Queen Ileosa Arabasti

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93 posts. Alias of mourge40k.


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"What he shaid!" Hwee piped in after Groth, smiling widely as she did so. A bit of skin chose that moment to drop off the half-orc's face onto the ground, revealing a bit more smile than what was could be considered normal.

While a bit taken aback by the appearance of the Half-Orc, the woman recovered surprisingly quickly, and put back on a (admittedly strained) smile.

"Of course!" the woman said, quickly making a motion for the three of them to come in "The Swordlords sent word that you would be coming this way. Thank goodness they finally answered Oleg's request for guards!"


Unlike her traveling companions, Hwee didn't seem to be doing a lot of introspection. In fact, the slightly-rotted half-orc was actually humming a happy tune as they went along, seemingly more than happy to leave her companions alone with their thoughts.

"Lovely day!" she said, slobber spraying from her mouth as she talked. "Don't undershtand why the two of you aren't talkin' more though! We're explorers! Shouldn't we get to know each other a little bit? Ach, I'll start! I'm Hwee Lasht! Combat medic, interrogator, and shwell gal! Been itching to get out here to the middle of nowhere, so that I can bring shome real civilization out here! What about you two? Why do you want to be out here, eh?"


Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

The charter the three of you received may just be a simple piece of paper, but it still heralds a fantastic opportunity for you all. Whether it represents a chance to solidify your own reputation, to bilk some yokels out of their money, or to simply get away from civilization for a while. Regardless of the end motivations, you're now on the payroll of the Swordlords, and soon to arrive at Oleg's Trading Post.


Thank you Philo, for answering the question about Background Skills. Now onto the matter of random Tiefling abilities, to which I answer: Yes, but I'll be rolling for them, and you get to choose whether you keep your spell-like or take my result. Since both of you expressed interest, I'll roll for you now!

Jessica Roll: 1d100 ⇒ 30 = You can alter your shadow to make it appear as that of any creature or object of your size or smaller.

Deacon Roll: 1d100 ⇒ 71 = Once per day, you can spend a full-round action eating from a corpse to regain 1d6+1 hit points.


DekoTheBarbarian wrote:
Got an evil ratfolk witch concept that I've been wanting to try for a while. Since this is an evil game, I have to ask: Just how evil do you want us to be? For instance, my ratfolk witch has a fondness for eating young children, complete with the witch hex that allows them to use the scent ability to sniff out young creatures. Would that be a bit much for you?

Again, co-operative evil is the name of the game. Aside from that, go wild. You know, within reason.


Hey folks! Looking for some casters to run through Carnival of Tears. Hope that some of you will enjoy a nice short game.


Shub-Niggurath's cousin Al wrote:

I've got a few concepts in mind now. A few quick questions before I build my character:

Is VMC allowed?

How many levels in casting classes are needed to qualify?

How much multiclassing is too much? I'll admit, I'm a sucker for making silly multiclass decisions.

Are there any classes that are banned, like Synthesist Summoner and Master Summoner in PFS?

Is the Words of Power system acceptable?

That's all of my questions, I think. Thank you for your time.

In order: No, At least 4 levels in the same class, Probably won't be any real silly multi-classing with the prior answer, if it's not PFS legal, it's a no-go (barring the Vivisectionist alchemist, Blood Summoner, and a selection of other archetypes), and No.


Gareth Medvyed wrote:
An evil caster submission for the game ;)

Well, I'm going to have to be the bearer of some bad news then. First off is that you can't be Dual-Cursed and a Spirit Guide at the same time, as they both alter your mystery class skills. Namely, Spirit Guide changes them to all knowledges, and Dual-Cursed makes it so that you don't get any at all. So as per the archetype rules, you can't have them both.

Secondly, while a Lore wandering spirit is good for a Shaman, it's not so good for a Oracle, and especially you in particular. There's one major reason for this:

Spirit Guide wrote:
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

That means for the Arcane Enlightenment hex you picked up, you're sitting at a grand total of 0 spells added to your list. -1 if we're being real technical. However, there's more than that stopping you from cherry-picking arcane spells to add to your list.

Arcane Enlightenment wrote:
The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.

Last I checked, an oracle does not prepare spells. Again, sorry to be the bearer of bad news, but it'd be best for you to know now.


Tin Foil Yamakah wrote:

Would you allow Anti-Paladins to be Lawful Evil?

EDIT: I'm an idiot, I just saw that you want 6-9 casters, How about an enchanter, they can be hit and miss depending on the mod

And I had forgotten my own limitation as well! Yes, enchanter will be a good fit for this module. There's nothing mindless, though there are a few cases of high-ish will saves.


Tin Foil Yamakah wrote:
Would you allow Anti-Paladins to be Lawful Evil?

Yes, I will. I can probably write up a code for whatever god you wind up choosing as well.


Anon A Mouse wrote:
I ran this module once for some friends. I must say, I'm not sure how the alignment will work out. If I made an evil character, his/her reaction would probably be to laugh. And maybe make things worse. Although obviously, there are other ways to play evil.

Well, thankfully there's an easy answer to that problem: Make an evil character who cares about what happens to the town you're going to be in. Maybe you're well established in the local criminal circles, maybe you're a priest looking to bring these people into the fold, or maybe you just have family in town. Regardless of your reasons, though, you have reasons. You could also be a more petty sort of evil as well: More Jayne than Joker, so to speak.

Philo Pharynx wrote:

One possible solution to the alignment issue is to give the players a reason to engage this. Here's a suggestion that works for both party cohesion and to ensure that people wont just stand aside and watch the world burn.

The PC's all work for the Family. This organization is looking to expand into this area and get a foothold. The PC's are scouting the competition - looking to identify anybody that will make expansion difficult. Competing criminal organizations, effective good organizations, and random problems (like the Carnival).

Our goals:


  • Deal with the issues we can deal with.
  • Identify the issues we can't deal with and get information and resources to help take them down.
  • Don't draw too much negative attention. i.e. don't leave bodies lying all over the place. Unless you're framing somebody else.

If we do well, then we get rewarded with a piece of the action for this region. If we screw up, then they'll take us out.

This is also another example of how to make evil characters care about things they normally wouldn't, though obviously a thing we'd have to form up more solidly once the game commences. However, this makes a good general guideline for how your character could operate. Feel free to make your characters more than criminals, of course.


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Ey folks! To make a long story short, I'm going to be running Carnival of Tears for one of my Kingmaker games. However, I'm thinking a little practice with it would be good as well, and it certainly wouldn't hurt to have a short game here on the forums! So I'm putting out a recruitment for a total of 4 players. Recruitment will be open until the 10th of March.

Point Buy: 15 point buy.
Alignment: Welcome to Team Evil, folks. While you won't be my group exactly, you should still be able to give me an idea of how this game treats those who really don't give a rat's ass about others. Although I would like to note that even though you have to be evil doesn't mean that this isn't a team game. Be willing to work together folks, with backstabbing rising from magical compulsions or extremely good reasons only.
Race: All core races, as well as changelings, tieflings, aasimar, and ratfolk.
Class: You can be a caster only. My group is currently rocking pretty much nothing but casters, so for a better comparison for how things will go. For purposes of what a caster is, use any Paizo class with either 6th-level or 9th-level spell progression.
Skills: Background skills are in effect.
Traits: 2, with one of those being a Kingmaker campaign trait. Drawbacks are allowed.
Other sundries: Characters will be 5th level. Max HP at 1, half+1 after that. 10,500 gp worth of equipment.


A thread for the discussion of your up and coming tyrants!

Going to say outright that your characters are going to have to be evil in Alignment. You'll have a 15 point buy to work with, and any class is acceptable. Trait-wise, you must take two, one of which has to be from this list.

As a general note, Charisma is very important for most roles you could have in your future kingdom.


No worries! We're being patient over here.


Got it. Thanks for the heads-up!


Tellis Corinesten wrote:

Smiling in a friendly manner, Tellis responds.

"Certainly, any recommendation would be appreciated! The vandalism was accompanied by a note, from a person calling themselves the Shepard... Would you have any knowledge of whom that might be?"

"What?" The halfling said, giving Tellis a strained smile. "I wouldn't know anything about the Shepard, thank you very much! I try to stay in polite society, thank you very much! No business in getting caught up with that one, I tell you that!"


Those of your who have Knowledge (Local) can also feel free to roll about the Shepard if you so choose.

Direction: 1d4 ⇒ 4

As Tellis first goes to the house to the west of your new home, the first person he comes across is a Halfling gardener, tending to the vines on the exterior of the walls of this similarly constructed mansion.

Muttered in Halfling:
"Oh, lovely.'Course they come to talk to me."

"Afternoon to ya there, Sir!" the gardenrer says in a congenial tone, giving Tellis a distracted wave as he continues with his work. "Lovely when the imps decide to give your house a little coating, innit? I'd clean that up right quick if I were you, otherwise you'll never get the stink out. 'Course, can't help you with that myself, but if you're needin' some help, I might know a bloke or three who'd be obliged."


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Redbeard the Scruffy wrote:
I think someone just previewed a low roll and wanted to reset the dice on his system. GM. :-P

Hardly! Besides, the next dice in the campaign is a d4. Damn Tellis for not telling me his direction.


Edmund the Tainted wrote:
Might not post for a couple of days. Really bad side effects from medicine I'm taking. Sorry.

Totally understandable, and no worries. Here's the hoping you recover soon.


And Hiram now gets the general gist of the note. Obviously, due to the nature of his worship, he's more used to dealing with Infernal, and is thus able to draw some similarities between it and the language of the note. "threat," "Lambs," and "devils" in particular are mostly same, with only very minor changes.


This is definitely something that could be pulled off with a bucket and free time, though considering the city you're in, you can't exactly rule out magic. And despite Leandric's own extensive knowledge of languages, you can't quite peg what even the gist of the letter is. If you wish to speak with the neighbors, go ahead and roll me some diplomacy checks, as well as telling me what general direction you're inquiring.


Yes, you can use Linguistics to take a stab at understanding it. Just make sure to roll a wisdom check following it as well.


Also, I fully acknowledge that I have made a note that none of you can read. Not a very good threat on this guy's part, now is it?


Sorry, should have specified more. Man, just slipping up all over the place here.


However, the sight greeting you once you get home is... Insulting, in a word. It seems that someone has been busy while the lot of you were out and about, and has coated a good deal of the house with what appears to be imp droppings. If it weren't for the fact that you had to live here, the thoroughness of the coating might be considered impressive.

Oh, and the even left a polite note pinned to the door with a cold iron dagger.

The note, written in Abyssal:
Your days are numbered. Go back and hide behind your devils, or face the consequences for threatening one of my Lambs.

The Shepard


The drunkard would lumber off, muttering under his breath the entire time. Whether the lot of you return to your residence or go to Citadel Volshyenek, there won't be much of a problem.


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I am terribly sorry to leave you all hanging like that. My computer crapped out last week, and I have not had access to the ability to get on here until today. I sincerely apologize for being one of those DM's with computer troubles, but they have been handled now.


Well then. May have to give this a good ole DM "Are you sure?" Mainly because there's still a crowd of people. The Varisians may have slinked off, but the rest of the general milling populace is still present. Also, a unit of Korvosan guard just passed. Much as I hate to invalidate all the posts... Yeah. Are you sure Edmund would do that?


Wow. Nice Nat 20 on Sclivian's part. Even without an aid, that'd be enough.


Alright, I'm going with the assumption that Leandric's Diplomacy attempt is his own thing, and that Tellis is aiding Sclivian. This is mostly due to the differing content between Leandric and those two. This should be fair for you all. Also, Diplomacy time measures are stupid, and hence ignored when dramatically appropriate.

The drunken man initially bristles at Edmunds reaction, balling up his fists in what seems to be readiness to lash out. Before he gets the chance to do so though, Leandric speaks up, prompting the drunkard to glare at the Chelexian scribe. Then Sclivian spoke his piece, and backed up by Tellis' easy nature, the lawyer is able to see some of the hostility in the man fade. Perhaps Sclivian found a vessel of rational thinking in the drunkard. Or perhaps he small unit of Guard that goes by at the end of his speech sets off a bout of self-preservation in the man and his colleagues.

Regardless of the cause, the end result is the same. The Varisians in the crowd slip away, leaving the drunkard on his own. He stands defiant for a moment, simply glaring at Edmund.

"Bah!" the man says, spitting at the tiefling's feet as he does so. "Damn Queen-loversh ain't even worth the time of day. Jusht you wait. One day, they'll all shee you as the monshters you are! I hope you get to burn in Hell!"


After a meal that seems more military rations than properly cooked fare, the lot of you head out with what is most likely a good bit of time until Lady Dressrosa arrives. In fact, it seems quite likely that you'll be able to head over to the Citadel to retrieve Edmunds gold, and quite possibly make it back in time to meet the Ambassador at your new home. Even better, the Citadel is not too far from where you are yourselves. It should be a relatively simple matter to get there, get your gold, and get out.

Something Sneaky this Way Comes Uno: 1d20 + 7 ⇒ (8) + 7 = 15
Something Sneaky this Way Comes Dos: 1d20 + 7 ⇒ (3) + 7 = 10
Something Sneaky this Way Comes Tres: 1d20 + 7 ⇒ (12) + 7 = 19
Sclivian Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Leandric Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Marcus Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Edmund Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Tellis Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Hiram Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Annnnd apparently drinking tea is key to Hiram finally noticing something.

Though perhaps the group of Varisians from the Drinkhall attempting to follow you as covertly could use a bit of caution. They seem to be a particularly unwashed sort, probably Scarnzi from what Sclivian can tell from the one he sees. Granted, they'd have to be complete idiots to attack you here. Or maybe just drunk.

"Hey! Hey yoush!" a voice from the crowd says, obviously drunk in nature. A large, portly Varisian man hustles towards you, anger evident on his face. "Jush what do yoush thinksh you were doing to that girl earlier, huh?"


Alright guys. You have a moment to talk among yourselves, or we can simply move on to what's happening next regardless.


Yes, they do have badges with 5 digit identification numbers on them. While Korvosa is a backwater, apparently they pay as much attention to their Guard as Cheliax does to its Dottari, if not more.


Sorry for the people inside Shoreline Drinkhall. Most of the action is outside right now. But don't worry, your time to participate is coming soon!


Sclivian Infodump:
OK Sclivian. The guards seem to be genuine, and they probably will be at least somewhat lenient with the child. Hell, on the off chance that she can prove that she works as part of the Cerulean Society (Korvosa's thieves guild) and has paid her dues to the Society, she'll probably get was stolen taken from her and reported to her superiors so they can handle it. Ironically, while the Guard does handle criminals, they leave a lot of the work to the Society itself. After all, they'd have to spend a lot money that would be better spent on Korvosa's defense to handle the amount of crime, while the Cerulean Society simply has to work less.

If it does come to the Cerulean Society, however.... Well, they're not known for being lenient with the ones who get caught. At best, she's looking at a severe increase in her fees if she's a part of the guild, and at worse, odds are she'll disappear for a while.

If she's not a part of the Cerulean Society... Well, one of two things are going to happen. What she has will be taken from her, brought to their base of operations, where the lost property can be reclaimed by its owners by verification and tons of paperwork. After that, she will either be sent back to her family, or on the off chance that she shows some potential skill and has no family, be forced into the training for the Korvosan Guard. For the record, all of this is merely because of her age. Had she been older and tried this, she simply would have been handed over to the Cerulean Society either way. In that case, she'd eventually come back minus a hand or two.

This would be an entirely different matter had she been captured by the Hellknights.

You have no idea who this "Yargin" is.

"No worries sir," the clean-shaven man says in response to Leandric's admonishment of Edmund. "Best that people understand the law. We're going to have to go through everything she has back at the Citadel. I assume your coins are of Chelish mint, correct? If so, we should be able to separate them from whatever else she has with ease. Then you can come to the Citadel, fill out some paperwork, and your property will be returned to you. So, enjoy your meal, give us some time to go through our due process, and you should be good to reclaim what's yours. Oh, and the manacles will be returned as well."

With that, the other two guards will each grab an arm of the girl, the head guard will give your group a polite bow, and begin to walk away with her.


Inside the Shoreline Drinkhall:
Tellis and Marcus can see some of the Guard grumbling among themselves before a few of them finally get up and go outside. The person leading the group of three is a lean, clean shaven man with piercing green eyes.

CMB Attempt: 1d20 - 1 ⇒ (10) - 1 = 9

The girl tries to struggle out once again, but fails to escape once again. After that, she stops trying, simply sulking as Edmund drags her along. She glares at Sclivian as he speaks.

The Girl, in Varisian:
"You make up words just like that stupid Yargin does."

Before Edmund gets much of a chance to search the girl, a trio of Korvosan Guard come out. Upon seeing them, the crowd goes back to its own business, and the guards approach. The clean-shaven man leading them is the first to speak.

"Not a bad job, if I must say so myself," he says, his voice lightly tinted with a Varisian accent. "If you do not mind, we will take things from here, gentlemen. It may be my off shift, but I still have a job to do, don't I?"


Edmund finally manages to catch the little brat outside, with the girl struggling as she's hauled into the air.

Escape Attempt: CMB: 1d20 - 1 ⇒ (7) - 1 = 6

Varisian:
"Let me go! Help! Help! A monster! A monster!!!"

Some people in the street begin to look over at Edmund with distinct looks of concern. However, none are interfering.


I certainly hope you all had a good holiday!


The tackle attempt falls just short of the child, and leaves Edmund slightly off balance. The child doesn't even slow as it continues to run.


As Edmund is not trying to be stealthy, it's time to transition into initiative. I've got you guys covered.

Edmund Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Hiram Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Marcus Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Tellis Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Leandric Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Sclivian Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Child Thief Initiative: 1d20 + 9 ⇒ (17) + 9 = 26

As soon as the child hears Edmund, it bolts for the door. While it may not be as fast as the tiefling, it was apparently ready for trouble. It's out the door in an instant.

Shouldn't be too hard for any of you to get out and begin the chase in earnest, but the kid will have a slight headstart.


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Tellis can participate in this if he so wishes, and may indeed find that his information gathering will benefit greatly from this little diversion.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17

As he looks around, Edmund is able to spot a blonde-haired child slipping out of a crowd of Varisians towards the tavern door. It would be a simple matter to chase after him, though whether he could so without drawing too much attention is a good question.

"Gaekhen cares not about what you tshamek do to each other," the Shaonti man said in response to Sclivian with a shrug. "But it seems the child is trying to head outside."


I'm letting you guys know that my depression is starting to raise its ugly head again. Thought I'd headed it off enough in advance this time, but that wasn't the case. It might be a few days before I post in earnest. I apologize.


For the record, I think fava beans are a tad bit off flavor for kid face.


The large Shaonti man seems rather amused by something. I know, shockingly helpful, but that's what you get with that sense motive.

The Shaonti chuckles for a while longer, then responds to Leandric in a deep voice.

"Gaekhen finds amusement in the tshamek being robbed by a child is all." The Shaonti man would chuckle one last time before going back to his drink, seemingly content to once again ignore the lot of you.


I'm just going to start placing some cutlery out for those words ahead of time.


Man, the dice just were not nice to you guys on that one.


Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Sleight of Hand 1: 1d20 + 9 ⇒ (15) + 9 = 24 (Edmund is now missing 20 gp)

*looks at perception rolls* .... Well then. Nothing to see here.

From a nearby table, Marcus, Edmund, and Leandric can hear a braod shouldered Shaonti chuckle at them before going back to his drink.

"Y-y-yes sirs," Beto would say, going crimson and then pale at Edmund's statements before rushing off to place their orders.


Even for being in the later part of the afternoon, Shoreline Drinkhall is surprisingly busy. As with most of Korvosa, most of the individuals present appear to be of Chelexian descent. However, unlike most of the rest of the city, there's also a smattering of Varisians and Shaonti here as well. Roughly a dozen of those present are still dressed in the uniform of the Korvosan Guard, while there's even a few people dressed in noble finery. It seems that all sorts frequent this place. And much to everyone's credit, nobody stares at Edmund for more than a few seconds. Some even manage to suppress the shudders of revulsion.

Meanwhile, the words are barely out of Leandric's mouth before the bartender gave a nod. He gave a quick motion to one of the servers, a blonde-haired young man of mixed Varisian-Chelexian descent that would quickly scurry to the table that the group was occupying.

"G-g-good afternoon to all of you," he said, unable to take his eyes off of Edmund the entire time. However, he swallows his fear and gives you all a wide (if somewhat nervous-looking) smile. "I'm Beto, and I'll be taking your orders today. What can I... Ummm... Start all of you off with?"

All of you roll some perception checks for me.

Tellis Gathering Information:
Rolled in secret once, one hour spent. Tellis is able to discover that native Chelexians are... Not exactly popular in Korvosa right now. Part of this is obvious from the somewhat chilly nature of those he talks to, and part of this is from the information he gathers. Apparently Ileosa lacks her sister's gift of knowing what is and is not a good idea to say, as she has been quite vocal about her dislike for this "horrid backwater that is unfit for even pigs to wallow in." However, most of the populace is thankful that she won't get to rule in any real capacity. Despite the rumors of the King's horrific (and apparently incurable) disease, even if he dies, control of day to day affairs reverts to his seneschal, Nikolas Kalepopolis. On the ambassador front, it seems that the man sent prior to Lady Dressarosa was one Gregori Amprei, a man renowned in Cheliax for writing a "travel" book speaking of the inferiority and dangers of more than a few countries, including Varisia. Much like Ileosa, he has been adamant in his dislike for this "collection of petty hovels," though this has not stopped him from buying a few select properties for himself.


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Wait. Finals and holidays are supposed to stop people? Man, news to me.


Just to make sure on my part: I'm not giving you all too much or too little information, right? That has been a complaint players have had for me before, so I get a tad paranoid about it at times.

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