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Striding purposefully, Kendra remains silent until you reach what is now her house. Once inside the tension visibly subsides as she sets about making more tea and inviting you all to partake of the refreshments set aside.

Later, the promise of rain is fulfilled as the grey clouds turn black and a downpour begins. Soon the whipcrack of thunder is heard as lightning flashes across the sky.

During the afternoon repast Kendra says "Councillor Hearthmount will be here later this evening to read father's will. Father recently changed it and wouldn't tell me what was in it just as he made me promise that if anything happened to him I would send for the five of you. Almost as if he knew something was going to happen." she trails off.


As Cassandra finishes speaking, Father Grimburrow intones a final blessing of Pharasma for the Professor's enternal rest before tracing another spiral in the air over the open grave.

As the service concludes Councillor Hearthmount talks quietly with Father Grimburrow and after a vehement exchange the village priest approaches Kendra and the rest of the party. Taking the young woman's hands in his he stares into her eyes and in a voice pitched loud enough for all to hear he says "My poor young girl. Vashian told me about the ...altercation that took place. Disgusting! Rest assured the Sheriff and I will talk to those involved and see that nothing like that ever happens again." With a brief nod to indicate all of you Father Grimburrow takes his leave.

As the attendants prepare to lower the casket into the waiting grave, Kendra kisses her fingertips and lays her hand gently on the casket before turning, and with a wan smile, to invite everyone back to the house for refreshments. The townspeople all beg off citing the need to take care of their business in town but Councillor Hearthmount promises to visit this evening for the reading of the will.

Clearly disappointed Kendra turns to you and brightens "Oh well, it's just as well. Father never did like big parties." Without saying another word Kendra leads everyone back to her house.


As the situation teeters on a knifes edge, Tamarie draws her bow and points it at Gibbs, drawing shocked gasps from all assembled. Her show of force followed by Davor's growled threats seem to galvanize the crowd of protestors as several of them begin to surge forward, holding their makeshift weapons at the ready intent to club the strangers down. As the mob approaches, Gibbs manages to slip behind the crowd as the remaining villagers urge the toughs on.
If not for the intervention of Cassandra and Vivian the situation could soon escalate out of control. Thankfully the pleas of the two women manage to shame and chagrin the men enough that they abandon their plans for mayhem that they soon begin to disperse. Gibbs, seeing that he's lost the initiative in the situation shoots Tamarie a venomous glare before departing with the rest of the townsfolk.
The assembled mourners release a sigh of relief that no one seemed to realize they were holding. Kendra regains her composure although the anger beneath the surface is clearly visible. With her lead you soon arrive at the grave site where the Professor will be laid to rest.
Mounds of fresh turned earth flank either side of a large hole. Standing at the head of the grave is an elderly man whom Kendra introduces to you as Father Vauran Grimburrow, the village priest. A pair of workers stand a respectful distance back, leaning on their shovels, watching the ceremony.

Father Grimburrow

Father Grimburrow nods to each of you in turn as Kendra introduces you to him as you lower the casket onto a scaffold across the grave. After a short ceremony where Father Grimburrow consecrates the ground with holy water and a blessing of Pharasma he asks Kendra to step forward and say some words about her father.

Kendra, fighting back tears, recalls some of the events of her childhood and the happier times she spent with growing up with her father. Finished, she calls upon her father's friends to come forward and say something about their memories of Petros Lorrimor. Each of the townsfolk step forward to share a story or anecdote of their experiences with the Professor. After the last one finishes all eyes turn to you.


Sorry all, very busy day at work today (the first day back from vacation always is), will post an update later this evening.


Since the Professor spoke first, he and Davor round out the pallbearers. The others can follow behind the casket with Cassandra.

The Restlands
You enter the graveyard at the entrance marked by the A, you are traveling to the grave site shown by the red X.

As the procession begins with Kendra stoically in the lead the only sound heard is that of your feet along the gravel path known as The Dreamwake. As the funeral march reaches a turn where the Dreamwake merges with The Eversleep the silence is shattered by Kendra's shrill shriek "Gibs Hephenus, what is the meaning of this?"

Looking up you notice an elderly man standing in the middle of the path, his arms folded across his chest. A network of white scars across his forearms indicate that he was no stranger to fighting in his youth. Behind him a group of locals, about a dozen in all, stand across the pathway, barring further entrance into the graveyard.

As the old man spits on the ground and begins to speak, you notice that about half of the mob is armed, although with a mix of farm implements (rakes, hoes, sickles, pitchforks, hammers, and the like), “That’s far enough. We been talking, and we don’t want Lorrimor buried in the Restlands. You can take him upriver and bury him there if you want, but he ain’t goin’ in the ground here!” the old man snarls.


Knowledge (local) or Intelligence check DC:10:

Family members traditionally lead the funeral procession to the gravesite followed by the casket and pallbearers and finally the other mourners bring up the rear.
While it is not unheard of for a woman to act as a pallbearer it is generally left to the male family members or friends of the deceased to act in that capacity.


Somewhat overwhelmed by the words of condolences Kendra manages to stammer "Th, Thank you. You are too kind." Escorting you into the sitting room, Kendra offers you some refreshments laid out upon the table "Please help yourselves. You must be hungry from your journey. I will go put a kettle on, after all we have some time before we have to meet the others at the Restlands."

After eating some of the sandwiches laid out and imbibing some tea, or any of the harder liquors on the sideboard, Kendra grabs a black lace shawl and wraps it around her shoulders "I believe it is time to go now. It wouldn't do to keep Father Grimburrow and the others waiting." so saying she lowers her veil over her face and leads you to the door.

As you follow her back through town, your procession draws stares of wonderment from the people you pass on the street. Kendra leads you through the streets to the north road leading out of town. A short distance later you come to the local cemetery, known as the Restlands. As you approach one of the gates Kendra traces a small spiral over her heart and looks for the rest of you to follow suit. Waiting at the gate are a handful of people, three men, one woman, and a teenage boy arranged around a fine walnut and bronze casket.

Kendra introduces you to the other mourners, Councilmen Vashian Hearthmount and Gharen Muricar, Zokar Elkarid, the local tavernkeeper, and his son Pevrin, and Jominda Fallenbridge, the town’s apothecary. With a look at Councilman Hearthmount Kendra announces ”These are the friends of father that we’ve been waiting for.” With a curt nod of his head in acknowledgement the councilman and the other local men position themselves around the casket while Kendra takes up position in front of the procession while Jominda and Pevrin fall in behind the casket. All eyes turn to you as Kendra explains ”Traditionally the friends of the deceased carry the body to the gravesite where the priest is waiting to conduct the funeral rites.”

There are handholds for six people to carry the casket, although only four are actually needed. With the three men waiting to lift the casket at least one of you will have to ‘volunteer’ to help carry the Professor to his final resting place.


Cassandra and Vivian, as you approach one of the locals, a woman with two small children, she pushes the children behind her as she eyes you warily. The young children clutch their mother's skirt as they looks at you with a mixture of awe and wonder.
The young mother gives you directions toward the Lorrimor residence and with a quick turn begins to leave, shooing her children ahead of her.

As the five of you travel down the street towards the late Professor's house you draw stares from the townsfolk you pass. Arriving at the address the young woman from the square indicated, you approach the door and offer a discrete knock.
The door opens to reveal a woman in her mid-twenties dressed in dark mourning clothes, her hair pulled back in a bun with a veil attached.
As you look closer you can see that her eyes are puffy and bloodshot, as if from crying.
Kendra Lorrimor
"Hello?" she says in a hesitant voice until a flash of understanding crosses her face "Oh, you must be the friends of father I wrote to? I was beginning to think that my letters never found you." She steps back from the doorway and ushers you in "Forgive me, I'm Kendra Lorrimor, the Professor's daughter. Please come in. It wouldn't do to have you standing around my doorstep so that people could talk. They will talk all the same, but let's not give them any more reason that they should." she says with a wan smile.


The Gazebo does not detect as evil, although the dog...

Tamarie I'm going to say that the work you've done with the Professor has been "In the field" and you've never actually been here to Ravengro or to his house.


Although I've created a rather generic opening you can all arrive in the same coach (very convenient), separate coaches, or on foot it really makes no difference.


Sorry for the delay everyone. My wife anf daughter were out this weekend selling Girl Scout cookies at the local grocery store and now my little girl has come down with a cold and a fever (what a way to start Spring Break) and I've been home playing Mr Mom.
So without further ado will the following characters please report to the discussion and or in-game thread:

Tamarie Yangrit
Prof Faradir Rokannon
Vivian Deberth
Cassandra Blackmoore
Davor

Thank you all for submitting your proposals for the game and if/when in the future I need replacement players I wil refer back here and send you a Pm to see if you're still interested.


Looks like interest may be waning. I'm going to go over the submissions tonight and if I have any questions I'll send you a PM. Barring an avalanche of submissions tomorrow I'll announce the party tomorrow at noon. Thank you all for taking the time and putting forth the effort in making your submissions.


Just an FYI Thorgrund, et al. I'm not a big stickler on encumbrance. As long as you're not carrying something obviously heavy like, say, an anvil.


Thank you all of you for compiling and updating this list. Work has been a little busy as I prepare for vacation next week and I appreciate the help. Although I've been busy I have been following the thread at least a couple of times a day.


Viluki wrote:
A question for the GM, since the Samurai is derived from the Cavalier class will you accept my Lawyer Samurai as a Lawyer Cavalier of either the order of the Cockatrice or Rohin orders(Rohin Cavaliers are technically referred to as knight errant)?

Sorry, I missed this while scrolling through last night.

Yes, a Cavalier would be fine. Just trying to avoid a whole east meets west thing going on.


Recruitment is open until 12 pm CDT on the 25th.

Just a reminder for those of you who want to play a more "exotic" race. Ustalav is a very insular place and it's inhabitants are more xenophobic than in other countries.


Masterwork weapons, Potions, and Scrolls are fine to purchase as long as you can afford it.


Yes, I can see that my rules need to be tightened and clarified a bit. While I don't want to limit anyone's creativity I also don't want a mish-mash of settings colliding into an incoherent mess.

• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG) with the exception of the Summoner, Ultimate Combat (UC) with the exception of the Ninja and Samurai, and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.

Any Paizo published Pathfinder material (i.e. Campaign, Companion, and Core) will be considered valid for use. Although I reserve the right to veto any selections made.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average (rounded down) of their particular hit dice, whichever is greater.

GM Gluttony: I'm going to have to say that Miasma just can't be switched on or off as it's somewhat akin to, say, a Cleric or Paladin's aura. It's an unsettling part of your dealing with rot and decay (at least as far as I see it).

DrakeSomerset: I'm going t have to nix the "Assassin God" angle.


Map of Ravengro

Legend:

A= Town Square
B= The Posting Poles
C= The Laughing Demon (Tavern)
D= Ravengro Town Hall
E= Temple of Pharasma
F= Ravengro Town Hall
G= Ravengro Forge
H= Jominda's Apothecary
I= Ravengro Jail
J= The Silk Purse (Moneylenders)
K= The Outward Inn (Inn)
L= The Unfurling Scroll (Magic)
M1= Councilman Vashian Hearthman House
M2= Councilwoman Mirta Straelock Residence
M3= Councilwoman Shanda Faravan House
M4= Councilman Gharen Muricar House
N= The Lorrimor Residence
O= Harrowstone Memorial
P= Road to The Restlands
Q= Gibbs Hephenus' Shack
R= Road to Harrowstone


”Ravengro!” the coachman bellows out, the first words he’s spoken in a while, as the carriage rattles to a stop. As you emerge from the coach you blink your eyes several times as they become accustomed to the late afternoon light although the low grey clouds scudding by portend the threat of rain.

As the driver lowers your belongings to you, you look around the town square. A quaint, simple gazebo with an old hound dog lounging on the steps stands in the center of the square. With a nod of his head the driver climbs back up into his seat and with a flick of the reins the coach continues on its journey leaving you standing there, alone. As your eyes sweep around the square you notice several of the local passersby’s eye you with a mix of curiosity and suspicion before they avert their gaze.

As you pick up your belongings you check your pocket for the letter. Although it only reached you over a week ago its contents still bring a shock to you this day. Written in a feminine hand, by one Kendra Lorrimor, it requests your presence for the funeral and reading of the will of the late Professor Petros Lorrimor. As the initial shock of the Professor’s death sunk in you remembered the profound impact the man made on your life. Dropping everything you hastened to hire a coach and travel to the town of Ravengro.

Due to conditions beyond your control you have arrived in the village with little over an hour to spare before the start of the internment. Now all you need to do is find the Professor’s house and offer your condolences before the start of the funeral procession.


Welcome to the Out of Character Discussion Thread for my Carrion Crown game. Please take the time to introduce yourselves and get acquainted. If you have any last minute questions to ask me, go ahead and I'll try to get back to you as quickly as possible.
Thanks,
Alex


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Although I'm new to the PbP genre I have been playing and GM'ing D&D in all it's incarnations since 1979 and I'm looking for five players to join me on this adventure. Recruitment will end March 25th @ 12pm. CDT.

The Rules:
Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
Traits: Character's will start with two traits, one of which MUST be from the Carrion Crown’s Player's Guide found <Here>.
Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

If you have any questions feel free to post them here or PM me and I'll answer them as quickly as possible.
Thanks for your interest,
Alex


Thank you for the invite.


I'm surprised no one thought of this before.

Turok the Wanderer:

Turok
Human (Keleshite) Druid (Desert Druid) 1
N Medium Humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +3, Will +5; +4 vs. hot conditions, +1 vs. fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +1 (1d6+1/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Spear +1 (1d8+1/x3)
Druid (Desert Druid) Spells Prepared (CL 1):
1 (2/day) Longstrider, Obscuring Mist
0 (at will) Create Water, Detect Magic, Light
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 15, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Lightning Reflexes, Toughness +3
Traits Desert Child (desert), Gnoll Killer
Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Handle Animal +4, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Perception +7, Ride +0, Spellcraft +5, Stealth +0, Survival +9, Swim +0
Languages Common, Druidic, Gnoll, Kelish
SQ animal companion link, nature bond abilities (animal companion, hyena), share spells with companion, spontaneous casting, wild empathy
Other Gear Hide shirt, Club, Scimitar, Spear, 113 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Background:

Turok is the last surviving member of an desert village that was attacked by gnolls. While out hunting a band of gnolls came upon the village and annihilated everyone within the village. Alerted by the rising column of smoke Turok rushed to the little village but came too late. Searching, he found his wife and daughter among the victims.
Placing their corpses inside his hut, he relit the structure so that the wind could carry their souls to their eternal rest. Once the flames died down, Tuork took the soot from the ashes and spread them across his face and body and took out after the war party.
Over the next few weeks Tuork stalked the band of gnolls striking at night and leaving death in his wake. Until finally he faced the warband's leader. in the battle to the death Turok fought with reckless abandon, not caring if he lived or died, until only he stood within the gnoll camp. Taking the chieftain's prized hyena as a token of victory Turok returned to the desert and Has since wandered the wastelands destroying gnolls wherever he can find them.Recently when he was in the little town of Solku Turok heard rumors of an expedition to retake the town of Kelmarane from the clutches of a tribe of gnolls who has conquered it. Intrigued and growing weary of the life he was leading, Turok sought out the caravan master and offered his services to help in the retaking and reestablishment of the town.