Rombard

Gay Master's page

1,244 posts. Alias of Seraphimpunk.


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initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

A few of you make your way to the Wandering Friar Inn to check it out . Its a good sized establishment with a bawdy drunken friar on the wooden board hanging outside. a wide two story building. You go in, grab a table and some drinks. A large woman whose face looks like it had a bad run in with a wall takes your orders and bustles about.

perceptions:

ash: 1d20 + 9 ⇒ (5) + 9 = 14
temperance: 1d20 + 0 ⇒ (7) + 0 = 7
edwin: 1d20 + 10 ⇒ (13) + 10 = 23
leo: 1d20 - 2 ⇒ (6) - 2 = 4

Edwin spots the owner coming out of a back room, locking the door behind him, and waddling out to some of the rooms in the back on the ground floor, away from the bar area and back among the guest rooms and latrine.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP
Gay Master wrote:
@temperance & @Neji after the meeting with Elise, you can track down the nun and try and follow her around a bit if you'd like. do you still want to do that? at the moment its noon, Temperance finished tea with Elise, the rest of the clowns are back at the baron's and loran is out skulking shadowing the retired sergeant. you have the afternoon and evening to yourself with no further obligations, though as Elise pointed out, you're now on to your real task: Finding the Horn. Which you realize, unless the Nun knows the location, she's probably more Elise's potential problem than your own problem.

as for Sunday afternoon, after meeting with Elise, I wasn't sure what you'd want to do after your meeting. since on Starday afternoon you'd found out where the nun hangs out, i wasn't sure if you wanted to follow up on that or do something else.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

if everyone posted 1/day, it would probably be amazing. even if it was just rp fluff about what you're doing or trying to talk to other characters.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

aah that might explain how i confused people... tea was Sunday, after tea you can do stuff, Loran did something, no one else posted, so i fast-forwarded to the next day.

to recap briefly: on Starday you had dinner with the Baron. on Sunday Morning, you all met the Ravens at the docks. Elise took Temperance with her for tea to discuss things. Loran went to follow the sergeant, stalked him home and stayed out all night. Today is Moonday, Loran briefly came back in ( [perception check DC 15 to have heard his footsteps in the hall or seen him grabbing food in the morning ] ), and then left again shortly after. Ash mentioned the Wandering Friar Inn, and is taking Leo and anyone else who wants to come, over to the inn to check it out.

>> Way of the Wicked in-game Calendar <<

see plan laid out in spoiler above if you have different suggestions


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

you head out, find a bar, some decent wine, and start spending your purse getting deep in your cups.

whats everyone else up to ?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

now i'm sorry i killed him, he'll be even less likely to post now...


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i should have rolled that in secret and kept it aside to keep you wondering.
will do better in the future.

just remember that since you have 2 chars each, i don't feel *too* bad picking one off if something comes up.

for now just roleplay it as though you don't know what happened to Loran.
and decide when you'd start to worry about not seeing or hearing from him.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

as for everyone else

the White Ravens have settled in and are starting to take over setting up eyes and ears in the city, leaving you free to explore and find the Horn.

Loran goes out in the afternoon, after being out all night without saying much to anyone. He might have mentioned tailing the sergeant, or trying to check out the library. What would everyone else like to do ? its Moonday , the 23rd of Kuthona. the air is still chilly in Farholde, the sun breaking through the grey clouds, a light mist over the city this morning.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

loran@will save: 1d20 + 6 ⇒ (13) + 6 = 19

your character doesn't return. we'll see what happens i guess.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

ok. well the day of arrival you're busy tailing the retired sergeant.
the next day you can go find out where a library is. conveniently its within the walls of the Abbey, where the sisters tend to it and the Mitran lore contained within.

do you want to disguise yourself as a merchant and enter the abbey to research the dark temple of abbadon and the death cult?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You can try and do some research.
Access to a library just allow you to make the knowledge check without having ranks in the skill,
and allow you to take 20 with research. It can takes days though.
Farholde is not renown for its library.

there are clearly living local legends: talk about living trees, half fiend tigers, and angels, judging by the local rumors that you all heard of.

What more information would you want to track down?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP
Piety wrote:

What do I know about this artifact?

Kn:History: 19 = 19 or Kn:Arcana: 34 = 34

nothing. other than that its not an artifact, arcana isn't relevant to it.

knowledge religion or the briefing that the Master would have given you, or that they 9th knot shares with you, is that the Horn of Abaddon is an ancient temple once occupied by a particularly loathsome death cult called the Sons of the Pale Horseman. They were destroyed by the Darian King, Markadian the first, called the Victorious.

Piety wrote:

Do I know anything about this treacherous Baron?

Kn:Nobility: 20 = 20 or Kn:History: 12 = 12

Just that he's a descendent of the Barca lineage, a royal line deposed by the current Darian regime. with land and holdings in farholde and farms south of Caer Bryr.

Piety wrote:

Do I know anything about the Caer Bryr?

Kn:Nature?: 30 = 30

the northern Caer Bryr is a temperate rainforest richly blessed with rainfall and broadleaf trees. The thick trunked baobab tree, unusual in such a wet clime, is common here and grows to enormous size. small animal life is dense. its a bountiful place rich and thriving with nature's splendor.

in the south east of the Caer Bryr is the Lake of Skye, rarely seen by civilized eyes, which fractures into a thousand streams to course through the forest floor. The streams eventually stagnate and fail near the coast, becoming the Salt Brack in the south west.

The salt brack is also blessed with life - crocodiles, fish, lizards, snakes, frogs, toads, salamanders, birds ; teeming with wildlife. The Blue Cray, a delicious and rare swamp lobster can be found hidden in the mud by those brave enough to hunt it. a good sized one fetching 30 gp a head back in Farholde.

The brack is also home to a great number of boggard tribes. each more loathsome than the last.

The single most famous feature of the norther briar are the great stone spires. they proliferate everywhere in the jungle, rising hundreds of feet above the forest floor. often covered in foliage, they are home to countless small animals. The Iraen people who first settled in this region are full of stories of how the spires were carved by ancient giants. The beauty of the spires is rumored to have drawn fey and spirits in and around the spires in great abundance.

again, for those looking for an image, the terrain is noted as being inspired by upthrust mountains in china, search for Li Jiang Karst. i posted some links to images a few pages back.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Gah, can you go back and click on knowledge spoilers for the city/baron etc.?
Will post anything that isnt there tomorrow morning.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP
Alan Giorgi wrote:
Did Saio make it to the party on the supply bus too?

oops. sorry. forgot saio. yup he's there to


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP
Loran Charhaven wrote:
I will continue to follow him, see if there is anything we can use as leverage. if nothing else, getting an idea of his mannerisms and normal routine in case killing him a replacing him would be worthwhile for a moment.

you watch his farm all night. there's not much activity after dark. all the farmhands go to their homes on the stead and go to bed. they're all woken at daybreak or before, doing things around the farm. loran@stealth: 1d20 + 3 ⇒ (13) + 3 = 16 without the cover of night, you decide to take off, realizing that it would be incredibly easy for someone to spot you and start asking questions. you head back to the hovel in the morning to find that you've missed introductions.

@temperance & @Neji after the meeting with Elise, you can track down the nun and try and follow her around a bit if you'd like. do you still want to do that? at the moment its noon, Temperance finished tea with Elise, the rest of the clowns are back at the baron's and loran is out skulking shadowing the retired sergeant. you have the afternoon and evening to yourself with no further obligations, though as Elise pointed out, you're now on to your real task: Finding the Horn. Which you realize, unless the Nun knows the location, she's probably more Elise's potential problem than your own problem.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

@Loran: are we to frequently expect you to cross post characters? or can you keep your face on right ? =D

Elise nods. Adequate. Farholde is in good hands now. Good luck finding the Horn.

yeah, you get a sense she loves to feel important. it must irk her to no end that she's basically just assisting you by keeping Farholde in line while you do the actual work of searching for the Horn.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the daring dapper fellow opens his mouth as though to speak, and then freezes in time. as crickets begin to chirp somewhere...


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Left in a lurch at the docks, the rest break off into a few groups, as you lead the two new members of the 9th knot to your Hovel discreetly. Loran breaking off instead to check out Sergeant Hallack, who spends his afternoons in a low district tavern in his cups.

Ash and Leo lead the new girl back to the Hovel, while Neji and Forsythe show Edwin the way.

@Loran
You disguise yourself as a merchant, and take up a few drinks nearby Hallack at the tavern. He doesn't seem as down on his luck as you'd expect. He's dressed in farming clothes, and pays for his drinks and a decent meal. He's got dark brown shoulder length hair and a bit of a broad bushy mustache, but is clean shaven otherwise. The only thing that discounts him being a farmer in your eyes, is the very nice sword at his hip. His sheathe is clearly marked with the town insignias, you'd guess a remnant of him being a retired sergeant of the watch. The handle's fine leather and the crossguard's emerald setting make the sword stand out to you.

You follow him a bit at the end of his stupor as he somewhat clumsily makes his way home. Though he doesn't seem as drunk as he should be with how much ale he was having, he's clearly good at holding his liquor. He goes to a farmhouse with a light on inside, the sound of a large dog barking greeting him as he goes in. It seems to be the main house on the farm, though there are one or two other buildings. Everything seems in good repair, with a few hands around taking care of some animals, leading them into the barn with dusk.

did you just want to follow and try and learn about him? or more?

sense motive DC 25:
He seems able bodied and very well trained. even a little drunk, you think he'd pose a decent threat in combat.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

The Seventh Knot does indeed arrive the next day. You meet them at the docks. They're not quite disguised and are easily recognizable enough for the most part since the last time you met them, after completing your training at Cardinal Thorne's mansion in the woods. You expected some reinforcements, and there are three new people aboard the barge with the 7th knot, Though you realize quickly that they have picked up a new member, a man with almond shaped eyes and bushy white shoulder length hair. The two others seem to be your reinforcements. They disembark ahead of the 7th, not having much in the way of luggage.

Elise Zadaria greets you with the barest of nods as she and her knot disembark. With barely that acknowledgement she sets off at a brisk pace away from the docks. As you begin to lead them somewhere they can set up for what they need to do, the barest spark of some friction between the knots as she instead tells the rest of you to go elsewhere, and directs Temperance alone to accompany her.

Elise speaks with Temperance icily in a low voice as her companions carry their bags and trunks. It is my intention in the next few months to have spies set up in every inn, tavern, and anywhere else adventurers and explorers might congregate. When you do find the Horn of Abaddon, contact me. For those groups I can't personally dispatch, I'll send a messenger with any information I can gather. She steps with assuredness through the city though, seemingly familiar with its alleys and streets. Walking quickly and unerringly to the Tea Garden, a three story inn in a nice area of town. There are far too many of us for us to ever meet in public. Sweet Winter. How many of you does the Thorn need to do your task?

Its quickly clear that her orders will be to handle any threats in Farholde, leaving the 9th knot free to find the Horn of Abbadon. She seems expected by the owner, who directs the large half-elf carrying most of the luggage up to some rooms on the second floor. Elise leads Temperance up to the third floor though, to a secluded and private dining chamber.

Here is where you should send word if you have need to contact us. Should you have any trouble. Good luck in your search for the Horn. She pours two cups of tea from a tray that's already waiting in the private chamber, first for Temperance, then for herself.

Now. Tell me what you've already found of Farholde.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Ok. You try and spend the night and early morning tracking him down. gather information: 1d20 + 5 ⇒ (16) + 5 = 21 it takes some of the evening, and the morning, but you get a lead, the location of his family home in the city. After meeting the 7th knot, you can go to follow up on it.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Any preparations or things to do after dinner / the next morning ? want to leave the 7th knot to wander the city on their own and ditch them?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Well, time works outside the scheme of the expected, even when expected.

The next day dawns, whether you stay at the inn or move your things in to the hovel under the green. Tiadora bids you farewell after the dinner.

Remember the clay seal. Break it when you need to speak with the Master. Be sure not to waste his time. He can be most unforgiving about that. The Seventh knot and your reinforcements are already close at hand. They arrive tomorrow on a river barge named "The Lucky Lady". You should probably meet them and come up with a plan for seeing our master's will done. It matters not to me of course. Not my problem. Goodbye, dearest, and good luck.

With that, she gives Forscythe a kiss on the lips that lingers just longer than the shock of it occurring, and teleports away


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You have a lovely dinner. He leaves you to your own devices, leaving you with at least an uneasy understanding, and gives you a key to the hovel and describes where to find the tunnel entrance on that side.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

and your diplomacy roll, to back up your speech:
loran@diplimacy: 1d20 + 5 ⇒ (14) + 5 = 19


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

pokes neji to return volley, or temperance to continue. feel free to retry and expound on your statements or change tact


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Thorn's words were something like:

There is another who may be able to aid you. ONce a thriving cult existed in farholde. It was led by a half-elvish noble. He is trecherous and decadent, but wealthy and well connected. Tiadora will introduce you before she departs.

I know not what aid the Baron can provide, but his family is old and long dwelt in Farholde. Never trust him but know this - he's afraid of me and with good reason. If he does try anything, remind him that you are in Farholde on my behalf. That should keep him in line


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

you're not sure. just that he's a powerful ally to have in these parts, or a powerful foe. that he's got his own schemes, but that you might find him useful.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

a nice opening volley in the parlay. Anyone else? Loran? Temperance?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Tiadora rendezvous with you you by the docks in the evening. Bedecked brilliantly in all white, looking like a travelling noble on the way to her wedding. She escorts you through the bustling dock city of Farholde. She takes you to the nicest part of town, a gently sloping hill called Calliver's Green, a gated community, and approaches the guard confidently.

Baron Vandermir is expecting us is all she says.

Of course, my lady. This way the somewhat nervous guard answers after consulting a list.

sense motive 20 or perception 20:
You manage to sneak a peak at the list, which reads "expect a lady in white and her retinue. Be polite, she has powerful friends. --V"

There are only six manors in this neighborhood and Tiadora leads you to what is arguably the most impressive and opulent of them. The front door is secured by two guards wearing armor and livery. The guards are polite, but firmly insist that weapons are collected.

No stranger may go before the Baron so armed.

need to know : who is wearing noble clothing/courtier outfit/decided not to dress nicely. and what weapons anyone is trying to bring in.

knowledge (nobility) DC 15 :
The livery is a variation on the heraldry of House Barca, the royal line deposed by the current Darian regime

knowledge (nobility) DC 20 :
further, the livery marks the guards as servants of the Baron of Westell and Mir, farming towns south of Farholde.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

not knowing too much about what she looks like, you spend some time around town gathering information about her, and where you might find her.

diplomacy(gather info): 1d20 ⇒ 19

an hour later, you hit upon that she usually takes supper once a week at a tavern in town, that she's a demure but respected nun at the abbey. unfortunately that dinner plan would preclude your own.

likewise, Loran tries to track down the "disgruntled guy"? I take that to mean the soldier that didn't march off to war?

diplomacy(gather info): 1d20 ⇒ 3

after a few hours of shopping for something suitable to wear that night, the guys in the party get their outfits, but come up empty as to where the disgruntled guy likes to hang out.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yeah we can fast forward dress shopping for those that don't have sleeves of many garments. just keep a tab: 75gp for noble's outfit, 30gp for courtiers, whatever level of dignity you're going to go for. Ash feels like being flashy. Leo is going servicable with courtier.

ok, so you don't want to just waltz into the abbey. so you'll try and tail her when she goes out somewhere, and then strike up a conversation with her?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

a general you, since i wasn't sure who wanted to go. you can both be there, if you'd like


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

ten minutes looking and you'd guess it could hold as many as 500 sisters.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Making your way to the Abbey, this large walled manor house is home to a devout order of Mitran nuns. A common sight around town, dressed in their dark blue and white habits. These "brides of light" are a chaste and cloistered order, but still must leave their abbey to conduct their business. You know enough about the religion to know they are a relatively young order, their founder having been martyred only 150 years ago.

to give a sense of size, the "walled manor house" they refer to is pretty much a whole compound. If you watch the Abbey for the afternoon you can gauge how many occupants there are. Do you want to stake the place out? or just walk in and ask to speak to Sister Marta? or hope to catch her when she leave for something and follow her?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

so you wanna go talk to Sister Marta the mitran priest?

k. religion 18: you've not enough info to go on.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Though from rumors, its army/watch have all left , so while the city is just as bustling, theres not as many army men left. Finding out how many left would require marching orders or military intelligence.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You can feel its a fairly well run small city. population probably around 10,000. that's the size we should presume for this small city.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

after which, Forsythe is done crafting, the cloaks are done at least, and its time to get ready and meet Tiadora by the docks.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

The next day dawns, Temperance does some snooping around town again. Ash and Forscythe busy themselves crafting. Leo takes to the streets gathering some information about the Bryr


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You spend the day exploring and canvasing the city. It takes all day, but you gather quite a few rumors (above) in your exploration of the city. You also come across a common sentiment of defenselessness, and loss. The army seems to have left, and a lot of people have gone off to war with the bugbears with them.

you also learn the names of places on the map

1. Hamarhall
2. The Accarian Beacon
3. Calliver Green - you're stopped at the private guard post. Without a pass granted by residents, you're not allowed.

4. Abbey of Saint Cynthia-Celeste - an order of Mitran nuns.
5. the Vandermir Orphanage
6. Bryrwatch ("The Trident")
7. Auld'Irey
8. Templeton Rise
9. Newchurch
10. Drownington
11. Lord Drownington's Manor
12. Wrecker Isle
13. Westell
14. Corgan's Landing - warehouse district


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

hopefully looked it up too? its charged, and does deal damage as well as pushback if you're close enough.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

any other shopping interest? exploration? or fast forward to the dinner?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

unique item, functions as a folding boat, but instead of a box you keep things in, a rain cloak that keeps you dry and comfortable. still two command words for different size boats, and then back to cloak shape. i bumped the price a little for the endure elements type effect.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the new chars, i think were mentioned too quickly by Thorne, as reinforcements are "on their way", and will meet you in town within the week. so swashbuckler and sister aren't with you guys yet, but will be introduced soon.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the cards, in the Magic Shop Map, are intended to be items you can see around the shop and inquire about.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Who all is going to the magic shop?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You're able to locate a magic item shop, and good lodgings at an inn in Auld'Irey ( section 7 on the map ).

description wrote:

Built upon the largest of the nine hills, this is the oldest section of Farholde, and it feels like it. Sturdy, but damp , this is the only section of Farholde surrounded by a wall. Auld'Irey [all-DIARY], a corruption of "Old Iraen", is the rebuilt remains of a settlement that surrendered to an invasion centuries ago.

Today Auld'Irey is the most densely populated portion of Farholde. Every available plot has been developed and buildings are stacked upon buildings. The majority of commerce is done here and the lionshare of Farholde's shops, taverns, and Inns are located in this quarter.

Auld'Irey is also where the HQ of the town watch is located. You see evidence of patrols, and a general feeling of safety in here.

its 2.5gp per day for lodgings and good food.

now, let me see what magic items they have for sale in the town...


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

oh, i see. 9 and 9. heh. gather info it is then?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yup, too late for ordered magic items. you'll have to hunt them down in Farholde. how's your knowledge (local) or diplomacy ( gather information )?

you're yourselves for the meeting with the baron. Cardinal thorn is sending you as his representatives for a dinner.

Cardinal Thorn wrote:
"There is another who may be able to aid you. Once a thriving cult of Asmodeus existed in Farholde. It was led by a half-elvish noble - the Baron Arkov Vandermir. He is treacherous and decadent, but wealthy and well-connected. Tiadora will introduce you before she departs."


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

konbanwa misogi-san.
hadjimemashite, dozo.



I have a character here that I would love to play in just about any pathfinder game. He's made with a twenty-five point buy, nothing fancy but I think he's pretty cool. I just thought I'd post this in case there are any pathfinder DM's out there looking for another player to fill out there game. Look him over and if there is any interest either reply here or message me. Thanks to anyone who takes a look.

Oddr Last-Laugh

Spoiler:
Oddr Last-Laugh
Male Human (Ulfen) Barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +6, Ref +2, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 40 ft.
Melee boarding axe +2 (1d6+1/×3) and
dagger +4 (1d4+3/19-20) and
longsword +2 (1d8+3/19-20)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Two-Weapon Fighting
Traits courageous, life of toil, viking blood (lands of the linnorm kings)
Skills Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6, Perception +4, Ride +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +4, Swim +5
Languages Common, Skald
SQ fast movement, pride
Other Gear chain shirt, boarding axe, dagger, longsword, backpack, bedroll, belt pouch, blanket, flint and steel, waterskin, whetstone, 21 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Courageous +2 save vs. fear.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Viking Blood (Lands of the Linnorm Kings) +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
--------------------
Oddr earned the name "Last-laugh" for two reasons. The first was simply the fact that despite what cruelty and hardship life has presented him with he always maintained a good humor, taking the view that any day he was not dead was a good day, that there was always something worse and dwelling on the hand fate had dealt was as pointless as trying to charge the waves of the incoming tide. This outlook served him in good stead as the ships boy on a longship raiding up and down the northern coasts. His father was a drunk and a gambler and had fallen so deeply into debt he sold his only son into indentured servitude as wergild to a Viking captain.
Oddr spent his boyhood among hard men, performing back breaking labor, subjected to beatings and a world of violence and bloodshed. Despite this environment he managed to keep a sense of honor and what was right. It was this that lead to the second event that led to his epithet. On one particular raid the captain of Oddr's ship was in an especially cruel and bloodthirsty mood and had decided that having slaughtered all of the coast town's menfolk, taken most if the women as slaves and burning the town to the ground was not enough he also decided to butcher the town's children just to add to his already fearsome reputation along the Varisian coast. Despite having participated in the raid, this act of senseless violence was too much for Oddr who stood between his captain and the children huddle on the beach between the longship and the roaring flames of their village behind them. He would not move and the captain took this as a challenge to his authority. A ring was formed around the two men and a brutal combat was fought. It really was one sided as the captain was a seasoned veteran, having survived more raids and duels than he could count and Oddr was repeatedly driven to his knees or laid out on his back, only to return to his feet with a grim, almost suicidal determination. Even the crew and captain began to look on with a certain respect as this boy stood swaying, bloody, barely able to raise his weapons but still willing to fight. Still, the captain could not brook this upstart's challenge, so again and again they clashed until at last Oddr was on his knees, disarmed, barely conscious. Believing the battle won, the captain chose not to slay Oddr, feeling such as he would one day make a valuable warrior, but he also thought one more lesson was in order. Taking his dagger, the captain held Oddr by his hair and sliced his cheeks from the corner of the lip in a horrific grin. "Now you will always know that I have the last laugh little boy" the captain gloated, turning his back on Oddr to complete the slaughter he had set himself upon before he was interrupted by this pup who thought himself a man.
Oddr swayed on his knees, his vision blurred by blood, sweat, and pain watching the tall shadow of his captain walking with sword draw towards the helpless victims, the captain's harsh laughter ringing in his ears. All of the pain, all of his helplessness, shame, anger, and hate drew into the pit of Oddr's stomach, flaring into an intense, bright point of cold fire. New strength lifted Oddr to his feat with a bloody snarl and he charged. Hearing this, the captain turned, sword raised only to be faced not with his battered ships boy but a blood soaked hell wight bearing down on him. The one moment of shock was all Oddr needed, batting aside the advancing blade he crashed into the captain, his fists crashing again and again into ribs, face, the bones snapping like kindling. He drove the captain to the ground, continuing to drive his hands into the hated face until it was no more, just a gory, gaping ruin.
Long after the captain was a cold corpse, Oddr kept pummeling him until the rage passed and overcome with fatigue and loss of blood, he swooned, blacking out onto the cold sand. He awoke several days later in a crude shelter, bringing tended by one if the village women. He was told that after he had so savagely killed the captain, the remaining reavers had taken the spoils of the raid but had left the children and released the women to honor what they believed had been a heroic death. Even though he had been one of the men who had helped slay their husband's and sons the women folk had taken pity on Oddr, still little more than a boy himself, who had struggled so hard to save their children. They stitched up his wounds and tended to his fever as he slowly recovered. The scars on his face did knit together, however his face will forever bear a horrible permanent grin. Once he was well enough, Oddr thanked his saviors, taking his leave to make his way in the world. From the stories of the villagers and his former shipmates that spread he had garnered some small note particularly in his homeland of the Linnorm Kings. Soon he was appended the name "Last-Laugh" as he travelled the lands, earning his way with sword and axe as a mercenary and enforcer, doing his best to live by his
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Just submitting this for general review, I'm not in a regular game or anything, I just make characters for the sake of tinkering. If anyone in the community has any suggestions for improvements on the mechanics, feel free to comment, I am always willing to learn. Thanks in advance.

Spoiler:
Tybalt
Male Human (Keleshite) Wizard 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20) and
dagger +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +4):
1st—color spray[S] (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, heart of the slums, heart of the streets, hedonistic, mixed heritage, opposition schools (abjuration, necromancy), specialized schools (illusion)
Other Gear dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm still getting used to building characters in Pathfinder so I thought I'd ask the community at large how this build stacks up. Just for the record, I like to build to a concept but I also don't want to be dead weight in any group I end up playing with. If anyone has any opinions or suggestions about the playability/survivability of this character, feel free to comment. Any help will be greatly appreciated.

Spoiler:

Drus
Male Half-Orc Fighter (Brawler) 1
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
spiked chain +4 (2d4+4) and
unarmed strike +4 (1d3+3)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bloodthirsty, bully, veteran of battle
Skills Intimidate +6, Perception +1, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, pride
Other Gear studded leather, cestus, dagger, spiked chain, backpack, belt pouch, flint and steel, waterskin, 88 gp
--------------------
Special Abilities
--------------------
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
--------------------
All Drus knew of life was pain. His earliest memories only go back as far as scrabbling for survival in the brutal slums where his days were filled with desperately seeking the bare minimum to get by while avoiding the attentions of the more powerful denizens. On the good days, he made it through without incident with just enough in his belly to keep going; on the bad he was bullied, any scraps he had were taken and more often than not he was brutally beaten. For most, this harsh life was short, however Drus possessed a will that refused to lay down and die. He became hard and cruel and strong. His orc blood made him grow big and mean and he made a name for himself as a tough as nails brawler. He was able to rise above the rest of the gutter trash, becoming an enforcer for local gangs and loan sharks, taking a great deal of pleasure in inflicting some of the pain he had been forced to endure back upon the dregs and other scum.
While not clever by any means Drus does possess a certain low cunning and is rather self aware, knowing his natural position is not as a big boss, however he doesn't deal with authority well, prefering to be a hired gun and he is aware the price his skills can bring. For a half-orc Drus has a rugged handsomeness, however this is marred by his constanty radiating an aura of menace, his gaze and stance making it clear to all the brutal force he can bring to bear and leaving no mystery as to how readily he is willing to use it which is off putting and makes him hard to deal with, crippling him in most social interactions. This combines with an inherent paranoia and mistrust of others along with a strong mercenary streak constantly looking out for his own interests first that all together ensures he is always on the fringes.
The one surprising trait Drus has, one that he tries to hide at all costs as it is definitely a weakness that can be exploited, is that he has a soft spot for the bullied, those truely weaker and unabe to defend themselves. This may seem like hypocrasy at first considering his occupations, however he always looks on the victims of his intimidation or leg-breaking as having brought about their own trouble as if they didn't gamble, borrow what they can't pay or try to horn in on territory they aren't strong enough to hold they wouldn't become targets. Those he percieves as taking advantage of true victims will suddenly find themselves facing a rage unlike any they have seen, usually not for very long. This was ultimately what lead to his taking to the road. After witnessing a local pimp breaking the arm of on of his whores, Drus pounded his head into a wall until it was just a bloody smear. While the girl was greatful, the gang boss to whom the pimp had been paying protection money to was not and felt an example needed to be made of Drus, preferably a lengthy, graphic example. So with no real ties and a great big world out there Drus fled without looking back, seeking whatever glory and wealth he can grab with both of his bloody fists.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Hi there folks. I'm a long time RPGer, started playing when I was ten with basic dungeons and dragons (red box) and I'm just now trying to get into Pathfinder. I've been looking over the recruitment threads and I've been having a hard time getting involved in any of the games/finding some thing I want to play so I thought I'd just put this out there. I'm looking to get into a PbP game/online game of Pathfinder, preferably starting low level as I'm looking for a chance to build a character from the ground up and really get involved. If you're starting up a game and looking for players just let me know. Thanks in advance for taking the time to read this over. Cheers all.


I just finished a character with the thought if possibly using it in a PbP game and as it is the first character I've made for Pathfinder I thought I would post him up here in the boards and see what more experienced players thought of the over all build. He's a 1st level samurai Ronin order with the sword saint archetype using a 25 point buy. He was built not necessarily to be optimal, but rather to a concept, I just want to see what his survivability might be. The link below should take you to his full sheet containing both his stats and background for the concept. Any feedback would be greatly appreciated.

http://www.myth-weavers.com/sheetview.php?sheetid=680918


In looking over the various threads on the boards I have seen the sword saint archetype mentioned many times but I can't seem to find the details on it. Is there somewhere online that the specifics for this archetype are available?


Alright, so I figure some variant of this question has probably appeared numerous times already on these boards, but I do need some help so I thought I'd ask anyway. I am a long time tabletop rpg'er and have played and GM'd D&D 3.5, but I have yet to actually run a game using the Pathfinder rules yet. I am trying to start up a game at my local store and all of the people who have shown interest are experienced gamers as well but also have yet to play PF. I have been looking through the modules Paizo has and I am stumped which one to choose and I was hoping for some suggestions as to which ones may be a good fit for a group who while they may have a good grasp of the over all mechanic may not be entirely familiar with how PF has changed from 3.5. I was planning to start the characters out at first level and the group looks to be at least 4-5 players. I am more interested in the modules rather than the APs because I am not exactly sure the consistent level of participation I will get so the one off nature of the modules would probably be best. Any suggestions just to point me in the right direction would be greatly appreciated.


So, I have been a long time role player, mostly in AD&D 2nd Ed. and 3.5, so I am relatively new to Pathfinder. I am familiar enough with the rules to get by but in looking over the boards I thought I could use a little advice in building a character. This isn't for a game specifically, just a thought exercise to help get me more familiar with character building in Pathfinder.
The concept I have is to build a character with a Soloman Kane type feel, more along the lines of Robert Howard's character rather than the recent film version. I like the gritty, implacable nature of Howard's lone Puritan and while I don't want to make a carbon copy I wanted to see how it might be built. So far I figure the character would be human, only because I don't think any of the other races fit the feel. As far as class goes, I was thinking either straight fighter, paladin or perhaps inquisitor would all give the necessary flavor, although the casting classes and their reliance on magic, even Devine seems a bit off, but could still work.
I just wanted to put this out there and see what others on the boards think, both to increase my understanding of how all the options and mechanics fit as well as to get more involved in this rather cool gamer community. So if you have any suggestions about feats, stat arrays, alignment etc I would very much like to hear your thoughts. Thanks in advance.


I am a gamer without a regular game looking for a group in the Springfield area. I would prefer to be a player than a GM but I will take what I can get. I have a preference for Pathfinder/D&D but I also own/am familiar with multiple RPG systems and would be open to a variety of games. If there are any folks in the area interested, just drop a line on the thread.


Ok, so I am a long time gamer, but new to Pathfinder, I picked up the core rules and the bestiary, so I have the bare essentials of what I need to either play or run a game. Having been a player of 3.5 D&D and having amassed a fair collection of splat books for that, I was wondering where to go next books/supplements wise. I have thumbed through a number of the books out there for the Pathfinder system and they all seem to be pretty packed with useful options, but I don't have the disposable income I did as a younger player so choosing that next purchase takes on a bit more weight. I just thought I would seek some advice from the boards and see what some of you might recommend. I know there is probably already a thread or threads out there about this very topic, but I also wanted a good entry into the forum, so here I go. Any suggestions will be appreciated, thanks in advance.