Come hither all you villains lurking in the shadows!
I've been GMing a Way of the Wicked campaign in which our wizard mysteriously dissappeared before the second encounter even! Our current roster consists of a ranger, rogue, and cleric; all at level one. This campaign is a bit different from your average WotW in that it features Urgathoa as the primary evil deity instead of Asmodeus.
Anyways, check out the old recruitment thread for character creation guidelines if you are at all interested.
P.S. If you were one of the original applicants, feel free to resubmit you're old character (or come up with a new one!).
I am still here, and have been back for a while now.
At the moment I'm hesitant to push this any further, as I have way too much going on right now to fully commit to DMing another campaign.
I hate to disappoint anyone, and someday I might try to bring this back, but for now I simply don't have the time to carry on with it.
That being said, if anyone out there feels like stealing my idea, please do, because I would love to see a magitek campaign even if I am not the one to orchestrate it.
Sorry Artorius, I looked at your healing post before I took leave and forgot about it when I got back. Seeing no new gameplay posts, I haven't looked at it since. Grumblejack will react as soon as I have another few free minutes; I may combine his reaction with something else if you guys take some action before that.
Other than that, let the prison break resume!
Alright chief, I have my tribe's details fairly hashed out but I wanted to run an idea by for your approval.
I was thinking of some undergroundy-type race (duergar, svirfneblin, etc.) that 'delved to deep' and discovered something, this something eventually becoming their leader.
As far as what that something would be, I was thinking a crystal dragon. As a wyrmling, the crystal dragon possesses a CR of only 2, which I believe is equivalent to a 2nd level character. The fact that it possesses three hit die could be remedied by taking average hit points for every hit die, making it the same as a 2nd level character with two class levels.
I know that this is quite a tall order, however, so I'd be perfectly happy to work further with you on the idea or just trash it completely.
Sorry for making you wait folks, the gameplay threads are up!
Here is the thread for group one, consisting of Rusty, Isabelle, Michael, and David;
Here is the thread for group two, which should contain Remi, Simon, Harvey, and Leonard if I am correct.
They both share this discussion page, but I can change that later if you want.
Thanks Artorius, but feel free to make your own rolls if you want to, even if you don't know if I'll use them. Also, I couldn't tell if you were making that heal check to treat his wounds or simply assess them. Being as you don't exactly have any supplies to treat them with, I will assume you simply wanted to assess them.
The Knowledge Checks:
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (12) + 6 = 18
Knowledge (Planes): You don't know much about the physiology of ogres, so you can't say for sure if those short horns on his head are the result of simple mutation. However, you do know that horns like those could be a sign of some sort of infernal taint in the ogres blood.
1d20 + 4 ⇒ (19) + 4 = 23
Grumblejack is quite badly wounded, having suffered a number of bruises cuts and scrapes all over his body. (Less that half hit points).
Hey everyone, I finally ended up in a hotel with some decent wifi! Anyways, great work on the backgrounds so far. I'll be available for questions for the rest of the night, but after that its back to traveling.
Unfortunately I don't have access to my Tatters pdf right now, so I can't kick off the adventure proper, but can tell you that you will need to supply your own reasons for partnering up.
Sorry folks, I'm traveling the next few days, so I can't post much, but here's what I was thinking for a very rushed and abreviated character creation guideline set:
20 point buy
Note that this may change! Also I will be gone for the next five days and likely won't be able to post.
Finding the key on the guards' key ring and nothing wrong with the creature's words, Artorius lets the door creak open.
Chains clatter to the floor as the thing moves forward, betraying surprising cunning for an ogre... if it is indeed an ogre. However, this fact is confirmed when a thick brutish hand grasps the doorframe followed by a head bearing the misshapen permantly snarking face of an ogre, although this one is surrounded by a thick tangle of dark matted hair, though which a tiny pair of horns is just visible.
After much straining to fit its body through through the doorway, the ogre emerges, pushing Artorius and Jethryk by bulk alone. Once outside, the ogre takes up nearly the entire end of the hallway, and must bow its head just to fit.
"Name's Grumblejack. I see you got weapons, wouldn't happen to have any giant clubs for the savage man eater over here?" he says with a hint of ogrish sarcasm, if there even is such a thing.
"What d'you think I am, some sort of savage?" the being says as it casually tosses what looks to be a partially rotted human arm towards the door. You like to think that those aren't huge bite marks running across it, but you can't be so sure...
"Sounds like a deal to me. If you don't mind the extra baggage of one so badly wounded 'n drugged. 'Course I'll still rip your arms off if you try 'an cross me. And don't think you'll be able to outsmart me either; I don't care what you heard about 'dumb ogres', you'll know I'm as clever as any man."
Beyond the hatch you discover another cell much bigger than yours, but no les inhospitable. The limited light coming from the small hatch makes it difficult to make out what's inside, but you can make out the shadowed form of something chained and crouched in the far corner of the cell. Something big. Something inhuman.
With the realization that the hatch has been opened, the hulking figure shifts somewhat and speaks in a voice that is at the same time powerful, murderous, and hungry.
"You little 'uns fin'ly come to kill me? Prob'ly a good idea."
I really like Rusty's team rosters - he's created a great balance of skills and motives.
I also think that the Isabelle/Michael and Harvey/Leonard pairings should stay where they are. Remi and Isabelle are likely the two wealthiest characters (Remi from his marriage, Isabelle from her family), and so they should be kept in separate groups to even the odds as far as money is concerned.
Any objections, or shall we begin?
Michael James Andrews wrote:
Well, with Michael's military experience, perhaps it would make sense to have him hired on to assist one of the more aristocratic or leader-types. A bodyguard to keep someone out of trouble, to lead them through some of the more unsavory areas a rounder might wander, or to guide/right hand for a traveling scholar perhaps.
Leonard also has some military experience I believe, perhaps you two could be war buddies - or rivals...
@Ms. Fitzsimmon: Feel free to switch some points into art if you wish; it may or may not help you. Past that, my lips are sealed!
You hear nothing on the other side of the door.
It is quite cold, but not dank, and you get the feeling that you are in fact above ground.
I wasn't sure if you want to open the wooden door and peek on the other side, if you do, here you go:
The room beyond the cells is empty, save for a wooden bench in the corner. To your left there is another door, and straight ahead is a staircase leading down and an almost comically large fireplace which extends both upwards and downwards. Some smoke is coming through it from below.
Whelp here's our roster, get to picking sides!
Remi Tesson the French pianist and small-time occultist
By the way, both teams must have characters with points in Psychology and Art. As far as I know, only two characters have these skills and they both have both of them. This means that as Rusty and Remi must be on seperate teams! Perhaps that will help you get started.
By the way Rusty, you need to specify what kind of art your Art skill applies to, either in your bio or on the character sheet.
Picking sides will be up to you guys!
I'll put up a real campaign page in a few minutes, so watch the top for a discussion thread where you can start to figure out teams.
EDIT: Discussion tab is open! I've put up just a smidgen of information to help you start figuring out who knows who and start picking sides.
Twilsemail is correct, eldrikinetics uses spellcraft and heuristicism still uses autohypnosis. In addition: imachination uses perception (as opposed to spot) and yggdratecture will use linguistics (as opposed to forgery).
As far as concerns about early combat, I'm not just going to be springing combat encounters upon you, I'll try to either offer roleplaying solutions or if combat is inevitable at least give you time to prepare, gather intelligence, plan, set up traps, and whatever else you need to give you an edge. Normal characters get their combat bonus from class features, but you will have to get them from your ideas!
Errodin cautiously opens the door to...
Silence. You find yourself in a cold stone hallway with, thankfully, not a guard in sight. There are six cells in this room: the one you just left, with stone walls and reinforced wooden door; four cells without walls, only metal bars (all of which are obviously empty); and an ominous iron door with a heavy lock. You have no idea what, if anything could be in the iron cell, but there is a small hatch at the top that could be used to look inside.
At the other end of the hallway is a wooden door which has been left open a crack, suggesting that it must lead to the rest of dungeons.
Gestalt? Gestalt is for the WEAK!
Haha, only joking, but seriously, I was thinking that everyone plays straight gramarists with multiclassing allowed.
Irnk, Dead-Eye's Prodigal wrote:
Actually, I think there's some other fun stuff you can do with Autohypnosis like ignoring caltrop wounds and not dying. The PFSRD has a page for Dreamscarred Press psionics and they have a Pathfinder version of autohypno, so that can stay.
As far as Craft, that should obviously be on the list; doesn't every PF class get Craft as a class skill?
Darian Graey wrote:
Wait, wait don't go! I said eight players, two groups of 4, which we now have! Please do stay.
Rafael The Silent wrote:
Yeah well I think what would work best was something along old Xin and his apprentices we're all students of a gramaire universalist or something and want to expand upon what has been taught to us. Though I reckon the DM will probably have some ideas.
Students? No, no, no, the PCs are going to be the very inventors of the Gramarie, pioneers in a new field of science! How they discovered it, well, that's another matter...
Anyways, glad to see that there's some interest in this weird little idea!