Artemis Entreri

Briccone's page

Pathfinder Adventure Path Subscriber. Organized Play Member. 98 posts (10,838 including aliases). No reviews. 1 list. No wishlists. 16 aliases.


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NARRATOR Skirgaard GS Map / SS MAP/

This Saturday I will be away visiting family for two weeks.


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NARRATOR Skirgaard GS Map / SS MAP/

Backstory story from the AP - In case you were wondering how this forge worked:

While Proath is perfectly comfortable working in a hot forge, the frost giants are much more heat sensitive, so Aerngun has an arrangement with a pair of remorhazes. She feeds the massive creatures to make them sessile and encourages them to lie dormant under the ice of the frozen pond. The giants do their forge work on the remorhazes’ fins, which protrude from the ice. The hammering stimulates the creatures even in their sleep and causes the fins to become red hot, thus negating the need for traditional forge fires.


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NARRATOR Skirgaard GS Map / SS MAP/

Cool Story backstory from the AP:

Catching wind of the Council’s decision to replace him, Manus fled to this—his secret sanctum—to plot his escape and revenge, only to realize that he had already been poisoned at a previous meal with a slow-acting toxin. He writhed in his chair as the magical poison caused rot grub eggs to hatch in his stomach—once hatched, the grubs swiftly consumed him from within. A DC 20 Perception check notices the withered and twisted larval husks that still rest in the hollow of his ribcage. Unfortunately the horrific nature of his death and his own unadulterated evil have not allowed him to rest easily, changing him into a horrid undead creature and incorporating his own killers into his form. Manus Undiomede is now a mohrg, and has spent the last 5 decades in this small room quietly contemplating a revenge that he’ll never achieve.


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NARRATOR Skirgaard GS Map / SS MAP/

DM Roll: 1d20 + 9 ⇒ (20) + 9 = 29

Shalissa is about to go through the opening when she sees some vines that look a little out of place. she gently, and carefully moves them away when she sees a barbed net. From the looks of it, the net covers the whole area in front of the opening. She thinks that stepping somewhere would cause the net to entrap its victim.


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NARRATOR Skirgaard GS Map / SS MAP/

Seeing no other takers, you leave the Spirit Dancers and continue on your journey. After a few days you arrive at Tazion. No other fractions have arrived yet. You are in the vanguard.

The ruins of Tazion stand as a remnant of a forgotten age, an outpost of ancient Azlant lost in the southern Mwangi Jungle. Little remains within its walls, with most of the settlement having crumbled or been buried centuries before. The majority of Tazion’s structures remain unidentifiable. Centuries of weathering and erosion have transformed the once-splendid architecture into little more than scattered stones, curious topography, and fetid tar pits. Few suspect that the ruins possess the key to finding the lost city of Saventh-Yhi, and its secrets are ripe for the taking.


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NARRATOR Skirgaard GS Map / SS MAP/

Sounds like we are good to keep going! I will also cut out some of the filler encounters too and just hit the highlights!

It also doesn't help that this encounter is dragging either. I think it might be best to end this and move forward.

Unless someone really wants to see this encounter through...


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NARRATOR Skirgaard GS Map / SS MAP/

This Saturday I will be visiting family for two weeks. I hope to keep up with my posting but can't promise anything.


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NARRATOR Skirgaard GS Map / SS MAP/

Well kill the SOB and take it! LOL!

War Mask of Terror

Aura moderate necromancy; CL 9th
Slot head; Price 9,000 gp; Weight 3 lbs.

Description
Shamans and warriors of many of the indigenous tribes of western Garund add to their fierceness and mystique by wearing wooden masks that bear terrifying visages of demonic spirits. A war mask is considered sacred and personal, and is often handed down to the next generation when a wearer dies. Individual masks are often notorious, and many tribesfolk can readily identify masks of other tribes with a DC 15 Knowledge (local) check.

A war mask of terror provides its wearer with a +2 competence bonus on Intimidate checks and a +1 deflection bonus to Armor Class. In addition, the wearer may cast scare once per day.

Other war masks exist with different abilities;

some have higher deflection bonuses, while others can cast bull’s strength, fear, or flesh to stone instead of scare.

Creation
Requirements Craft Wondrous Item, scare, shield;

Cost 4,500 gp


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NARRATOR Skirgaard GS Map / SS MAP/

This Saturday I will be leaving to visit family for two weeks. I hope to still post, but I can't make any promises.


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NARRATOR Skirgaard GS Map / SS MAP/

From behind you all hear, Pity! I would have loved to have inhabited one of your bodies!

I assume you are all running away and planning on not coming back?


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Submissions are now closed and I believe this is the final list. Let me know if I am missing anyone.

Trawets71: Sonny Wright Cleric
Zahir ibn Mahmoud ibn Jothan: Sabola Ranger/Rogue
Pancakes: Selene Iluzr Paladin
Critzible: Lady Imperia Valeria Thrune Paladin
Codanous: Alaric Moonrider Cavalier


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Hi All!

Thank you all for your patience! In talking with my players, it was suggested that we recruit two players. There were so many great submissions and our rankings reflected it. None of our rankings matched which means that each entry was favored by someone and the spread was really close, but there were two submissions that had the highest rankings and those two were...

Mothos Von Janderhoff
Gilde Marbleheart

Please check in when you get the chance. Those that were not selected, I will keep you in mind if future slots become available.

(I might be recruiting soon for my Carrion Crown campaign if anyone is interested.)


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Thanks Sven!


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NARRATOR Skirgaard GS Map / SS MAP/

Recruitment thread is up! Please feel free to pop in and ask questions of any submissions that come through.


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NARRATOR Skirgaard GS Map / SS MAP/

The hapless thief looks confused. Eh? Bounty? I don' know nuttin about nuttin about some bounty. The pirates said ta rough ya up ask ya about seven wee and gave us coins ta do it! They said if we found out anythin' about seven wee ta go ta the Sea's Revenge docked at thawharf. Iffen we killed ya an got no information then oh well!

Cheiton agrees. Tell me what you want to outfit your expedition with when they arrive in town, and I'll take care of it. Is there any personal items you would be requiring?


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NARRATOR Skirgaard GS Map / SS MAP/

Hi All, So this week is the last week of Grad school, but then I will be visiting family for two week (and graduating).

The good news is that once I get back, I should have more time at night to post since I will no longer be doing homework!


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NARRATOR Skirgaard GS Map / SS MAP/

This week is the final week for Grad school and then I will be off visiting family for two weeks.

The good news is that once I return, I will have more time at night to post since I won't be doing homework!


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NARRATOR Skirgaard GS Map / SS MAP/

This week is the final week for Grad school and then I will be off visiting family for two weeks.

The good news is that once I return, I will have more time at night since I won't be doing homework to post!


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NARRATOR Skirgaard GS Map / SS MAP/

Here are the shifts as I understand them:
1St Shift - Shalissa & Nothus
2nd Shift - Ndombe & Cevil
3rd Shift - Neltji & Cheiton

Shift: 1d3 ⇒ 2

Ndombe Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Cevil Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Thug 1 Stealth DC 7: 1d20 + 10 ⇒ (5) + 10 = 15
Thug 2 Stealth DC 7: 1d20 + 10 ⇒ (11) + 10 = 21

Ndombe sees two thugs approach the window he is looking out at and start to climb the wall to the window.

Cevil sees nothing at the window he is looking out at!

Ndombe gets a surprise round action.

Initiative:

Cevill Cyra: 1d20 + 3 ⇒ (5) + 3 = 8
Ndombe: 1d20 + 2 ⇒ (2) + 2 = 4
Neltji/Anthony: 1d20 + 6 ⇒ (20) + 6 = 26
Nothus Adalis: 1d20 + 2 ⇒ (16) + 2 = 18
Shalissa: 1d20 + 3 ⇒ (20) + 3 = 23
Agent 1: 1d20 + 7 ⇒ (20) + 7 = 27
Agent 2: 1d20 + 7 ⇒ (4) + 7 = 11
Agent 3: 1d20 + 7 ⇒ (1) + 7 = 8
Agent 4: 1d20 + 7 ⇒ (12) + 7 = 19
Foe: 1d20 ⇒ 11

Initiative Order/HP
Agent 1 27 (28/28)
Neltji/Anthony 26 (33/33)(0?/0?)
Shalissa 23 (35/35)
Agent 4 19 (28/28)
Nothus 18 (43/43)
Agent 2 11 (28/28)
Cevill 8 (39/39)
Agent 3 8 (28/28)
Ndombe 4 (40/40)

Up First: Ndombe Surprise Round

Tactical Map has been updated.


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NARRATOR Skirgaard GS Map / SS MAP/

As you drag the bloody carcass out, the witch doctor appears, She cries out in a feeble voice, They have done it! The strangers have removed this plague from our village! The townspeople start piling out of their huts cheering you all. They seem to take no notice of the fact that Shalissa wasn't among you the night before!

The Shaman offers you as a reward, two items: a grisly, shrunken monkey head and a treasure map she claims she took off the corpse of a Sargavan soldier. She tells you that the monkey head is a Zenj spirit fetish, which the shaman says can be used to banish evil spirits and exorcise demons, while the map notes the location of a sunken ship in the Lake of Vanishing Armies that contains a chest full of gold ingots.

Zenj Spirit Fetish:
The bearer of this shrunken monkey head can use it to cast dispel evil. While the spell is in effect, the bearer can make a melee touch attack with the head to banish an evil creature fro another plane back to its home plane, or dispel one evil spell or one enchantment spell cast by an evil creature. This use discharges and ends the spell. When the spell ends, the fetish becomes a normal, nonmagical monkey head.


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NARRATOR Skirgaard GS Map / SS MAP/

No worries! The way this creature was battered, I wasn't sure if it was still going to be up before you got to it!


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NARRATOR Skirgaard GS Map / SS MAP/

You secure the villagers in their huts, but did not need the help - they know what is going to happen!

A few hours after dusk, you hear guttural sounds coming from outside the hut. you hear the sounds of whatever it is, sniffing. Then a second later a creature busts in and roars!

DC15 Will save or shaken for Rounds: 1d4 ⇒ 1

This massive, shaggy beast uses long and muscular forearms to raise itself onto its hind legs and beats its chest like a gorilla. Despite its ape-like stance, its frame is far heavier and its features more primitive, its powerful muzzle and gnashing canines bespeaking terrible, bestial savagery.

Initiative:

Cevill Cyra: 1d20 + 3 ⇒ (5) + 3 = 8
Ndombe: 1d20 + 2 ⇒ (20) + 2 = 22
Neltji/Anthony: 1d20 + 6 ⇒ (3) + 6 = 9
Nothus Adalis: 1d20 + 2 ⇒ (13) + 2 = 15
Chemosit: 1d20 + 7 ⇒ (14) + 7 = 21

Initiative Order/HP
Ndombe 22 (40/40)
Chemosit 21 (?/?)
Nothus 15 (43/43)
Neltji/Anthony 9 (33/33)(0?/0?)
Cevill 8 (39/39)

Shalissa will come in at the top of Round 2

Up First: Ndombe


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NARRATOR Skirgaard GS Map / SS MAP/

Round 4

Sven hits red!

Up Next: Kurag


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NARRATOR Skirgaard GS Map / SS MAP/

This Saturday I will be visiting family for two weeks. I'll try to keep up, but you know how it goes.


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NARRATOR Skirgaard GS Map / SS MAP/

Dog's Tongue looks at Tal as if to say 'Really?' Then he smiles a most wicked smile.

He shouts to the other redcaps,

Aklo:
This is Tal Makes Many Widows. I told him about Manyjaw and my attempts to overthrow him and he, too, laughed at me. He said he would tear Madjaw from limb to limb and then he will have your respect and take control of the clan. He mentioned something about milking Madjaw's mother and making goat's cheese or something.

The redcaps jump and shout in glee in anticipation with some gold coins passing hands. One of the redcaps runs to an abode that is slightly bigger than the others and exits a few minutes later with a satyr holding a set of panpipes. The satyr yells, Who is this Tal fool that wishes to die today? I will feast on his bones tonight!

More gold passes hands among the redcaps!


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NARRATOR Skirgaard GS Map / SS MAP/

Ignoring Sven as it seems like Rask is willing to work with her, she says We must repeat the steps of the forge's creation of course! Then you will see what Agrimmosh truly is!

@Sven:
You think you or some clerics from Janderhoff could relight the forge and dedicate it to Torag.


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NARRATOR Skirgaard GS Map / SS MAP/

OK all. Think about what the old crone said and think about what you have seen and done.

Etena wrote:
The first was Mymrith the Maker, priestess of Fandarra, who prepared fallen warriors for the afterlife by anointing their bodies with sacred clay. She lined the forge with the clay to contain the fire within.

S. SHRINE OF FANDARRA

Etena wrote:
The second was Aduromi, the Priestess of Crystals, whose veins ran hot with molten metal and who could temper steel to a hardness that would cut diamonds. She brought with her the secrets of the fire geodes, which once ignited would burn for a century.
Etena wrote:
The third was Jogrothir the Hunter, guardian of the sacred horn Drakesbane, which he used to call the ancient drakes native to the surrounding peaks. Jogrothir brought the forge to life, for he alone was able to capture the dragon’s breath, the only flame hot enough to ignite the fire geodes.

P. JOGROTHIR’S REST

Etena wrote:
The last was Rosag, the Preserver of the Forge. A great priestess of Minderhal, Rosag held the secrets of water—both its ability to temper metal as well as its capacity to quench the sacred flames. She performed the Blessing of Rosag, the final incantation that stoked the fires and sanctified the forge.

J5. Shrine

Etena wrote:
Only by following in the footsteps of the blessed ancients, by repeating those acts which have been undone, shall the fires of Minderhal’s Forge once again blossom.

COMPLETED

B. Leucrotta Attack
C. Rejected Conscript
D. Opportunistic Scavenger
E. Drunken Failures
F. Dead Giant
G. Chimera’s Cave
H. The Dark Passage
H1. Guardpost
H2. Resting Cave
H3. Painted Cave
H4. Cavern Of Stones
I. Slag Giant Ruins
J. Sunken Temple
J1. Vestibule
J2. Chamber of Solace
J3. Antechamber
J4. Great Hall
J5. Shrine
J6. Chuul Lair
J7. Unstable Ceiling
K. Giant's Campfire
L. Giant Kidnappers
M. Aduromi's Chapel
M1. Sanctuary
M2. Aduromi's Chambers
M3. [DESTROYED BY PC's]
O. The Forbidden Rift
P. Jogrothir's Rest
Q. Rocky Gorge Pass
R. Ancient Burial Bog
S. Shrine Of Fandarra
T. Giant Patrol
U. Manticore Hunters


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NARRATOR Skirgaard GS Map / SS MAP/

There's five, no wait, there are fifty of us. Oh! Sorry! There are 500 of us! The thief says with a chuckle.

@Richard: That is what you get for rolling a 1 on an intimidate check! LOL!


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NARRATOR Skirgaard GS Map / SS MAP/

With Nkechi in tow, you all return to Eleder to complete your preparations for the upcoming expedition. Your faction leader invites you to discuss their plans with several expert advisors.

Your faction leader suggests that you all set out before the main expedition with Nkechi, acting as “trailblazers” for the rest of the expedition, which will travel a few days behind you. Your faction leader gives you all a map of Sargava and the southern Mwangi Expanse, which together with Yarzoth’s notes should enable you to find Tazion. It is suggested that you travel light and stop in the city of Kalabuto to restock on supplies. Your faction has allies in the city who can make arrangements for your stay and continuing journey. You are warned not to stay at an inn, and to limit your interaction with locals who might be working for the rival faction. When you arrive in Kalabuto, you should make contact with a dwarf named Cheiton in the Shrunken Head, one of Kalabuto’s most popular taverns. He can be recognized by the distinctive cave-and-pick tattoo on his shoulder. Cheiton owns a house near the tavern, and you can safely lodge there while preparing
for the next stage of the expedition.

According to the map, the fastest route to Kalabuto is to travel overland through the wild scrublands and savanna, along the older trade routes that skirt between the Bandu Hills and the Laughing Jungle. These routes were used primarily by early colonists, most of whom were prospectors seeking their fortunes in salt, gold, and diamonds. While several successful mining operations remain, the trails are far less used than they were in the past, particularly because merchants using them are easy targets for brigands and wild beasts. This same remoteness should lessen the chance of you encountering the allies of rival factions seeking to block or sabotage your mission. The caravan routes lead to the edge of the M’neri Plains, at which point they can break from the trail and head west to Kalabuto.

Once you have resupplied in Kalabuto, you should follow the Upper Korir River north into the Screaming Jungle. Here the terrain climbs upward through a series of rocky falls and churning rapids, greatly impeding passage via boat, and in many places the water becomes too shallow to navigate, so overland travel is recommended over riverborne travel. Leaving the Screaming Jungle, the trail continues to follow the Korir until it comes near the northeastern Bandu Hills and then turns east. At this point, the trail leaves the river, heading almost due west through the northern foothills of the Bandu Hills until it reaches the southernmost reaches of the Mwangi Jungle. Somewhere beneath those trees lies the Azlanti outpost of Tazion, which should show the way to the lost city of Saventh-Yhi.


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NARRATOR Skirgaard GS Map / SS MAP/

A few days later, Arael approaches you all and says that he has heard it through his contacts that a man by the name of Jarvis Alebrecht wishes to meet with you and offers a chance to learn more about the Council of Thieves in the Parego Dospera.

Assuming it is a 'yes'

The day of the meeting, Duke escorts into the hideout a nervous-looking blond man who relates the following:

Friends of Westcrown—I come to you with a singular offer. I have long lived on the edge of legality in this, our city, but never have my plans or desires run along routes that might put the city in peril. I have heard the whispers that the Council of Thieves had something to do with the destruction of Aberian’s Folly, and I know these rumors to be fact—as I suspect you do as well. As you have doubtless learned, the Council of Thieves has not the best intentions for Westcrown. I may live on the other side of law, but I have no wish to see Westcrown suffer, for it is my home as well as yours. And as you now find yourselves aligned against the Council’s machinations as well, I think we can find common cause to work together.

My trade is information. Sensitive information. One of my most talkative contacts, a certain black-market pesh merchant named Goren One-Ear who keeps his shop in Parego Dospera, has fallen silent. It worries me, for he had long claimed to have ties with the Council of Thieves. Indeed, when the manor burned and fire scorched the sky, Goren contacted me with a short but cryptic message. He claimed that the fires and destruction were linked to the Council—more precisely, to the grandchildren of one of the Council’s leaders (whom Goren had hinted on multiple meetings with me was none other than nobleman Vassindio Drovenge). Worse, he indicated to me that there was a coup wracking the Council, and that these grandchildren were all but assured of seizing control if they could engineer the death of their grandfather, and that if they accomplished this, things would grow dangerous indeed for the Council’s enemies.

You see, here we share a dangerous commonality. My trade in information has long made the Council uneasy, but I have always been sure to give as well as take with their agents. Likewise, if word on the street is to be believed, your group has done much, indirectly or otherwise, to vex the Council. Yet as long as the traditionalists held power in the Council, things maintained a balance. These upstarts—these Drovenge siblings—care nothing for tradition. If they claim control over the Council’s resources, no Wiscrani is safe—particularly not you or I, who have already troubled the Council on numerous occasions.

Goren One-Ear claimed to have new and important information about the burgeoning coup in the Council—he also wanted out of Westcrown. I had promised him funds and aid in escaping the city under the Council’s collective noses in return for everything he knew about these Drovenge siblings, their plans, and both who they intended to strike against and how these strikes would go down. Yet this was two days hence, and I have had no contact with Goren. I fear the worst.

If you can investigate his shop in the Dusk Market alley in Parego Dospera… if you can find any clue to his fate or any notes he may have hidden in his home… I am prepared to pay you the funds I had set aside to aid him in his escape from Westcrown. Certainly, the information Goren possessed can help you as much as I, if not more!


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Male Dwarf Bard (Archaeologist) 10 | HP 63/ 63 | AC 15 | T 12 | FF 15 | CMB +6 |CMD 18 | Fort +5 | Ref +10 | Will +8 | Init +2 | Perc +22 |

I might be able to take you all on, if one of you can take over our ROTRL campaign....


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NARRATOR Skirgaard GS Map / SS MAP/

When you let Rotilius Havelar, a general of the Sargavan Guard, know that you are accepting the Grand Custodians offer, he is delighted. Splendid! Besides finding the lost treasures of Saventh-Yhi, we can use this opportunity to bring Sargavan culture and values to the savages. We can eventually pave roads in the formidable jungle and start trade routes! The natives will be perfect to build our towns and roads as they are used to the heat and jungle conditions. Splendid! He claps his hands joyously. We have already started preparations! He then motions toward Ndombe. If it is all right with you, I'll take your servant there, what was his name? Dembe? and he can work with the other servants that are packing for the expedition. Unless you cannot spare his services?

He looks at Ndombe. I assume you speak the common tongue?

The rest of the factions do not take kindly to being rejected. You find that the library is suddenly closed to you as the librarians do not want to anger the Pathfinders. Word on the dock is that the Free Captains have promised to sink any ship that ever carries you to sea. The Aspis Consortium has let it be known that if they want to carry Consortium goods, merchants better not give you a discount. That night, you find a mantis-headed dagger stuck in the middle of your sleeping quarters impaling a note written in some red liquid that says cryptically, 'Sleep well'.


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NARRATOR Skirgaard GS Map / SS MAP/

On Saturday I will be visiting family for two weeks. I will try to keep up, but just in case, I am throwing it out there.


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NARRATOR Skirgaard GS Map / SS MAP/

Hmmm...since we weren't in round mode, if Nothus in character would have cast it before Ndombe rushed forward, I'll allow it. We will work on the honor system...


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Male Dwarf Bard (Archaeologist) 10 | HP 63/ 63 | AC 15 | T 12 | FF 15 | CMB +6 |CMD 18 | Fort +5 | Ref +10 | Will +8 | Init +2 | Perc +22 |

Yes! Sorry to see you go! I really liked how you saved Cordwin's bacon with those water blasts!


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NARRATOR Skirgaard GS Map / SS MAP/

Starting this Saturday, 09/20, I will be visiting family for two weeks. I hope to keep up with posting, but can't guarantee it.


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Male Dwarf Paladin 13 (HP 147/171 AC:22 T:11 F:21 Saves F:+16 R:+9 W:+14 CMB:+17 CMD:28 Init:+1 Perc: +15 Heal: +18)

Fergus hopes he is not chosen for the kiss. He guesses that Sorshen-and Remy, are attractive by human standards, but they are not stout enough like a good dwarven lass is.


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Male Halfling Rogue 1 (HP 8/8 AC:16 T:14 F:23 Saves F:+1 R:+6 W:+3 CMB:-1 CMD:12 Init:+3 Perc: +8 Disable Device +10)
Borden wrote:
Agreed mate, Borden says to the Halfling, but let's hear about the Anti-plague elixirs.

Mac is glad when the human also volunteers. So I won't be the only fool volunteering for this crazy job! He thinks to himself as he nods to the stranger.

When Harran introduces himself, Mac nods in acknowledgement. I believe I am a stranger to you both he nods in Mia's direction and to the lady. Mac's the name.

So much for picking their pockets...unless...


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Male Halfling Rogue 1 (HP 8/8 AC:16 T:14 F:23 Saves F:+1 R:+6 W:+3 CMB:-1 CMD:12 Init:+3 Perc: +8 Disable Device +10)

Mac's Meal:
The light made Mac open his eyes. Dawn already? he thought. It was only a few hours ago that Mac and his fellow dregs of society had turned in. It was easy to pick the pockets of those who were too inebriated to notice. He thought about trying to go back to sleep but the smell of his fellow 'roommates' made that impossible. Pickpockets are not known for their hygiene! He yawned and carefully extracted himself from the arm and leg weeds of the others and carefully and silently made for the door. If anyone else was awake, they hardly noticed - or cared.

He was hungry as he had such a busy night he had forgotten to eat. The coins clinked softly in his coin purse, but Mac thought why should he spend them if he didn't have to? He stopped at a horse's trough and washed up as best as he could while finer folks gave him looks of disgust.

Ella had been kind enough to feed him and he saw no reason to discontinue the service. He grabbed the delicious meal thanking the girl profusely when she mentioned she knew something he might be interested in, Mac cocked his head to the side and with a smile said, You have already done me a great service by providing my breakfast, but I am always interested in information!


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Male Halfling Rogue 1 (HP 8/8 AC:16 T:14 F:23 Saves F:+1 R:+6 W:+3 CMB:-1 CMD:12 Init:+3 Perc: +8 Disable Device +10)

Maybe he puts a little rouge on his cheeks while he is rogue-ing! :D


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I know this was not easy for me and I am sure that it was not easy for the others. There were a lot of great submissions. After thorough deliberation, the following candidates were chosen:

Krayn La'jal
Noah Sampson
Duke Dixon

To the ones that were not chosen: I will keep you in mind for future openings.

To the ones that were chosen: Please chose your final avatar (if you have not done so already) and pop over to the gameplay thread to check in.

Please have your tag updated with the following:

Gender Race Class(es) Level(s) (HP XX/XX AC:XX T:XX F:XX Saves F:+XX R:+XX W:+XX CMB:+XX CMD:XX Init:+XX Perc: +XX Favorite Skill: +XX)

Thanks again for the interest in this humble game.


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@Taimat: 1 Trait, plus a Campaign Trait, with the option to take a 3rd Trait if a Drawback is also taken.

@djpika: I usually don't allow anything outside the CRB or APG unless I have played with that person before, but the existing players will have a say to the final selection, so I say throw it out there and they can decide if it fits with their character progression and RPing style.

@Brother_Guiness: See response to djpika above.

Arcane
Lavian Male Tiefling swashbuckler 1 / conjurer 5 / eldritch knight 2

Dotting For Interest
Taimat
mardaddy
djpika
Camris
grimdog73
psionichamster
Brother_Guiness


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NARRATOR Skirgaard GS Map / SS MAP/

Who-hoo! Finally finished this semester!

Round 7
Shadow 3 20 (58/58)
Thief 1 (29/29)
Thief 2 (29/29)
Shadow 1 (Tal)25 (32/58)DESTROYED
Richard/Sherix 12 (72/72)(41/41)-7 Strength
Shadow 5 10 (39/58)DESTROYED
Shadow 2 9 (58/58)DESTROYED
Shadow 4 9 (23/58)DESTROYED
Tal 8 (86/86)
Mera 6 (63/63)
Edric 4 (70/70)

The shadow reenters the room and goes right up to Tal.

Incorporeal Touch: 1d20 + 11 ⇒ (1) + 11 = 12

He misses!

The thieves re-enter and shoot crossbow bolts at Edric and Richard.

Attack (Richard): 1d20 + 8 ⇒ (8) + 8 = 16
Attack (Edric): 1d20 + 8 ⇒ (14) + 8 = 22
Damage (Edric): 1d4 ⇒ 3

Everyone take your readied actions and your regular actions.


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NARRATOR Skirgaard GS Map / SS MAP/

Still need Round 5 & 6 actions from Mera...

So it sounds like the following:

Round 5

Sherix, Richard and Tal ready actions to attack anyone who walks through the door.

Edric taps Tal with the wand.

Round 6

Edric taps Mera with the wand.

Sounds right?


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Male Dwarf Bard (Archaeologist) 10 | HP 63/ 63 | AC 15 | T 12 | FF 15 | CMB +6 |CMD 18 | Fort +5 | Ref +10 | Will +8 | Init +2 | Perc +22 |

Cordwin will aim his crossbow at one of the ones Skarn is not engaging.

Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Confirm?: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Additional Damage: 1d8 + 1 ⇒ (4) + 1 = 5


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NARRATOR Skirgaard GS Map / SS MAP/

I have not been down to the lower areas. That is Crosael's domain and I am just as glad to let her have it! I don't know if you have met her in person, but she is a vile, cruel woman. I avoid her as much as possible!

He takes the card from Mera and places it in his vest pocket-close to his heart.

He will spend the next few minutes telling you, his 'new friends' the following:

•The Council of Thieves is alive and well—rumors that it long ago disbanded are false.

•There’s a schism building in the Council between the traditionalists and a new group that wants to have more direct control over the fortunes and citizens of Westcrown.

•The schism is led by the son and daughter of one of the Council’s oldest and most respected leaders, Vassindio Drovenge.

•Vassindio’s granddaughter, Chammady, is a beautiful but dangerous assassin and an accomplished swordfighter.

•Vassindio’s grandson, Ecarrdian, is the more dangerous sibling, a charasmatic and brilliant charmer who is also, much to the Drovenge shame, at the very least a tiefling—some whisper that he is actually a half-fiend, and others that he is actually the son of the archdevil Mammon.

•The Drovenges and their followers have entered the endgame—they’re making various power plays now throughout Westcrown to seize control of the Council and, soon thereafter, will attempt the same of Westcrown’s government.

•There exists a handful of powerful enemies whom the Drovenge siblings particularly want to see murdered—these include most of the loyalist leaders of the Council of Thieves, a semi-legendary swamp hag known as the Mother of Flies said to know the secret (and weakness) of Ecarrdian’s bloodline, and the PCs themselves.

•The Drovenge siblings hope to make peaceful contact with Liebdaga the Twin and, in exchange for freeing him, hope to recruit his aid in taking control of Westcrown. Even if the thieves currently attempting this are defeated, as long as Liebdaga remains alive or in Westcrown, the danger of such an alliance being forged remains.

•Before the Drovenges’ agents can contact Liebdaga, they are struggling to master the deadly dungeon that imprisons him in order to reach him. This is the Nessian Spiral below the ruins of Aberian’s Folly. Research and divinations have indicated that successful navigation of the Nessian Spiral would be made vastly easier for the one who manages to gather three important items—a copy of the contract used to imprison the pit fiend Liebdaga, a Stygian Keyrod used to manipulate and control the machinery that maintains the devil’s prison, and Liebdaga’s devil talisman. The thieves suspect that the only copy of the contract was either destroyed in the explosion or (more likely) is in the possession of the now-missing mayor of Westcrown—they have agents scouring the city but have not yet found him. Liebdaga’s talisman itself has, apparently, been recovered from the treasury below, and is in the possession of the diabolist Avahzi, the commander of the thieves attempting to navigate the Spiral. Only the Stygian Keyrod has so far eluded discovery, but divinations indicate that it should be hidden somewhere in the Nessian Spiral.

This is not the 1st time you have met Chammady. You met her HERE and HERE.

Oh! And before you think I am being especially generous giving all of you this information, The AP specifically wants you to have it. So I would favorite this as it sets the last half of the AP up (especially since the next book is called 'Mother of Flies'!


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NARRATOR Skirgaard GS Map / SS MAP/

Apologies! It has been a busy week with class. I will try and get a post up tomorrow.


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Male Dwarf Cleric 4 (HP 40/40 AC:15 T:10 F:15 Saves F:+8 R:+2 W:+8 CMB:+5 CMD:15 Init:+0 Perc: +4 Heal:+10)

Gundar looks around and no longer sees Temur. He dishes out the last of the soup and hurries to The Rusty Dragon as fast as he has ever run in his life! If they all left without me the goblins will be the least of their worry! Unfortunately the streets are unusually busy and Gundar just missed several collisions with his fellow pedestrians. He arrives at The Rusty Dragon winded and heaving. He turns to Temur, Ye..[WHEEZE]..could've..[COUGH COUGH]..told me...[WHEEZE]..you were..[HACK SPIT]...leaving! he finishes with a fit of coughing.


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Male Dwarf Bard (Archaeologist) 10 | HP 63/ 63 | AC 15 | T 12 | FF 15 | CMB +6 |CMD 18 | Fort +5 | Ref +10 | Will +8 | Init +2 | Perc +22 |

If I was DM'ing this, I would have 5 of the cutest, non-threatening mice run by right now! :D


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NARRATOR Skirgaard GS Map / SS MAP/

The Lord-Mayor bows to Mera and kisses her hand.

Fare thee well, goddess of the stage! I wish thy would cometh with me for I will find you patrons anon for thy craft! Thy beauty would be toasted in palaces throughout the land instead of dying a peasant's death!

At this he looks pointedly at Raveen.

He then whispers in her ear.

@Mera:
Avoid the thieves and devils and make your way into the Nessian Spiral, find the key rod to shut down the Stygian Cooling Chambers, and then make your way to the Spiral’s center to banish or even destroy the pit fiend, certainly weakened by its long imprisonment as a fuel source, before he can regain his power and escape.

If no one stops him he hops into the carriage, raps on the roof and is off, all the while waving a handkerchief at Mera.

Full Name

Akoto Freestrider

Race

Goliath

Classes/Levels

Pychic Warrior 4

Gender

Male

Size

Medium

Age

42

Special Abilities

Stomp 1/day, Feral Path Trance, Feral Path Maneuver, Psionics

Alignment

Neutral Good

Deity

Gozreh

Location

Aeon

Languages

Common

Occupation

Herbalist

Homepage URL

https://docs.google.com/spreadsheet/ccc?key=0ApcGrU7CGdEzdEFHcHc3eWViNWNqQ2 F4ajg2QkFfQ2c&usp=sharing

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Akoto

Background:
Akoto was born in Aeon to a blacksmithing family aligned with House Alindas. He showed no aptitude for the family line of work and was apprenticed to the herbalist in the monastery in the Eastern City. It was there that Akoto’s psionic talents were identified and honed. Working the herb gardens and later ranging for longer and longer periods in the surrounding wilds in search of rare plants set him on his Feral Warriors path.
After competing his Psychic Warrior training at the monastery over a decade ago Akoto has spent very little time in the urban areas of Aeon or even in the sparsely populated near sub-burbs. He has not stayed in any one place for very long tending to spiral in and out from the City in large arc taking a year or more. In that time he has developed a network of trusted acquaintances and friends who have proven themselves in one way or another over the years (offering shelter during a particularly bad storm, a place to rest after a near fatal encounter with a Dire bear, or just honest trading). None of these contacts would be considered influential as nearly all are homestead farmers or village crafters of various races but Akoto is loyal to them. He has proven himself to these people in a similar fashion helping push back horde assaults or dealing with wandering monsters who have threatened the villages and farms.
Throughout the war with the Horde Akoto has avoided large scale engagements but has served as a scout for the Legion from time to time and has on occasion supported a lone patrol caught away from the rest of the legion. The associations rarely lasted long as Akoto’s decision to get involved was universally highly local (A farmer’s croft threatened, choice hunting/grazing grounds disturbed, etc.). As soon as Akoto’s friends were safe he moved on continuing he travels. As a result of these encounters there are several soldiers and lieutenants Akoto now considers trustworthy though he has lost contact with them all over the years.
It is the change in the war with the Horde and more importantly what Akoto has seen on one of his wilderness trips that has pulled him back to Aeon now. He is looking to get in touch with someone in authority either in the Houses or the Legion who will take his report seriously and actually be willing to do something about it.
Personality:
Akoto does not trust easily but is loyal to the people he does trust. He tends to listen more than speak and believe actions rather than words. Akoto is a creature of violence in the way a wolf is a creature of violence. It is required for survival and should not be taken lightly or with half a heart. When he engages he prefers to be prepared, using as many of his abilities as possible early in the engagement to end it as quickly as possible.

Character Details:

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AKOTO FREE STRIDER
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NG Medium Goliath
Init +5 Senses low-light vision; Perception +9
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DEFENSE
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AC 19, touch 11, flatfooted 18 (+1 Dex, +8 Armor)
Hp 42 (4d8+8 Ability+6 Toughness)
Fort +6, Ref +2, Will +4 (+2 vs fire)
Speed 20 ft.
Melee 2x Claw +7 1d4+4 (Critical 20 x2) (+1 attack and damage with Psionic Focus) OR
Large Great Sword +7 3d6+6 (Critical 19-20 x2)
Ranged Large Comp. Longbow +4 2d6+4 (Critical 20 x3)
----------------
STATS
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Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +8; CMD +18
Feats Toughness, Improved Initiative, Psionic Fist, Psionic Meditation, Combat Manifestation
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SPECIAL ABILITIES
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Feral Path Trance: While maintaining Psionic Focus +1 competence bonus to attack with natural weapons.
Feral Path Maneuver: Expend Psionic Focus as part of a charge to make a 2nd attack (-2 attack +1 damage)
Stomp 1/day, DC 11 Reflex negates, 20 ft. cone knock prone and deal 1d4 non-lethal damage
Psionics (18 Power points) Detect Psionics; Distract; Force Screen; Claws of the Beast; Expansion; Bite of the Wolf; Chameleon; Body Adjustment
Key Skills: Autohypnosis+7, Profession (Herbalist) +7, Survival +13, Stealth -3 (+7 with Chameleon)

Magic/Special Equipment: +1 Field Plate, Handy Haversack, Large Deep Crystal Great Sword

Full Details including Equipment and a full skill list are located at the homepage.