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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Boneyard picks up the wooden coin proffered by Hippa and has a look. "Mammon. That is interesting. Yet I'm not sure these coins represent financing in and of themselves. They might have sentimental value or even be worth something to a collector, but I suspect these have a more symbolic worth to their former owners. Probably a calling card they used to mark their victims. Common in the underworld." He drops the coin and it falls with a hollow, wobbling sound onto his desk at which point the dog comes up to sneeze on it. Boneyard laughes, "It seems your friend doesn't think much of the former owner...or perhaps those that gave it to them...or is he trying to say something else altogether?"
In response to Tram, he adds "More attacks? Or a concentration? Not that I am aware of, but the main reason Wiscrani's steer clear of them is that most are wise enough to stay indoors after dark. I am quite sure the beasts are still present and you probably would not have to look long to find one. At some point, we shall have to see about rooting out the source. But that isn't something even my contacts have anything to say about...yet."
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Boneyard smiles crookedly and lets out a sharp laugh, almost a snort. "Yes, well-connected and observant indeed. Of course, the death of a god creates a sharper downward cycle than most 'obstacles.' Still, it has been more than a century and perhaps the time is right to begin a more positive trend in this once fair city. You have need of a place to work quietly...and advice of course. I'm not looking for something as gauche as coins, but you're on the right track. An investment in the future of the city perhaps. A friend suggests there is an old temple you may have plans for, but that you would like to ensure is free and clear. I could make such arrangements. Tessarda is quite insistent that the temple be rededicated to the Savored Sting, but I am rather fond of your brewery plans."
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 "Mmm, yes, I can see that. I little too much time at the wrong end of pointy objects. Not the spawn. Something else." Boneyard pauses, then seems to listen to one of his inner voices again. "I can help you, but of course there will be a price. Westcrown has its challenges, but I am coming to like it here. Its a shame that Rego Cader has become such a nightmare don't you think?"
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Boneyard emerges from a side door, looks you all up and down and without speaking a word, settles into a comfortable looking chair behind a clean desk. For a moment, he looks like he is distracted by a distant sound and then refocuses on you. "So, looks like you all have survived the shadows a little longer, though perhaps with a few more scars than last I saw you. In fact some of them look rather fresh. What can I do for you today?"
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Boneyard fixes a sharp eye on Tramtris when he responds, but waits for Hippa to answer before returning his gaze to Tram and adding. I'll be more clear since you seem to not have a very quick wit. One for now. A garm. But your commitment is to end the shadow beasts. Period. Is that so confusing?" His eyes then swivel to Auði. "Yes, the garms, shadowgarms are weaker. They see in the dark of course and their sense of smell is sharp. They will blend in with the shadows, making it hard for you to strike them. Spells too may fail. Do not let them touch you, you will grow lethargic at their touch, but you may turn the tables on them too. Magical light will slow them and make them easier to slay. Stick to the garms. The others are far worse."
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 The half-elf grows introspective as if he is thinking...or maybe listening to something. Pretty ratty batch if you ask me. Why bother with them Boneyard? Shadows'll just eat this lot up. Charge 'em a fortune and chase 'em back to their mama's skirts. When he speaks, his voice is a raspy whisper, as if not directed at you, "Quiet Adalabero! I have something else in mind..." He raises his head back toward Brannock, sharp eyes look you over and a thin smile creases his lips. "Are you sure you want to ask instead of offering? Ah, but you already have. The price is that you will end their existence. Just one for now. But if you survive...yes, if you survive then you promise to see things through. When you're ready of course. Adalabero is right about that. You're not ready yet. But maybe for one of the baby ones. One of the garms. Then, we'll see." His eyes grow unfocused again as he awaits your response. Mmmmm, simply delicious Bones. That orc would be a fine one to taste the whip...or maybe that cute bartender...of course, I've always had a soft spot for gnomes too...so colorful...
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 I still haven't gotten to my update and apologize to all of you because I think I'm 100% the hang-up. I'm traveling for business tomorrow and this weekend is a big local con where I'm GMing 4 slots plus the PFS portion of Snows of Summer on Sunday. Realistically, the earliest I can get Boneyard finished in Sunday night although I suspect my boys will want to play Wrath of the Righteous that night. Its more likely going to be sometime next week or the weekend of Nov 1-3. I really want to finish this storyline. If you guys want to move on without Boneyard or have him drop in once complete, I definitely understand.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 I don't think I'm going to go gestalt because I don't have a lot of experience balancing that versus a normal campaign. I'm playing in my first gestalt game right now (Way of the Wicked using gestalt) and I still don't have a very good feel for it. I will definitely allow the Advanced Class Guide classes once the playtest begins. I'm very curious to begin seeing how those play out (and even what they all are since there are still four more to be announced). 15 point buy. 10,500 gp to spend. Follow the general guidelines for distribution, but feel free to tweak it a little or ask if you want a really big shift. 25% of wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Two traits. Any Pathfinder resource. Ask about 3rd party. Should be from different categories (i.e. not two combat traits). In general, I'm open to considering 3rd party classes, feats and items, but I'll review them before giving final blessing. I'll post more later on background, but I'm leaning toward having you hear a tale that the lost treasures of the legendary necromancer overlord Tarath-Vereen are still undiscovered somewhere in the vicinity of Port Shaw and that you're sailing with hopes of finding his ancient catacomb complex. More later. Headed to PFS.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Yeah, this would be slower. If we did Midgard, I'd do a Player's Guide that would give you everything you need to know. But, we've already knocked that one out so it is Razor Coast or Storasta. Mizaru, I can help you with Golarion lore too. The Drezen Rats were a complete invention on my part. Drezen was a city/fortress established in the Worldwound (which is the area of Golarion where the Abyss is poking through) by crusaders during the second crusade. I wanted to play a ratfolk in a Rappan Athuk game set near the Worldwound and generally, the ratfolk are more well-established in Tian Xia (the asian analog). So, I invented a company of ratfolk imported from Tian Xia to help with the battle.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 I thought I'd seen you'd found someplace to bring Trin out to play. All right, first cut takes us down to #1 or #3. I'm fine with either of those options for characters. In fact, if you have interest in continuing the tale of the Drezen Rats, I have a built-in (non-canon) group of gunslingers working with the crusaders. Could also see doing something with Numeria.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Oooh, like it! (and it definitely simplifies my shopping plans) Since we're nearing the end game here and I have promised Mini a campaign, I thought I'd get you all thinking about a few possibilities. Some of these will take more effort than others to get off the ground. If any of you are full up, just let me know. You've all been a ton of fun to play with Option 1: Razor Coast. I'm sure you're all familiar with it, but if not, ask. I would plan on starting you all as newcomers to the region so no prior knowledge necessary. Pretty sure I would start you on a ship bound from Absalom or an alternate version of Freeport set in Golarion. This would be a standard campaign and begin at Level 5. Option 2: Seven Spirits. This would be based on an idea I pitched for Midgard Tales that didn't make the cut. I think it was a little ambitious for the word count on that adventure and would benefit from being able to develop it on a grander scale. I can't reveal too much without giving away the twist, but it would be based in the Kobold Press Midgard world and primarily in an area called the Haunted Land of Giants where scattered degenerate tribes of giants wander the lands, haunted by ghosts of their ancestors. This would be a mythic campaign and begin at Level 1. Option 3: Tears for Storasta. This would be based in Golarion around the ruins of Storasta, one of the lost Sarkori cities swallowed by the Worldwound. You would initially be based in northern Numeria (Storasta is right on the southern border of the Worldwound). I'm still deciding if I would work the meta plot from Wrath of the Righteous into it or assume that this took place prior to Wrath. This would be a mythic campaign and begin at Level 1. I'll warn you in advance that I am in now way able to keep up Mini's amazing posting rate so these would run slower than Absalom.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 So we might need a tank. Mizaru manages some impressive damage, but he's come pretty close to going down fast in some of our fights and without Gunser there to help soak up damage, he could go down fast. Our other hole appears to be ranged damage. So, an archer or wizard/sorcerer might be a consideration.
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Man, we must be getting ready to face some nasties for Mini to be so kind :) So, I think I read this someplace, but you're going to have us all go together instead of splitting up, correct? And when we consider mercs, will you be playing Gunser or will he stay behind?
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 Ok, I was a little behind...like never started...on that treasure list. But, now I have a complete chart of everything since day 1 of the Gameplay thread, though not Kracow's preamble. I am going to work my way through Discussion now. It shouldn't take quite as long and I expect to be done later today. Here's the link if anyone wants to get a head start. BTW, I had a total blast reading back through the entire game. This has been fantastic!
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AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18 "Fascinating Fitz. If you don't mind, I'd be very interested in seeing what you've learned. Varin, Mizaru, Gunser. Your old shop and my old office are certainly familiar homes. But, I think we have a palace to check out too. Plenty of room for everyone!"
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