Pushing this forward while we have stability!
As you head out and thank Zellara for the information, the Harrow, and begin the hunt for Gaedren, you realize it's hot. Very hot indeed. The rain had stopped a while ago, and what seems to have been the early evening had left puddles everywhere. The steam rising from those puddles leads you to believe there will be a great deal of fog in the late evening, odd for this time of year, but as you touch the walls and various parts of buildings, you realize the rain had come straight down, it hadn't blown in.
The city had begun mourning its King before it was announced.
As you walk along Lancet Street and turn right onto Warehouse Way, you realize how very close you are to Gaedron. You begin to understand Zellara's fears. Perhaps, just perhaps, Justice will be done this eve.
A short five minutes later, you are walking along Westpier, along the Jeggare River. You find a number of abandoned or half-used warehouses. Many of these would make excellent thieves' dens or smuggling dens, even pesh or shiver dens, although Eel's End in Old Korvosa might be better for that, or so you've heard. Eventually you come to an old, poorly kept, fishery. From what you see at the front, there is a ddouble door, and a couple of small, smoked glass windows. You're not sure if the smoked glass is from the rain or if it's from years of soot. To the south is an abandoned pier and warehouse, and the pier looks terribly unsafe. Along the south of the fishery though is a set of rickety wharf-walk, which appears to go to a ship on the far side of the fishery (you can see the mast over the fishery). To the north of the fishery is another entrance, what appears to be a loading dock of some sort, with high walls. You're not certain what sits here.
The walls of the building are wooden, as is the main door. There aren't any major reinforcements other than some rope here and there. The entire place reeks of fish.
In the distance you can hear shouting, but nothing you really need to worry about, Gaedren is in your grasp...
Cole Deschain wrote:
This is an arena of human endeavor with a tragically massive body of literature...
Both sad and true. Humanity has a strong disregard for the other members of the species when they are not on the same "team.". Entire generations have been lost.
And yes, I recognize Asmodeus is my forum avatar, there is some irony in me saying it is sad and true.
Gm Greaek: End of day, so midnight tomorrow night central us time (GMT -6). what kind of character are you thinking of playing?
I plan on announcing by Tuesday evening and starting the two threads on that night, allowing for everyone to post and the story to really start taking off.
Two groups is a definite.
There are applicants who have not completed characters, too. I am expecting a few characters tomorrow. That will be fine. Thus the extra day for considerations. As of now, here is who I have in various roles:
Is there anyone I have missed at this point?
Greetings, everyone. I am back to gamemastering. It's been a long while since I have run a game. But I'm ready. And I want to run this one. A lot.
This game will be for the Curse of the Crimson Throne Anniversary Edition. For everyone living under a rock, this is set in Korvosa, the Gotham City of Pathfinder. We will be using the Pathfinder 1.0 ruleset, we will not be converting during the campaign (although I do intend on playing 2.0, I just don't want to change mid-stream).
So, how do you apply and how do you create a character, read further to decide if you want to play!
Character Races and Classes:
Any character will follow the Following Rule unless superceded in this post:
All characters are restricted to the Core Rulebook PLUS TWO OTHER BOOKS
All characters will be made with 20-point buy.
Open Books include:
While not specifically an Occult game, Occult Adventures Spiritualist does fit in the campaign for a number of reasons. I will allow the book for that class alone. It's not powerful, but the flavor is right.
Details from Ultimate Equipment, Ultimate Campaign, and Unchained will be used throughout the campaign, but may not be used in character creation unless stated below.
With Approval: Information from Faiths of Balance and Faiths of Purity may be used. As well as any of the "races of..." books for approved races. Just remember, these count against your two book limit.
All other core races are available (Dwarf, Elf, Gnome, Halfling, Half-Elf, Half-Orc).
Other Races from Advanced Race Guide (does not count against your two book limit):
Aasimars, Changelings (Sea Hag is most common), Dhampirs, Sylphs, Tieflings, Undines. NO RACE BUILDER
We are utilizing background Skills from Pathfinder Unchained, which means that you gain 2 skill points to place into the following skills IN ADDITION TO any skill points you gain for a class and to use for your class skills:
Appraise, Craft, Handle Animal, Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (nobility), Linguistics, Perform, Profession, or Sleight of Hand.
Traits and campaign traits:
I have checked the Open Game content, and the following is from the Curse of the Crimson Throne Players Guide in 2008, updated again in the hardcover edition (which I hold in my hands). All information is Copyright either 2008 Paizo Publishing, LLC with the authors being James Jacobs and Mike McArtor, OR Copyright 2016 Paizo Publishing, LLC, authors James Jacobs and Mike McArtor. (Rest in Peace Mr. McArtor).
Choose one of the following benefits.
Hungry for Revenge: You’ve never forgiven Gaedren for his betrayal, and have vowed to make him pay for what he did. Whether that’s seeing him rot in jail or a shallow grave, you hope to taste vengeance someday. Whenever you deal damage with a melee weapon on a creature that is flat-footed, you gain a +1 trait bonus on the damage roll.
Reformed Criminal: You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Choose one of the following benefits.
Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Dropout: You were the one accused of the murder. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is a class skill for you.
Family Honor: The person who was framed was a family member, perhaps a father or sister. You managed to trick the fisherman into revealing the truth with your skilled tongue. You gain a +1 trait bonus on Bluff checks, and Bluff is a class skill for you.
Choose one of the following benefits.
All Alone: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
Orphaned: The murder victim was your only surviving parent. You had to work hard to make ends meet for yourself and any siblings, and often had to scavenge for food. You gain a +1 trait bonus on Survival checks, and Survival is a class skill for you.
Choose one of the following benefits.
Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives. Your constant search for the missing sibling has developed into great skill at rumormongering and finding out information from others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.
Choose one of the following benefits.
Religious: Today, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.
Tortured: After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.
The remaining traits may be chosen from the list available here, remember, the above traits are the campaign traits thus the campaign traits from the link below may NOT be used.
Other Sundry Rules:
ENCUMBRANCE RULES ARE USED
Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
I am using the following down time rules:
These are the rent prices (with food included for the month)
During downtime, you can also take the following actions:
Research: You can spend 1 day and research a topic. This can allow you to utilize knowledge skills you do not have by visiting the university or one of the magical colleges. This also goes towards magical research and other topics. For every 10GP you spend on this, you gain +1, to the town's maximum bonus (which will vary chapter to chapter). Gather information can cost less, usually 2d4gp per two hours, while research takes 8 hours.
Train. It takes 5 days to level up wtih a trainer at a rate between 5 and 20 gp per day (depending on district and trainer). Sometimes, if you spend a "research" day during your level, you can shorten that. Some of the higher levels will obviously occur faster, without this training period, due to story reasons. This is okay and is covered by the "narrative epiphany."
Other activities: So, you want to form a union? Sure, you can try to be a Solly (that's an insult!). You want to buy a manor? Great! You want to try to gain some additional contacts? Great! You want to invest in the city some way? Perfect! These will occur. Some of them more easily than others, but if you can think of something to do while you're not working, feel free to throw that in.
About your character:
1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?
2a: Non-spellcasters or limited spellcasters: Where did you train? If you are from out of town, where are you from? One of the Shoanti tribes or being from Kaer Maga would be excellent, especially if Gaedren sabotaged your caravan home/did something to you to dishonor you in the face of your tribe. Orisini Fencing academy or Endrin Military Academy in Old Korvosa are great, as are the Exemplary Execrables for bards and skill monkeys.Heck, a Varisian gang would be good for a rogue.
2b: Arcane Spellcasters, Wizards: Did you specialize and succeed at the Acadamae, or did you take the generalist approach at the Theumanexus College? Alchemists (Acadamae or University of Korvosa are great choices here). If you are a limited spellcaster, did you mix your training with something from 2a?
2c: Divine Spellcasters: Korvosans follow a number of deities, but Abadar, Sarenrae (healing aspect), Pharasma, Erastil and Gozreh tend to be most worshipped. Shelyn is worshipped, but has little influence in the city, and, of course, the Chelish citizens bring with them Asmodeus. There is a Temple of the Many, with 17 members of the pantheon being included.
2d: Odd Races: especially Dhampir and Changelings: These races prove that the local area is dangerous, as their lineage shows activity of such creatures. Did you know your supernatural parent? Do you fully know what you are?
3: Do you know anyone in the city or have any family in the city?
4: Would you adventure after Gaedren is defeated? Why?
5: Who do you trust and why?
6: Do you have a family? If so, provide the known members of the family.
7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous?
8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them?
9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list.
Grau Soldado: Drunk, Korvosan Guardsman
Pilts Swastel Human, Varisian owner of the Exemplary Execrables in Old Korvosa (theatre troupe)
Vencarlo Orisini, Human (Chelish) owner of Orisini Fencing Academy in Old Korvosa.
Now, to the GM expectations and what I want to see:
The opening scene will have the characters outside of a townhouse on a rainy day at sunset, each looking at a harrow card, realizing each of them has been summoned together. But, before then, they have to realize the card has been received. So, as part of your application, and background, where do you find the harrow card on your person, and how does your character react to the note.
"I know what Gaedren has done to you. He has wronged me as well. I know where he dwells, yet cannot strike at him.
Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17
Wisdom +1 (now 12)
12 Skill points, plus 2 for favored class: 14 total
4 spells learned
Fil would like time with the spellbooks before selling them (a few days of rest are needed for him, he really needs to get his CON back up). Once back in Hommlet he plans on indicating this.
Regarding that, GM (although anyone can read):
I opened my pdf of the core rulebook and the prd and read up on the rules of copying spells (I usually play clerics and rogues). If I read this correctly, I can attempt to copy his higher level spells into Fil's spellbook. Fil would be unable to cast them, of course, much like a physics student learns about the item before putting it to use, or am I reading this incorrectly? How would you prefer to run this?
He also plans on deciphering the second spellbook after ensuring it isn't trapped.
Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17
I am with Musami on this. We were genuinely concerned. MRSA is not something to mess with. Take care of yourself, and we will live in theater of the mind as you need to pace for YOUR HEALTH.
Taking care of onesself is the most important thing, a game can wait. We understand.
I am offline until Sunday after this, so please do take care. I will see everyone Sunday.
Sadly, I have been a part of a couple of long-term games, and two of them died that I personally ran. I was super excited to run Shackled City, but, due to a HOST of issues both in-game, and for my personal life, I fizzled.
The second was a PbP I took over. I wanted to push into it and I had a fun time, but I couldn't find a way to extricate my character, and I let the group know and apologized.
Right now, I'm stepping back in as a player. I'd love to run Curse of the Crimson Throne (I got the HC at Christmas), and I love Korvosa. I'm not ready to run it, because I need to do the prep work for it. I am being honest with myself this time, as I've had very successful games, and I've had very unsuccessful games.
I agreed. RDJ did a great job of handling the very mentally scarred Tony Stark. The entire situation with Tony made perfect sense.
I'll add that Chris Evans did a phenomenal job as Cap (again). He hits that "good guy doing the right thing" idea in my mind very well. The entire situation made perfect sense.
As to Black Panther
I think that, since he is primarily an Internal warrior, generally outside of international affairs, I think he's a non-issue for the accords, except in the case of his hunting of Bucky.
Male Elf Elf Wizard 1 HP: 7/7 | AC: 13 | T: 13| FF: 10| CMD: 14| Fort: +1 | Ref:+1 | Will: +3| Init: +5 | Perc: +8| Sense Motive: +1
Senja will cast Daze (DC14) at the ape nearest Evan.
"Stand down, you darn dirty apes! Present company excluded... of course." Senja almost cracks a smile at that thought.
Terrible humor, my apologies.
I believe I will be very excited to return home. It's been a long time since I've been home, and traveling the planes is awful without knowing you have a home to go to.
I do hope the Sundering does fix the plague of spells, those poor wizards, priests, and other good people deserved better than that.
I watched the keynote online, and it made me excited for the 'Realms again! I get to be excited about more than one setting in my games again (this makes me happy).
Sadly, not a fan of the Wheel of Time. The D&D adventures that were attached to the RPG were very cool and tied into the early book plots. Unfortunately the series lost me after a bit. It just seemed to stop moving.
Those of you who have been able to slog through it, even enjoy it, I applaud you. Good for you, and I hope that the ending and epilogue is to your satisfaction.
My Son (as most know has Leukemia), has not been ill even though he's been around a lot of stuff that could have made him such. He's jumping and skipping and playing with his little brother.
It's the little things, and they make going to work every day soooo hard. But they make me happy.