Ricle Peakes

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59 posts. Alias of eriktd.


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Sorry folks, I got really busy this last couple of weeks, and I've been lagging in all of my games. Please bear with us a little longer? I'm hoping I can put another post together on Sunday, when things will finally start to calm down a little and I can devote some time to gaming on my laptop instead of my phone.


Gwerm nods amiably to Amarilis, murmuring "Of course, of course, you will call the shots. Just see to it that we both get out of here alive." He looks momentarily surprised when he hears Othniel introduce Aravashniel, and he looks over at the elf lying prone with narrowed and suspicious eyes.

Aravashniel gives a low, gutteral wail in the back of his throat. "Lost, lost," he mutters in Elvish. "How so easily could our defenses have been sundered? Either a catastrophic failure on my part, or we have been betrayed from within. Either way I deserve this punishment, for not seeing in time I will now no longer have sight. You would be better off leaving me behind, nephew, for I will only slow you down. Do not force me to face the consequences of my hubris. I cannot bear the shame."

"I know that one," Gwerm says to Amarilis, indicating the fallen woman (and apparently unwilling to share his information with Lucian directly). "She is called Anevia, and is especially dear to Irabeth who leads the Eagle Watch. She may reward you for rescuing her wife, or at least for bringing her news of what befell her."

Perhaps at the mention of her name, but more likely due to Lucian's attention, the woman stirs and groans. "Blast, that hurts. Where am I? Who are you?" She speaks slowly, slurring her words, and her eyes remain unfocused. She may have a concussion.

The mound of fallen spider shudders slightly.


Lady Sabella Arvanxi wrote:
Would you be okay if I add 4 extra spells to Sabella's spellbook?

Yes.


Amarilis Whitewolf wrote:
@GM Allegro: Regarding the feint, Amarilis has an ability called Kitsune's Mystique that lets her combine a move action to move and feint as a single thing (as well as spring attack, but she doesn't have that yet). Sorry, I believe I should have made it clear.

Ah, one of those samurais. ;) All right, then yes the feint was successful, and the attack of opportunity crits. The tiny abyssal creature is splattered, pinned to the rocks like a butterfly in a memory book.

The cavern once again becomes quiet. Horgus Gwerm hesitantly steps closer to Amarilis, still clutching his arm like Lucian showed him. "You there, ah, lady! You seem like a doughty and capable fighter. I will pay you a handsome amount to escort me safely back to the surface. What do you say?"


Round 1

Lucian senses that combat is happening and immediately rushes over to assist, tossing a burst of chemicals as he picks his way across the uneven terrain.

His flashbang misses the quasit.

Amarilis crosses the rocky landslide to where she has spotted the third active quasit, and attempts to kill it with her katana.

It looks like you're using a move action both to move and to feint. Maybe you were thinking you could five-foot step? I should have said it was difficult terrain, sorry! Anyway, I'll take the move and disregard the feint, but please tell me if I've read something wrong. It is indeed prone, and the attack hits!

The quasit shrieks something in its tiny voice!

Abyssal:
"Master! Take me back! Do not forsake me in this awful place!"

The creature concentrates, clearly attempting to cast a spell.

It provokes an attack of opportunity from Amarilis. You can roll it and if you succeed I'll re-evaluate, but for now I'll continue narrating as if you missed.

The quasit fades from view, becoming invisible.

Othniel and Sabella can go, then Lucian and Amarilis again for Round 2.


No problem! Not a rebuke, just trying to keep things moving. :)


We'll go in blocks, so everyone before the first monster goes, then everyone after, and as monsters get defeated the blocks will turn into you then them, etc. That's why I called for Lucian and Amarilis to go first. I'll evaluate what you post in initiative order, which is another reason why movement arrows on the map are really useful for us.

I'll bot Amarilis in the morning if we haven't heard from her player.


Ah, I finally found the setting that should let all of you edit the document without having to request access.

Lucian, let's say that you were able to see to the fallen woman (including a back brace and a splint for her leg) and that you had just begun to work on the elf when initiative was called.


Gwerm goggles as Lucian places the woman in a harness and splint. When he finally turns and snaps at him, he clearly looks offended and sullen, but doesn't say anything else, snatching back his hand. He looks over at the others to see if the doctor speaks for them as well.

The woman is stabilized, though she is still unconscious. That's probably a blessing, as she won't feel the pain as acutely until she wakes.

The gravely injured elf seems too tired to resist Lucian's ministrations, but he gives no assistance. He simply lies on his back when bandaged.

Sabella examines the dragon scale, and determines that it contains part of Terendelev's innate magical ability to disguise herself. It allows the user to cast augmented mythic alter self three times per day as a standard action, with caster level equal to the wielder's character level. (This can be used on non-humanoid characters.) It also gives the disguised target a +4 bonus to Bluff checks made against evil creatures for the duration.

Mythic Alter Self:
After casting the spell, you can change your shape three additional times. Alternatively, you can cast this on a willing target with a range of touch (Fortitude negates (harmless), Spell Resistance: yes). The subject of this spell can resume its normal form or shift back into the same assumed form as a standard action without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the target of this spell is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different humanoid form.

Augmented (3rd): Increase the spell’s duration to 1 hour per level.

Othniel Laurentius wrote:
Knowing there's little more he can do, he begins assisting woman with the eastern blade to dispatch demons.

The kellid woman skewered two regenerating demons. As Othniel comes over to help, all of the heroes recognize that a third tiny body lying in the dust had also been regenerating, and they see it twitch as it wakes up.

Initiative:
Amarilis: 1d20 + 5 ⇒ (10) + 5 = 15
Lucian: 1d20 + 1 ⇒ (20) + 1 = 21
Othniel: 1d20 + 7 ⇒ (3) + 7 = 10
Sabella: 1d20 + 2 ⇒ (8) + 2 = 10
Enemy: 1d20 + 8 ⇒ (5) + 8 = 13

Lucian and Amarilis are up first!

At some point in the next week, could you all update your status line with your current stats if you haven't already, and add a spoiler to your profile with how I should bot you if you get behind on the game? I'll give everyone a day to post when we're in combat, but if we're waiting on one person I'll just post something for them and move on, so we can keep the game's momentum going.

Also, can you confirm you can move your tokens on the map, and can you get in the habit of drawing arrows whenever your character moves so I can evaluate attacks of opportunity and other things that depend upon positioning? I think you should all be able to edit the document, but I'm not sure. It might make me grant you editing access, I'm not sure. :)


Lucian begins digging the person (who he determines by a quick glance to be a human woman) out from under the fallen masonry, being especially careful not to inadvertently damage her further. His fears are realized as he sees that the body twitching slightly beneath the stones has been severely injured, the base of her spine bent out of place in her landing. Checking vital signs, Lucian's hope is rekindled when he sees that she is still breathing, though very shallowly. If brought to consciousness, he thinks it is unlikely that she will be able to walk without significant help, and will be in enormous pain.

The barely-wounded man follows Lucian to the fallen woman, still speaking. "Did you hear me? I thought all reputable healers had magic wands." He looks at the others, shielding his eyes against the light to try and study them. "You probably don't recognize me in all this filth, but I'm Lord Horgus Gwerm. You, physician, I asked you a question! What do you mean by elevation? Do you mean I must return to the surface?" He considers that, watching Lucian dig up the body. "That certainly must happen, though I shudder to think what horrors are unfolding in my beloved city. What are you doing? That one's dead and gone, don't waste your time." He peers at her as her face is uncovered. "Huh, that one," he says, clearly recognizing her with an expression of distaste.

Lady Sabella Arvanxi wrote:
Questions about the demons: Basic info about them both(1), what is the general purpose of cambion(2), do they also heal like the quasits(3). Can anything stop the quasits from healing, other than killing them outright(2), do they have any special abilities we should be particularly wary of(3).

1) Cambions are similar to tieflings, except that they are spawned wholly demons rather than half-human. Quasits are born directly from the Abyss to serve masters who shape them with their wills. Most scholars agree that demons cannot do good deeds except by accident, as their otherworldly passions drive them to commit hateful acts and destroy everything they see. 2a) Cambions are often associated with one of the seven deadly sins, but it is difficult to tell which particular sin these demons favored. Sabella's guess is that they were cambions of sloth, who become better able to absorb damage when they enter battle in a frenzy. 2b) Quasits have fast healing 2, which restores 2 hp every round even if they have negative hit points. This does not heal hit points from suffocation, starvation, or thirst, but I can't find any way to interrupt it beyond dealing enough damage to kill it before it heals. 3a) Cambions have minor spell resistance, immunity to poison and electricity, and resist acid, cold, and fire. 3b) Quasits reduce damage from weapons that are not cold iron or good, and have immunities and energy resistance similar to cambions.

As Lady Sabella mourns the death of Kenabres's protector, she barely remembers a dim silver glow surrounding her as the dragon fell to the ground, what might have been the manifestation of a spell. Is it possible that Terendelev did something to protect her as she plummeted to earth? She also recalls that at almost the same moment, the ground buckled with the impact and sent Sabella flying forward into the wide chasm that split the city, but that her speed seemed somehow slowed, like she was falling into or out of a dream.

Amarilis Whitewolf wrote:
Unless stopped, Amarilis will move and deliver a coup de grace against the quasits. She can do so as a standard action. Her katana is made of cold iron.

I'll assume no one stops her before she coups de grace the first quasit to which Sabella is pointing. It hadn't healed enough damage to become conscious yet, so I'll forgo the rolls and say Amarilis skewers it dead. I'll pause to let others react in case they want to stop her from killing the second for some reason.

Perhaps because of some lingering effects of the fall, but Amarilis feels slightly unsteady as she rushes across the field of debris and draws her katana in a smooth motion to stab the little creature through its heart. Her vision wavers with memories still flooding back to her, of a black cloud over all that at first looked like smoke, but then as she looked closer she realized it was thousands and thousands of tiny winged creatures descending upon the city. She swung her katana left and right, hard-pressed by the foes who were springing up seemingly from the ground all around her, and then she twisted her ankle and tipped forward over the edge of an enormous chasm. Her body shone with silver light as she fell, so very slowly that she wondered if she had died and joined with the spirits of her ancestors before she blacked out.

Othniel Laurentius wrote:
"Uncle!? Is that you?" Othniel says as he recognizes the other elf. He quickly checks his injuries and does what he can to the best of his abilities.

The elf stiffens in place and half turns to look up over his shoulder. "Oth...?" he croaks. Then he shakes his head. "Leave me be, whoever you are. Let me die in peace." His voice is shaky and full of emotion.

Aravashnial resists as Othniel tries to turn him on his back, and the magus can see that his face is ruined. A deep scar almost splits his head in half, and his eyes and nose have been seemingly burned away. He is just barely clinging to life, but like the heroes he seems to have no falling injuries.


Lady Sabella Arvanxi wrote:
I had made a Planes check, but then you made one as well. Do you generally prefer to make such rolls? I'm cool either way, but wanna make sure I know what's up.

You can make them-- but I needed two rolls, one for the cambions and one for the quasits. :) Since you did one, I rolled the other for you.

Lady Sabella Arvanxi wrote:
Am I allowed 3 questions total or three for the cambions and 3 for the quasits?

Three for each.

Lady Sabella Arvanxi wrote:
Should I(you) make a separate Planes check to determine the abilities and weakness of the quasists?

Yes, but I already did it for you.


Amarilis Whitewolf wrote:
While musing, she inspects the rubble.

Amarilis gives the debris a once-over while distracted by her thoughts of how she got here. Her eyes fall upon a steel helmet that has been split down the middle seam, and with a flash she remembers that she was looking at the ground when the chasm opened, and at the same moment when the dragon took to the air behind her, a group of heavily-armored demons emerged from the ground in front of her. It is something of a blur, but she remembers that in that first charge she struck one of them with her katana, cracking its helmet.

She also sees a clawed hand sticking out of the rubble, with dried ichor plastered to a nasty wound in its wrist.

Dr. Lucian Argentum wrote:
Taking the human's arm in hand and bluntly checking the injury without so much as asking permission, he offered up an authoritative, "Pressure, elevation, now," before stooping to examine the elf.

Pausing for a brief second to study the spider carcass, the doctor hears the wriggling, chewing sound from within, but also hears a faint choking sound from the ground somewhere near the whiny human. He looks around as he gets closer, and sees a leg sticking out from beneath a pile of shattered masonry and gravel. The leg twitches slightly, and Lucian notes that the other leg is there but half-buried, and twisted like it is badly broken.

The human's arm has a couple of nasty scrapes on it, but the bleeding is merely a scratch. To the human, however, this is a grave injury, and he is clearly distraught. "Wh-- what?" he asks. "Pressure? I don't understand. Don't you have any bandages, or one of those magic wands?"

The elf is a little further ahead, currently in dim light. Lucian can see that he is huddled on his side in a fetal position, and clearly shaking. He seems to have dug himself out of the dirt and stones, but has gone no further.

Othniel Laurentius wrote:
Othniel notes the silver scales and other items and bodies, but his attention is immediately diverted by the elven voice that calls out, and he moves help his fellow elf.

Othniel pauses as he cursorily examines the rubble, the sound of the reedy voice ringing in his ears. A flash of memory returns to him, his friend Aravashniel turning to see the huge demon lord rising before them and throwing himself in front of Othniel. The smoking and flaming arc of the adversary's whip tore a loud CRACK! in the air, and he heard Aravashniel scream in pain as he toppled forward into the abyss.

He shakes his head to clear it as he picks his way forward, and when he gets closer he can see that the figure looks very familiar, though he is currently facing away from the party. His clothes are torn and dirty, but it could be the same clothes that Aravashniel was wearing at the Armasse ceremony.

Lady Sabella Arvanxi wrote:
As the two guys make their way over to the injured, the mage spots some shiny silver scales. Frowning, she goes over to investigate them.

The scales look like metal heater shields at first, but as Sabella drags one out of the rubble she realizes it is a dragon scale. A memory floods her senses, witnessing Terendelev ascend in the air to face the Storm King in the billowing smoke rising from a terrible chasm. She witnessed their short and bloody battle, with each blow from Khorramzadeh's dripping blade chopping into the dragon's side and scattering silver scales everywhere. Then he stabbed deep, and she tumbled backward through the sky before crashing heavily into the facade of the Cathedral of St Clydwell.

Planes to ID the winged bodies: 1d20 + 9 ⇒ (11) + 9 = 20
Some of these bodies were cambions, demon-spawn born of incubuses and humanoid mothers. The little flying creatures were quasits-- it looks like there was a swarm of them, for there are at least twenty corpses here amid the stones.

(You're entitled to answers to three questions each about these creatures. If you specify what you care about when identifying them, I'll always tell you that first, or you can tell me when you make the roll if you want to know something else.)

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Heal: 1d20 + 8 ⇒ (10) + 8 = 18
While most of these quasits are dead, Sabella notices that two of them are only unconscious, and their wounds are slowly healing.


I've added the map to the campaign heading. Would any of the players be willing to track loot for the group? I'll put a link to whatever spreadsheet you're using there.


With the twin bursts of golden light in the shape of a defaced pentagram and a magical stone shining through the gloom, the dimensions of the cavern now become visible to everyone. The ceiling and far walls of this vast underground area recede into darkness far to the right. On the other side, the wall has collapsed into an enormous mound of rubble—here and there the arms or legs of victims who didn’t survive the fall protrude. In the back of the cavern, a disturbing shape looms. Nearly the size of a horse, what appears to be an immense black spider crouches silent and still on the ground.

Searching through the rubble, Perception DC 10:
Glinting in the magical light, you can see several metallic shapes, what might be silver scales from a large fish or lizard. Other items such as torn banners, wooden poles and smashed boxes litter the avalanche. There are also many bodies, including at least one semi-familiar face from the Armasse ceremony above; several human-shaped creatures with hooves, horns, and beards; and many tiny winged creatures with twisted faces.

Let me know if you want to try and identify or otherwise interact with these creatures.

Investigating the spider shape, Perception DC 11:
From the direction of the shape, you can hear a soft, muffled settling or chewing sound and note a bulge wriggling slightly inside of the spider’s abdomen.

Dr. Lucian Argentum wrote:
"Call out! Call out if you need help!"

The sounds of movement intensify, and a scratchy, reedy voice coughs twice more and then gasps in shock or pain. At almost the same moment, a gruff, whiny voice cries out "Help! Help! I'm bleeding! I'm bleeding!".

These two sounds come from other humanoids buried further up in the debris. The first might be an elf, lying sideways on the ground. The second is a portly human who has risen to a standing position. His once-fine clothing is ruined and ripped, and he is clutching his left arm protectively.


Armasse officially begins at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd that is gathered in Clydwell Plaza quiets as the aged inquisitor takes the stage, clad in shining, resplendent armor. He clears his throat, but just as he is about to speak, a bright light shines from the west, as if the sun is rising from the wrong direction. Hulrun’s shadow falls huge and distorted across the cathedral’s facade. A moment later, the sound of a thunderous explosion rips through the air and earth, along with a violent tremor.

To the west, the fortress known as the Kite—the location of Kenabres’s wardstone—vanishes. In its place, a brilliant plume of red fire, lightning, and smoke erupts into the heavens.

Within seconds, a powerful roar accompanies a welcome sight rising from the crowd—Kenabres’s greatest guardian, the ancient silver dragon Terendelev, who has apparently until this moment been attending the opening ceremony disguised as a human. Above, another form appears, as nightmarish as the dragon is breathtaking: a humanoid shape three times the size of any man, with skin coated in fire and lightning, gripping a flaming sword and whip.

Knowledge (planes or religion) DC 10:
The creature’s identity is immediately obvious to you: Khorramzadeh, the Storm King of the Worldwound.

It seems that one of the Crusade's most terrible demonic adversaries has come to Kenabres!

Some time later...

The four heroes wake in darkness. Their heads throb with thunderous headaches. Their ears ring. They’re having trouble breathing. After a few moments, the sounds of rocks clattering, coughing, and moans of pain, as well as the choking smell of dust, become apparent as their senses seem to return, but it remains pitch black. Feeling with their hands in the darkness, the PCs realize that there is rubble all around them, and that their bodies are covered in dirt and filth. It may be that they are still in shock, but they do not feel the pain of any possible injuries yet.

Darkvision:
As the obscuring clouds settle, it seems like the heroes are in a large underground cavern. An enormous pile of rubble blocks one direction. (It is marked as west on the map, but the characters probably don't have that knowledge yet.) The air is filled with dust, and now and then small rock slides of gravel tumble down the mound. Seven figures are huddled in the darkness, in different positions and with varying amounts of debris and stones covering them.

The heroes' memories of what brought them here are hazy and slow to recover, but presumably will return as they get their bearings and confirm that they have not suffered any serious damage. All that they can remember is that they fell, down into what seemed like a bottomless cavern, for what felt like hours but was probably only a minute or two.

I'll put together a Google Slides map once everyone can see their surroundings.


The morning of Armasse, a couple of hours before noon, those citizens of Kenabres who have risen early are treated to a breathtaking sight: high above the spires of Iomedae's cathedral, the ancient silver dragon Terendelev makes an appearance. She flies in lazy circles, as if dancing in the air, inspiring and blessing the people of her beloved city. A hearty cheer spreads through the crisp morning stillness as she passes overhead and eventually vanishes back behind the clouds.


Lady Sabella Arvanxi wrote:
GM, would it be okay for us to know any of the named NPCs from the first book?

That kind of depends on who it is, but in general I'm very open to you having relationships with important characters in the overall story, as well as other characters that are important to your own. Othniel has already staked a claim for Aravashnial, for example. But I might balk if you want to be best friends with the queen! ;)

(I can't really talk, of course, because when I played through the adventure path, my character was the queen's nephew by her younger sister, several generations removed.)

Lady Sabella Arvanxi wrote:
Also, I was thinking that Sabella's mom, Vespexion, could be a priestess of Iomedae for a small chapel in the Gate District? I figured there would probably be something smaller for the locals who can't(or don't want to) make their way to the big main temple. Is that alright?

Definitely. The political situation in Kenabres's Church of Iomedae is kind of complicated, because Hulrun has established several informal inquisitions since the last Crusade petered out that have begun rooting through the city in search of witches and others working with the demons, and although they are part of the church the leaders of those groups are generally more lawful than good. So a smaller satellite temple might face more scrutiny by zealots seeking to purify the faith, but also more worshipers seeking sanctuary from persecution.

Othniel Laurentis wrote:
Unless we could convince our beloved, extraordinary, powerful, illustrious GM to let me take Trap Finder, despite it being a campaign trait from a different AP. (In which case, I’d be totally fine with switching my bonus background feat to Additional Traits to pick that up.)

While I appreciate you wanting to accommodate each other's builds and cover perceived weaknesses, I'm reluctant to bring traits from other adventure paths into this one.


Sure. I doubt any of you have completely avoided spoilers.


Here's the new Gameplay link: https://paizo.com/campaigns/v5748p75j3t8d/gameplay.


It is the eve of Armasse, and all of Kenabres buzzes with anticipation. From the slums of the northern Gate District to the nave of the Temple of Iomedae in Old Kenabres, preparations have been underway for several weeks. Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the time leading up to the event.

Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, will take place at Clydwell Plaza, just west of the cathedral in the center of the town. It is here that our story begins, with four heroes in attendance near the cathedral’s facade— they’ve been lucky enough to get good spots to observe the opening ceremonies at noon. Please describe for everyone what your character is doing from the night before until the beginning of the celebrated event, including when and how you arrived at the Plaza and where you spent the night. If your characters know anyone in Kenabres, this would be a good time to write a brief scene describing their relationship.


Apparently I screwed the Gameplay thread up by posting something and then deleting it. I still haven't heard back from Paizo's tech support, so I may have to create a new campaign. :/


I'm sorry for the delay in starting-- there's a problem with the gameplay thread that I'm hoping Paizo can fix tomorrow.


Monkeygod wrote:

I'm looking at maybe taking the Demonblight Resistance trait. Couple of questions however:

1) Would it protect against disease inflicted by a demon itself?

I am hard-pressed to think of any situations where a demon inflicts a disease on you and you aren't fighting it or within 100 feet of it. :)

Monkeygod wrote:
2) Are there actually enough demons in Wrath to actually warrant taking the trait? I'd rather not waste the slot if it's not gonna be overly useful.

I mean, Wrath is the demon adventure path. There are a TON of demons in it, more than in any other adventure path.


Amarilis Whitewolf wrote:
Not against the Vengeance feat. Should I create this demon?

Sure, if you like. For story reasons, this demon should serve Baphomet, but Amarilis won't know that until she finds and confronts it.

Dr. Lucian Argentum wrote:
How does this one sound?

That seems like a good choice to me!


Othniel Laurentius wrote:
How about Lost Legacy?

I can make that work, sure!


Othniel Laurentius wrote:
I already took that one before I knew we were getting a free feat. lol Might be something good in the Story feats. I don't think i've ever looked at those.

It's a little cheesy, but if you take Cunning instead of Breadth of Experience, you can then take Breadth of Experience as your background feat...


Amarilis Whitewolf wrote:
Amarilis lives on a nearby town with her master. She doesn't visit Kenabres that much, mostly because there is always the usual suspicion about Kellids, a remnant of the Third Crusade and its wild witch hunts.

Indeed, Kenabres has been particularly dangerous of late ever since a prominent leader in the Church of Iomedae, Lord Hulrun, began speaking out about the many suspected witches infesting the city. He's really stirred up a lot of anti-Sarkoris sentiment among the people and the crusaders, and it's probably created a very uncomfortable environment for Amarilis, at least when there aren't many people around and a pair of inquisitors comes upon her.

Amarilis Whitewolf wrote:
For the extra feat, would Toughness be appropriate? I want to create this notion of Amarilis being a really tough girl to bring down.

I don't think anyone will disagree that Amarilis is a really tough girl to bring down as you have her! But I feel like Toughness doesn't really tell us anything about her background, or develop some aspect of her that we don't already know. Her toughness is fueled by vengeance, which overwhelms the code of honor that her teacher tried to instill in her, right? What about something like the Vengeance story feat? It won't do anything right away, but once you know who was responsible for capturing her, it will make her tougher against that being and its minions?


Othniel Laurentius wrote:
Is Cunning too bland?

Breadth of Experience is better, if that's your reasoning. :)


Welcome crusaders (and others)! I'd like us to talk about our characters' backgrounds and figure out any final tweaks to the mechanics based on the party. When we start in Gameplay, it will be the day before Armasse, so you can all post a setting-establishing scene or two and start to get into character. So, please, share your thoughts with each other about how you envision your characters working, and how they will interact with each other when they finally meet? Do your characters know anybody in Kenabres? What's your relationship with them like? How do you feel about the crusaders, or prominent faiths like the church of Iomedae?

Can you also put your stats into a status line and in a profile on Paizo? (I appreciate how myth-weavers calculates lots of stuff automatically, but I really hate using their site.)

As part of developing your backgrounds, I'm giving each of you an additional feat, but it must be something that is appropriate to your background in some way. It can't be a combat feat or a metamagic feat, and I'm going to be a little persnickety about allowing feats that aren't considered sub-par in optimization circles. :) This is a feat that is only good for establishing your place in Kenabres and the wider tapestry of the crusades against the Worldwound, so it's a great time to take a feat that isn't part of your build as you've already envisioned it. Don't just take Skill Focus, instead take something cool and evocative like Divine Defiance or Prodigy. If you feel stuck trying to think of something appropriate, maybe Additional Traits? That way you can grab a couple more story-heavy traits that don't describe your primary powers. :)


Again, thank you everyone for applying. You made this a very difficult choice, and I'm sorry I can't take all of your epic characters. So, without further ado, here's the party.

Monkeygod's Lady Sabella Arvanxi, LG human Legendary Arcanist (Theurge) // Legendary Sorcerer (Arcane Seeker)

Sir Longears's Amarilis Whitewolf, CG human Barbarian (Painted Savage) // Samurai (Warrior Poet)

Ouachitonian's Othniel Laurentius, LN elf Magus (Bladebound, Kensai) // Swashbuckler (Inspired Blade)

Han Del of the Web's Dr Lucian Argentum, LG human Conscript // Scholar

I've created a Discussion thread for us to begin planning our campaign. Congratulations!


All right, I'm closing this recruitment. Thank you everyone who applied! I appreciate the effort you put into developing and describing your ideas. I'll have a list of selected players and characters shortly.


trawets71 wrote:
I didn't see his listed so I added up what he had. Kevin doesn't use the base race traits. I added up the traits he had and it came to 11, which leaves 4.

The breakdown of how many RPs tieflings get can be found here. It says 13 points, though that is treating Darkvision as 0 RP rather than 2. (I guess both tieflings and aasimars get Darkvision for free, as part of their Outsider type.)

Fiendish Sprinter replaces both Skill Bonus abilities, which means it costs 4 RP, not 1. I don't think you can take fewer RPs than what the base race costs.


Some of the submissions don't have backgrounds or character descriptions that I could find. Could everyone who wants to be considered for this game please make sure they have finished everything I asked for tomorrow by 17:00 PST? That's approximately 18 hours from now.

Monkeygod wrote:
I'm thinking of taking the Oath of Offerings. Firstly, would that be okay?

Yes, you can take the Oath of Offerings.

Monkeygod wrote:
Second, I worry a game like Wrath might not have many opportunities to make said offerings, and I don't wanna cheese the system.

I appreciate that. :) Tell you what, if a temple of your faith is not immediately available, I'll allow you to donate to any temple of the same alignment, even to a chaplain while on crusade if necessary, with the confidence that they will see it gets to the appropriate place.

Monkeygod wrote:
If approved, I plan on spending 4 points on the bonus feats boon. Would aasimar racial feats be thematically acceptable?

I don't think so, sorry. I think the bonus feats allowed are severely restricted on purpose, so that you have to take things from the list. I'm sure you can find worthy feats, or you can take talents or the other benefits instead. :)

Monkeygod wrote:
Just for clarification, for those of use whose race is aasimar, we don't get any race points, since they're already 15 RP, correct?

That's correct. It also means (though I don't think anyone tested this) that races with more than 15 Race Points can't be taken. It is possible that there may be ways to change your race going forward, or to improve your race by gaining additional RPs.


Sorry, no— Sir Longears succinctly described the rule. You can add traits, but you can’t change the basic qualities of your race.

And yes, you can add alternate traits by buying the traits for which they exchange, but only if you're that particular race. For example, a human could get Comprehensive Study for the cost of Skilled (4 RP), but not an elf, since it isn't an elf alternate trait and it isn't on the general list of traits from which elves can choose.


We have much to discuss. :)


trawets71 wrote:
Do we have to meet prerequisites for traits?

Yes.


Amarilis Whitewolf wrote:

Hi friend! The GM mentioned he'd keep recruitment closed until the 17th. I believe this is still the plan.

At the moment, we have 7 players in the "closed recruitment" working on characters and while the GM did not mention how many players he'll choose, it seems right now unlikely for the recruitment to open to a wider audience.

Thanks for your help, Amarilis! Yes, it's still closed until the 17th. I'm choosing four characters.


Lady Sabella Arvanxi wrote:
GM, would you be okay with allowing any mythic path ability that normally would only affect divine spells to also/instead apply to any spells from her Theurgic affinity and any spells gained from her bloodline, including any from Bloodline Gifts?

@Monkeygod, I'll send you a PM.


If anyone's unfamiliar with the adventure path premise, it's worth downloading and reading the Player's Guide from Paizo. That lists the six campaign traits available and also briefly describes where the campaign starts. (It takes place on the first day of the Armasse festival in the city of Kenabres. The inhabitants are aware of the dangers of the Worldwound, but are relatively protected from it by one of several magical artifacts called wardstones, and also by its legendary guardian Terendelev, an ancient silver dragon who the people occasionally see flying over the banners atop the city walls.)

When I make characters, I usually start with the campaign traits to try to figure out what it is about the adventure path that I really want to explore. You all may have different ways of doing it, which is certainly cool, but if you're unsure I recommend picking one of the traits and then letting that guide you toward the character's strengths. :)


Silver Starlight wrote:
/Mythic Bonded

What is a mythic bond?


Master Han Del of the Web wrote:

@GM Allegro

I've been playing around with a concept for a Numerian addition to the Crusades since it always struck me as odd that more Numerian stuff did not end up washing over into the Worldwound despite it being right on their borders. A couple of versions feel like they might need a bit of input from you first though.

I hate to yuck your yum, but none of those options really appeal to me for this campaign-- the tone of Wrath is much more high fantasy than sci-fi, so cyber-soldiers and technicians seem kind of out of place to me. And while a collective could feel appropriate depending on how you build it, the technical challenges of GMing five characters at once does give me pause. That said, I've played Leadership-based characters before, and as long as they moved and fought as a unit it wasn't that difficult to manage. If you're really set on one of these concepts, that's the direction I'd suggest you focus. :)


pad300 wrote:
Ok, I'm working on a legendary medium... What regular path would you put spirit versatility under (it's a first tier path ability from path of the boundJ)?

You can treat it like a universal path ability for now, so you can choose your path based on whatever makes the most sense to your character's background and other abilities.


pad300 wrote:
@ GM Allegro, are we using the additional mythic rules from spheres of Power ?

None of the new paths, because there aren’t campaign traits for those and I don’t want to try to make up additional ones. :) Maybe path abilities?


Star Light wrote:
Star Light, CG, Elan, Psion Telepth/Legendary Investigator/Mythic Overmind.

Hi Panic! I don't want to limit your character too much, but I'm afraid I don't know Dreamscarred Press stuff at all, so I don't feel like I can GM it. Is there an occult Paizo class or maybe one of the Spheres classes that would work for your concept?


Master Han Del of the Web wrote:

I don't know if I count as I only voiced initial interest and not a character as too many pieces were shifting when I last looked at it... then life got in the way.

Still, a level 1 character is much easier to approach and opens up options for much more complex character ideas.

Sure, go ahead!


Anapa Scion of Anubis wrote:
I took the ability of Speak with Horses, i was hoping we can reflavour it to speak to canids?

Sure, that should be fine. Nice and flavorful ability!


Hi there! I'm running a small version of the Wrath of the Righteous adventure path for four players, though one of the slots is precast. The goal is to make it feel extra mythic, so the characters are pretty crazy to start, and I'll add some surprises and power-scaling to the monsters on my end. Initially, I'm opening recruitment to those who applied for Voice of Awesomeness's Sentence of the Sinlord campaign, though if we don't get enough players from there I will open it up to others.

Character Creation Starting at level 1. Gestalt, feat every level, 30-point buy, background skills, Elephant in the Room (no feat tax) rules, some third-party stuff allowed (Legendary classes, Spheres of Might/Spheres of Power, oaths), ABP. Fighters and fighter-like classes get Combat Stamina for free. For races, I prefer Core races (or those that look like core races like aasimar and tiefling), but I might be convinced to let you play something else if you've got a good reason for it. You get 15 race points, so if you go Human (9 RP) you have 6 points to buy more racial traits with. These can be Advanced but not Monstrous. Three traits plus a fourth for a drawback and one campaign trait. (I'd like to have no more than one character with each campaign trait, but we may have to negotiate that after I make my selections.) Hit points are maximum. I prefer all alignments are good, so if you need to be neutral for some reason you need to convince me. Evil is probably right out-- I doubt you can convince me of that. (Sorry if that ruins anyone's super-cool evil character ideas! I guess you can try if you really really want to play it.) Max starting wealth. You can craft yourself things pre-game if you can make the rolls by taking 10. Leadership is okay, but note that cohorts and other companions aren't gestalt and don't get double feats, don't have any money of their own though they do get ABP, use the standard stat array, and don't get any traits.

Applications Besides your stats, give me a short description (appearance and personality) and at least a couple of paragraphs about the character's background-- try to unambiguously mention all your traits, and it's okay if you revise them a little to match your vision. I'd also really love a few notes about how you envision the character growing over time, with a personal goal or two I can use to better involve your character in the story. If you have a plan for the character's build I wouldn't mind reading that too, and I'd also like it if you included a few words about who you are as a player, so we can get to know each other a little better. Designing your characters so that they know each other from the start is fine, but it won't influence my selections so you might have to revise afterward. ;) There will be a brief period where you can revise them to better fit with the other players, and briefly play out a few events before the game starts. I will probably review all the applications as you post and finish them, but my schedule for the rest of the month is pretty packed. If I have a good number of applications by Friday, January 17 at 17:00 PST, I'll close the recruitment then and make my choices that evening. Otherwise, I'll probably open it up to a wider audience and extend it until February.

Play Expectations I haven't run a lot of games on the boards, so there might be a bit of a learning curve for me. I'd like everyone to post at least 4x a week, which might be a little slow at first but we'll see how we do. We'll want to move at a pretty good clip because the early encounters will feel pretty weak, but I think it's valuable for building character dynamics between everyone as well as a shared backstory from the beginning of the campaign. I'll probably use Google Slides to do the maps, and I'll occasionally roll things like initiative and saves for you so we don't have to wait for each other to post to move along. I might even roll Knowledge checks to speed up the back and forth a bit. I'll try to use block initiative where possible, so that we don't have to post in order. Leveling will be by milestones rather than by tracking experience points. Oh, and a few notes about crafting: Even though it's unrealistic, I am treating the Golarion economy as static, so that all items always cost their full price to buy and always sell for half that value (that means that if you craft stuff for the party, you can't charge your teammates more than it cost you to make). :) All items that ABP replaces still exist, but the bonuses don't stack, so there's a slight benefit if you make something ahead of the ABP progression, but eventually it will get replaced.


Sounds good to me! Let's re-evaluate how the money feels at the end of book 1 and then we can adjust as needed. It's pretty easy to explain a sudden economy shift between adventures. :)

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