.


1 person marked this as a favorite.
GM Peachbottom wrote:
Ok bigrig. I understand. I prefer a party of four myself too, but what I dislike more is midgame recruiting. I'd prefer to start larger and suffer some attrition down the road than start smaller and need to recruit if someone drops out.

It's a fine line to balance, making the selection process even more difficult. I also prefer a smaller table.

I will remove myself from the recruiting process and make room for someone in fewer games. GM Peachbottom, thank you for running the game, we players truly appreciate it.

Good luck and good gaming all.


Robert Henry wrote:


I will remove myself from the recruiting process and make room for someone in fewer games. GM Peachbottom, thank you for running the game, we players truly appreciate it.

Good luck and good gaming all.

Wisdom. I think I'll do likewise and withdraw for pretty much the same reason.

Have fun, people!


Well I certainly don’t want to deter applicants with a too large group so now I’m leaning towards 6.


I think 6 would be way better than 7-8. Once you get too far past 5 it’s hard to make any one character stand out that much in the story.

In the games I run, I usually aim for 5, which gives you an extra spot for a leaver but also lets each individual member stand out in their stories. Just my experience though, of course!

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