A_Deuce's page

RPG Superstar 7 Season Dedicated Voter. Organized Play Member. 16 posts (1,141 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 12 aliases.


RSS


M Human

Interesting turn of events. I did not expect you to chase him so thoroughly. He's disabled and there is snow on the ground so it is easy to follow him and move more quickly.

It is a simple matter to follow the escaped bandit's tracks in the snow. It takes only a moment to get him in bow range. Thorn's first shot hits the man, sending him facedown into the snowy underbrush.

You could go after him or leave him lie there. Your choice.

Meanwhile, back in the lodge.

There are no other bandits or enemies in the main room of the lodge or the adjacent room filled with hunting trophies. It does seem to Thorn that the bearskin rug in the trophy room is not as smooth as expected; that could probably use some extra investigation.

Sildur and Urga get Urga patched up and solidly back into the world of the living. The group shares a drink and spends a few moments ensuring everybody is OK.

Sturion guards the door.

I have purposely not moved you out of the rooms that you have already been in, as I think that is something you should decide. It will take me a bit to tally up the items on the bandits and the like. I've got a deliverable at work on Friday at noon, so things may be sparse until then. Decide what actions you are going to take next and we'll get them lined up.


Status:
Agatha 5/7 hp
Dru 1/11 hp
Rikael 1/14hp; 5/6 rage
Sildur 10/10hp, 1 nonlethal
Sturion 13/14hp
Thorn 10/12 hp
Urga 9/14 hp


So, is this the recruitment thread too or will that go up separately? I may not have gotten my first choice but the twists on standard Kingmaker are certainly interesting.


I'm going to put another vote in for Legacy of Fire. Here goes trying to start a flood of late votes for that AP!


o_0. I did not realize that the campaign traits were already published. Tag for interest; I will work on a character.


Dotting for interest as well.

It's rare to see mythic campaigns, very cool. Also, the custom traits all look well done. I'm looking forward to making a character based on this.


M Human

Round 4 mid-round update

I've gotten maps from lots of places (including making my own), so the quality varies. I'll try to add grid labels going forward.

Dru moves forward and snaps at the fey, but it proves to be too fast for the bear's jaws.

Thorn shakes and tries to keep control of his mind, to little avail.

Urga is likewise occupied by the magic of the fey.

The fey to the northeast I call this one ears because of the icon. tries to take another shot at Agatha. bow attack: 1d20 + 4 ⇒ (14) + 4 = 18 damage: 1d2 - 2 ⇒ (2) - 2 = 0 The arrow strikes true and a chill overcomes Agatha. Fort save, dc11: 1d20 + 3 ⇒ (10) + 3 = 13 Agatha shrugs off the chill with no problems.

The fey that Dru has been chasing lets out a sceech.

Sylvan:
"Get this furry creature off of me. I can't get a good shot off with it chasing me! "
. It flies out of combat, trying to put distance between itself and Dru/Sildur.

Aoo, Dru: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d4 + 2 ⇒ (3) + 2 = 5
Aoo, Sildur: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d4 + 3 ⇒ (2) + 3 = 5

Dru bites the leg of the fey as it moves away, causing light blue blood to spread down its leg. Once the fey moves away, it fires a shot at Dru bow attack: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 1d2 - 2 ⇒ (1) - 2 = -1. The arrow does no significant damage, but transfers its chill to the bear. fort save, DC11: 1d20 + 4 ⇒ (12) + 4 = 16. Dru's think fur saves it from any cold effects.

I'm going to pause round 4 here because I'm not sure what Sildur would do here. There is no obvious other action I can take for him and I don't really remember where he started, so I'll let him make a choice.


Combat order
Dru
Thorn
Urga
Attacker 3
Attacker 1
Sildur <-- We are here
Agatha
Attacker 2
Rikael


Status:
Fey/Attacker #1: -9 hp's
Fey/Attacker #3: -14 hp's, -2 to attacks for 6 rounds
Rikael: Blind,Stunned, Unconscious 4 rounds
Thorn: Fatigued, Blind,Stunned, Unconscious 2 rounds
Urga: Blind,Stunned, Unconscious 3 rounds


I'm running this now for what started out as a party of 6, but is now 5.

You'll need to do some modifications for a party of 6. The main issue(s) are:
- Some of the areas indoors are cramped, so moving the extra people around may be difficult.
- There are some encounters which do not easily take to adding additional bad guys.

For the majority of encounters, it's easy to add a few extra people, as Captain Yesterday said. I would also add additional HP's our use max HP's for bad guys when playing with 6.


I'd like to remove Athiss from consideration. I don't think I'm going to have the amount of time and effort required to do this correctly right now.

Thanks for the entertaining recruitment and idea though. I really like the character that was spawned out of it an hope to be able to use him again.


I know about the teapots. My note on that was a suggestion/wish/in-character appropriate recommendation.

Glad to see you noticed that :)


Allow me to submit Athiss, brewer of magically enhanced teas ((Alchemist)) for consideration. If selected, I'll make an alias and do those types of board related things.

Short version: Slightly insane Tiefling Alchemist who will drink anything he can get in his mouth.

Long version is in the spoilers.

Creation and Advancement Choices:

Point breakdown:
14 str - 5
13 dex - 3
15 int - 7

Most/all levels will be in Alchemist. Athiss may take a level or two in barbarian as well, to represent his unpredictable and poorly disciplined nature.

Athiss will generally take the +1/2 bomb damage favored class option when gaining class levels in Alchemist.

General philosophy: Melee alchemist. He will normally use the mutagen to increase his strength and go in swinging.

Notable discovery plans: Spontaneous Healing, Preserve Organs (L6), Force Bomb (L8), Mummification (L10),

Mythic Path: Champion

Sheet:

Athiss

Male Tiefling Alchemist 1 Age 86

CE Medium Outsider (Native)

Init +2; Senses Darkvsion 60'; Perception +4
Favored Class: Alchemist. L1: +1/2 bomb damage
--------------------
DEFENSE
--------------------

AC 14/16, touch 12, flat-footed 12/14 (+ 2 dex, + 2armor, +2 natural under mutagen)

HP 8 (1d8+0)

Fort +2, Ref +4, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee
Cold Iron Morningstar +2 (1d8+2/x2/Blunt and Piercing)
Cold Iron Morningstar (strength mutagen) +4 (1d8+4/x2/Blunt and Piercing)
Sickle +2 (1d6+2/x2/slashing/trip)
Sickle (strength mutagen) +4 (1d6+4/x2/slashing/trip)
Silver Dagger +2 (1d4+1/10'/19-20/x2/Piercing or slashing)
Silver Dagger +4 (strength Mutagen) (1d4+3/19-20/x2/Piercing or slashing)
Ranged
Silver Dagger +2 (1d4+1/10'/19-20/x2/Piercing or slashing)
Bomb +3 (1d6+3/20'/x2/fire (reflex DC(13)) - splash damage 4
Bomb (point blank shot) +4 (1d6+4/20'/x2/fire (reflex DC(13)) - splash damage 4

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Alchemy
bomb (4x/day) 1d6
mutagen
Extracts per day L1: 2

--------------------
STATISTICS
--------------------

Str 14, Dex 15, Con 10, Int 17, Wis 10, Cha 8

Base Atk +0; CMB +2 (2 str); CMD 14 (2 str, 2 dex)

Drawback:

Paranoid - Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Traits:

Stolen Fury (Campaign) - You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the

way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about

the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned

the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question

lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait

bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by

working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps

a friendly rivalry) to this day.
Accelerated Drinker (Combat) -You may drink a potion as a move action instead of a standard action as long as you start your

turn with the potion in your hand.

Feats:
brew potion: An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist

level as his caster level. The spell must be one that can be made into a potion.
throw anything: +1 to hit with thrown splash weapons, add int modifier to damage
Point-Blank Shot: +1 to attack and damage on targets in 30'

Skills:
7 ranks

Acrobatics +2 (2 dex)
Appraise +3 (3 int)
Bluff -1 (-1 cha)
Climb +2 (2 str)
Craft (alchemy) +8 (1 rank, 1 level, 3 int, 3 class)
Diplomacy -1 (-1 cha)
Disable Device +2 (2 dex)
Disguise -1 (-1 cha)
Escape Artist +2 (2 dex)
Fly +2 (2 dex)
Handle Animal -1 (-1 cha)
Heal
Intimidate -1 (-1 cha)
Knowledge(Arcana) +7 (1 rank, 3 class, 3 int)
Knowledge(Nature) +3 (3 int)
Linguistics +3 (3 int)
Perception +4 (1 rank, class)
Perform (-1 cha)
Profession (Brewer) +4 (1 rank, 3 class)
Ride +2 (2 dex)
Sense Motive
Sleight of Hand +2 (2 dex)
Spellcraft +7 (1 rank, 3 class, 3 int)
Stealth +2 (2 dex)
Survival +4 (1 rank, 3 class)
Swim +2 (2 str)
Use Magic Device +3 (1 rank, 3 class, -1 cha)

Racial Modifiers:
Weapon and Armor Proficiencies: Simple weapons, light armor, bombs
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Athiss's feet end in sharp, hooked talons which give him a good purchase on the ground. Whether their feet resemble

those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small,

stowed objects carried on their persons as a swift action.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Languages:
Abyssal, Common, Draconic, Elven, Infernal

Formula Book:
L1: Cure Light Wounds, Disguise Self, Endure Elements, Shock Shield, Truestrike

--------------------
GEAR/POSSESSIONS
--------------------

Location: On Person

Leather Armor (15 lb)
Cold Iron Morningstar (6 lb)
Sickle (2 lb)
Silver Dagger (1 lb)
Alchemist's Kit (14lb, less the torches)
-Alchemy Crafting Kit
-Backpack
-Bedroll
-Belt Pouch
-Flint and Steel
-Ink
-Ink Pen
-Iron Pot
-Mess Kit
-Trail rations (5)
-Waterskin
Formula Book (3 lb)
Tea Leaves (2 lbs)
Traveler's Outfit (5 lbs)
Bandolier

Carrying Capacity Light: 58lbs. Medium: 116lbs. Heavy: 175lbs.

Money: 9 GP 6 SP 5 CP

Total Weight: 47 lbs.
===================================================

Background:

Some people have easy lives. Those people know that they will always have something to eat and a roof over their heads. We call these people princes, kings, or bishops,

For most peope, however, life is hard. People need to worry about whether their crops will grow, if their children will be sick, or if they will befall tragic accidents. These are the common people of

the world.

For a very few special individuals, life is almost impossible. Athiss is one of these people. Born of a human man and a female demon, he was rejected by his demonic peers as being too unsuitable for

living in the Abyss. Instead, he is exiled to the Worldwound. Even there, he can get no peace because his hairy appearance, tail, and clawed feet mean he cannot easilly hide in the ranks of human

cultists.

Living on the fringes of society, Athiss has long survived by stealing from others or by using items that have been thrown away. By chance, Athiss surprised a small merchant train that was traveling on

the borders of the worldwound. Desparate for food, he attacked the merchants under the cover of darkness. Unfortunately for Athiss, this shipment was a shipment of tea for the little known Demon Lord,

Debilis. The caravan guards fought back and captured Athiss, subjecting him to various tortures including forcing him to drink teas brewed from the recipes of Debilis. In an unexpected turn of events,

the concoctions that Athiss was forced to drink gave him strength and abilities beyond what he expected. Athiss used these new powers to escape from the cultists but he was permanently bonded to Debilis.

Ever since his captivity, Athiss has been constantly on the move, looking for new flavors of tea to brew and new things to make into tea.

He ended up in Kenabres on one of these trips, following the rumor that the crusaders had tea leaves imported from far away.

Personality:

Athiss is very smart and has spent a lot of time perfecting his brewing skills. Years of isolation have caused him to be paranoid, bordering on insane. He often talks to himself or inanimate objects and

occasionally hears responses from them.

Often going for days or weeks at a time with nothing other than tea to drink, he will eat anything that appears to be vaguely food-like. Rotten or spoiled food is no exception to this rule.

Description:

Ht: 6' 2"
Wt: 175 lbs
Age: 86
Hair: Dark brown to black, heavy body hair covers his whole body.
Eyes: Red
Skin: Dark tan
Feet: Clawed
Tail: Long and prehensile

teapot:

Teapot of chaos. Athiss drinks from it regularly.


M Human

Good point on the sword.

Cold Iron Longsword. It is old and has sentimental value for Yuln but it not otherwise magical or valuable.


This is one of the most unique and interesting twists on an AP that I have seen. I especially like the 15 point buy and the artifacts.

Dotting for interest/to get myself tracked.


M Human

In addition to the trip attempt on the last page? Replayed here. I'm a little confused about exactly where we are in the combat turns.

Round 2

"Blast!" says Sarthonn as his sword bounces off of the dead priest.

"What about fire, Morgrym?" Sarthonn asks. "Do you think that will hurt it?"

Not waiting for a response, Sarthonn tries to trip the Priest.

Trip attempt: 1d20 + 4 ⇒ (18) + 4 = 22

I thought Morgrym's response was all in the same turn.


Harakani wrote:
** spoiler omitted **

I'll spoiler my response for people who are really in the dark about the AP, but really nothing that the player's guide doesn't already tell you.

Spoiler:

Yes, Heldren is quite southern and not far from the border of Qadira. Based on my reading of the AP, the town probably sees a small amount of cold weather every few years or so.

That being said, the impetus for starting the first adventure does deal with a spate of unseasonable winter weather that affects the town.

Is that enough detail?

GM_Deuce


M Human

I'm trying to catch up to the rest of everybody else.

Deia turns toward Kosz and extends her hand, and giving a curtsey. Well met, good Crusader. You have no need to apologize to me. Your prowess in combat was more than enough to dispatch those foul smelling creatures.

As Deia breaks her grip with Kosz, she feels something solid being dropped into her hand. Unsure of its purpose, she tries to conceal the object, quickly putting it into her belt pouch.

At the sound of rumbling, Perception: 1d20 + 3 ⇒ (11) + 3 = 14 Deia says, "Well, that doesn't sound good. Let's hope this whole thing doesn't come crashing down on us."


This is super interesting to me. I'll work on an in-depth character idea I have and submit the backstory side to see how you like it.

A_Deuce