Cold Rider

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250 posts. Alias of neil mantle 64.


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Male Human (well i was this morning) Technical Sales Facilitator

Upon seeing Lloyd arriving on the scene, the Troll takes a step backward. "Karigror let you all be goings on your ways now. Karigror not's wanting to be fightings with soldiers, nots again. Soldiers is nasties to Karigror. They's hurtses wiv their sharp pointy things. Karigrors be stepping back into caves now. It been nice to sees youse all. Now goings away youse all should be, yes?"


Male Human (well i was this morning) Technical Sales Facilitator

The troll stands erect and scans the glade, scratching its head with the bone.
"mmm...Karigror is feeling full. Not need any mores food right now. arigror be generous. It Karigrors birthday u know. Soldiers gives Karigror preasent and Karigror pretend not to be seein' youse all. Yes.? Karigror even be nice to little man who throws things at him."


Male Human (well i was this morning) Technical Sales Facilitator

Osric:

Spoiler:
You enter a small grove of trees with a bubbling brook by it's side.. It's about 500 yards away from the meadow where you have just come from. A few yards away you see a small pool of water with fish jumping at insects skipping accross the waters surface. Food! As you stop to look, you notice a large number of human bones in the water. As you look around more you notice a cave entrance in the side of a hill across the pool, about 20' up. Two men in chainmail hang upside down from a pole, braced against a tree limb, their throats cut. It is obvious to you that someone (or something) is ageing meat for dinner.

A tall creature stands in the cave entrance. This creature is about 9' tall but very thin. It has long and ungainly wart covered arms and legs, both of which end in sharp claws. One clawed hand holds a Great Axe, the other a bone. Its green hair seems to writhe of it's own accord. It's long, thin nose quivers as the creature shouts and roars at the figure of an angry dwarf, less than half it's height that stands at the foot of the hill.


Male Human (well i was this morning) Technical Sales Facilitator

Osric:

Spoiler:
You hear loud dwarf shouts and a low, gutteral laugth in reply.


Male Human (well i was this morning) Technical Sales Facilitator

War:

Spoiler:
The throwing axe whistles through the air and hits the troll in the chest, but bounces right off it's tougth skin.

"Hoo, hoo , hoo! Hello little man. 'ave you come to pay tribute to Karigror?"

The troll has a great axe in one claw and a human femur in the other from which he proceeds to suck the marrow from.


Male Human (well i was this morning) Technical Sales Facilitator

War:

Spoiler:
I'll let you have a suprise attack first, then roll initiative. Also, War recognises the creature as a troll.


Male Human (well i was this morning) Technical Sales Facilitator

War:

Spoiler:
You manage to get closer to the cave mouth and place yourself on the slope below it. As you stand your ground, a tall creature emerges from the darkness. This creature is about 9' tall but very thin. It has long and ungainly wart covered arms and legs, both of which end in sharp claws. Its green hair seems to writhe of it's own accord. It's long, thin nose quivers as the creature sniffs the air..."sniff-sniff-sniff...I smell ... dwarf!"


Male Human (well i was this morning) Technical Sales Facilitator

All those back at the grassy meadow suddenly hear a bellowing war cry coming from within a copse of trees about 500 yards away. It sounds like War.


Male Human (well i was this morning) Technical Sales Facilitator

War:

Spoiler:
You are by the two corpses, next to the tree, about 30' away from the cave mouth, which is also about 20' above you up the side of the hill.


Male Human (well i was this morning) Technical Sales Facilitator

War

Spoiler:
As you approach the bodies, the smell is the first thing that hits you. As you cautiously approach the bodies the sudden roar that emenates from deep inside the cave mouth gives you pause. You can hear something large moving towards the front of the cave. From what you can see the hanging bodies have been stripped of all items save their shredded armour.


Male Human (well i was this morning) Technical Sales Facilitator

OK everyone, I think i'm about ready to start.

The game will run under the title of -
"Something wicked this way comes" and will appear on the Play-by-pot site. I will set the scene first, then if everyone can introduce their pc's to each other, explain how they get there etc...that will be great.

I will take it slow over the first few days just so I can get a feel for things if thats ok?

I will also be posting as Dr.Dark.


Male Human (well i was this morning) Technical Sales Facilitator

War

Spoiler:
After searching for about an hour you notice a small grove of trees with a bubbling brook by it's side.. It's about 500 yards away from the meadow where you left the rest of the group. A few yards away you see a small pool of water with fish jumping at insects skipping accross the waters surface. Food! As you stop to look, you notice a large number of human bones in the water. As you look around more you notice a cave entrance in the side of a hill across the pool, about 20' up. Two men in chainmail hang upside down from a pole, braced against a tree limb, their throats cut. It is obvious to you that someone (or something) is ageing meat for dinner.


Male Human (well i was this morning) Technical Sales Facilitator

Thanks Lloyd and War.


Male Human (well i was this morning) Technical Sales Facilitator

And now to continue...

"It has been two days since the encounter with Vortigen and his devilish familiar, Talon. You still bear the wounds of the battle. Many of your group still bear lingering injuries both physical and mental, not the least of which are the nightmarish images that plague Otto in his dreams. You recall vividly the bodies of the farmer and his family, the clawed hands of the skeletons as they pushed through the soil, summoned by Vortigen and the helish shrieks of Talon as it revealed its true form.
Weary from your long journey and its experiences your party makes its way along the path toward the village of Fairhill searching for a warm fire and a safe bed.
The road you travel on gradualy slopes upward as you leave the Tradeway behind and move into the foothills of the Stoneheart Mountains. The rolling hills are covered with green grass and spring flowers that lift your spirits. You believe that you should arrive in Fairhill within two hours."


Male Human (well i was this morning) Technical Sales Facilitator

Before we carry on, here are a few guidelines that I will be utilising:-

COMBAT

-Posting. My hope is for people to post in (approximately) initiative order. At the start of a fight, I’ll roll initiative for all of you so that we don’t spend a whole day waiting of hear from everybody.

-Revealed statistics. At the start of any combat, I’ll supply you with defensive statistics for all involved monsters and NPCs, both enemies and allies. These will be formatted as follows:

NAME (number present): statistics and abilities.

As an example, using the sample NPC from page 339 of the PRPG Beta.

KIRAMOR, THE FOREST SHADOW (1): AC 18 (touch 14, flat-footed 14); Fort 17, Ref 22, Will 12; hp 45; evasion (on a failed attack vs. Reflex that still deals half damage on a miss, Kiramor instead takes no damage).

-Recording attacks. Whenever you attack a monster or NPC, record the attack roll and (if you hit) damage dealt. Then record the total amount of hit points that the monster or NPC has left. When recording the hit points of monsters where there are more than one of the same type (for example, 3 orc barbarians), please differentiate the monsters using numbers (Orc Barbarian 1, Orc Barbarian 2, and Orc Barbarian 3). At the end of each round, I’ll post an update with remaining hit points on all involved monsters and NPCs. Whenever a PC’s hit points change, from damage or healing, the attacker/healer should do the same and post remaining hp.

-Space. Generally, space isn’t an issue. At the end of each round, I’ll post rough estimates of each creature’s location, but I won’t have a grid in front of me, either. Generally, ranged attacks (including ranged spells) can be made with no penalty against any creature in the same combat (unless there is some obviously major distance in spacing).

-Attacks of Opportunity. These will really need to be made ad hoc. If you think that any action should provoke an attack of opportunity based on the active creature’s space, please say so. For the most part, I’ll fully adjudicate monster AoPs and when PCs get to make AoPs.


Male Human (well i was this morning) Technical Sales Facilitator

Before we begin, here are a few guidelines that I will be utilising:-

COMBAT

-Posting. My hope is for people to post in (approximately) initiative order. At the start of a fight, I’ll roll initiative for all of you so that we don’t spend a whole day waiting of hear from everybody.

-Revealed statistics. At the start of any combat, I’ll supply you with defensive statistics for all involved monsters and NPCs, both enemies and allies. These will be formatted as follows:

NAME (number present): statistics and abilities.

As an example, using the sample NPC from page 339 of the PRPG Beta.

KIRAMOR, THE FOREST SHADOW (1): AC 18 (touch 14, flat-footed 14); Fort 17, Ref 22, Will 12; hp 45; evasion (on a failed attack vs. Reflex that still deals half damage on a miss, Kiramor instead takes no damage).

-Recording attacks. Whenever you attack a monster or NPC, record the attack roll and (if you hit) damage dealt. Then record the total amount of hit points that the monster or NPC has left. When recording the hit points of monsters where there are more than one of the same type (for example, 3 orc barbarians), please differentiate the monsters using numbers (Orc Barbarian 1, Orc Barbarian 2, and Orc Barbarian 3). At the end of each round, I’ll post an update with remaining hit points on all involved monsters and NPCs. Whenever a PC’s hit points change, from damage or healing, the attacker/healer should do the same and post remaining hp.

-Space. Generally, space isn’t an issue. At the end of each round, I’ll post rough estimates of each creature’s location, but I won’t have a grid in front of me, either. Generally, ranged attacks (including ranged spells) can be made with no penalty against any creature in the same combat (unless there is some obviously major distance in spacing).

-Attacks of Opportunity. These will really need to be made ad hoc. If you think that any action should provoke an attack of opportunity based on the active creature’s space, please say so. For the most part, I’ll fully adjudicate monster AoPs and when PCs get to make AoPs.


Male Human (well i was this morning) Technical Sales Facilitator

Thats a tough one! Other than those shown on the table, were you thinking of making it more specific?

Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf ) Outsider (fire)
Humanoid (elf ) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin


Male Human (well i was this morning) Technical Sales Facilitator
Otto Ringus wrote:
Hey wait a minute, does this mean we go up a level?

Indeed it does!

Please alter your profiles accordingly and can you let me know when they are done. Thanks.


Male Human (well i was this morning) Technical Sales Facilitator

I have checked and as far as I can see there is no further details about Cypher Mages in the adventure. So the 1 rank in linguistics is fine by me.

Any other questions?


Male Human (well i was this morning) Technical Sales Facilitator

Yes.
Will deffinately start on sunday. Sorry guys.


Male Human (well i was this morning) Technical Sales Facilitator

Sorry people. Been a bit busy in real life. Should have something ready to go in the next 48 hours. Please bear with me. Thanks.


Male Human (well i was this morning) Technical Sales Facilitator

Awarding Experience

First Watch: The party made a good camp and were
smart about their preparations, 20 XP each.

A Voice in the Darkness: Encountering the leucrotta and avoiding
the mother, 225 XP each

The Smiling Skull: 25 XP for searching around the 'skull hill'

Good roleplaying: 50 XP

Farmhouse: 60 XP for deciding to bury and sanctify the bodies.

Ambush at the farmhouse: 750 XP each

Total: 1130 XP each


Male Human (well i was this morning) Technical Sales Facilitator

Otto’s worst fear has come to pass. But now your
encounter with Vortigern and his minions is over. It
has become too dark to look for other lodging, so you
light the fire in the fireplace of the farmhouse and bar
the door. You clean the blood from your blades and
tend to your wounds as well as those of your comrades.
You set watch, and each of you says a silent prayer to
your respective gods that the spirits of your foes find
their rest and trouble you no further this night. You
eventually drift off to sleep, but your sleep is fitful—
filled with Talon’s devilish screams.
You wake to the sound of rain and gray skies. The sun, even hidden
behind the clouds, is a welcome sight.

If nyone wishes to do anything else please let me know before we continue onwards. Experience points will follow shortly.


Male Human (well i was this morning) Technical Sales Facilitator

The two dead half orcs have the following:-

Studded leather armor, small shields,
long sword/battle axe, short bows, 20 arrows, 23 gp, 16
sp each.

There is no sign of the hooded man(Vortigen) or his Imp familiar. It is as if they simply vanished, along with Otto's amulet.


Male Human (well i was this morning) Technical Sales Facilitator

Thats fine. Glad you took the time to let us know.


Male Human (well i was this morning) Technical Sales Facilitator

Correct


Male Human (well i was this morning) Technical Sales Facilitator

We should begin playing approx Monday 15th Sept. Starting location will be Riddleport, The Golden Goblin. Everyone should have a reason for being there.
What follows is a brief overview for those who need it...Hope it helps...

The third largest city in all Varisia, Riddleport is also the
most notorious. Once a secret pirate haven, Riddleport has
grown over the last three centuries into a port city in its
own right. At first it served as a den of piracy, but over time
the city has expanded into a true settlement, the frontier’s
frontier, the northernmost outpost on the lonely strip
known as the Lost Coast. Yet while Riddleport has grown
into a proper city, it remains true to its roots—you can get
rich quick in Riddleport if you’ve got skill and a bit of luck.
Yet, for every Riddleport success story, there are a dozen
nameless bodies buried in potters’ fields or tossed to the
hungry denizens of the sea.

Riddleport at a Glance
Most of Riddleport’s buildings are composed of wood—
logs or planks—with multiple floors and steep, highpeaked
roofs of wooden shingles. They are built in
close quarters, and in some cases their wooden upper
floors sag and lean together from the constantly sodden
conditions. Stone fireplaces ward off the bitter winter
cold and the chill that lingers in the fog-laden streets for
much of the year, save for in high summer. During this
two-month period, warmer air currents from the south
bring a muggy, oppressive heat along with great black
mosquitoes that breed in the nearby marshes. Many burn
peat treated with incense in their hearths during these
months to ward off the vermin with their thick smoke.
The major streets of Riddleport are cobbled, often
becoming rain-slick cataracts during the wet seasons.
Cobbles are often missing or crushed by the incessant
traffic, leaving gaping holes and ruts in even the most
well-tended thoroughfares. Side streets tend to be
relegated to muddy tracks that are swift to turn into
stinking morasses of sucking mud and filth. Riddleport
doesn’t have much of a sewage system, and relies mainly
on gutters along street edges to carry refuse to the river
and harbor. One feature unique to the major streets are
the frequent oil lamps mounted on iron poles that provide
beacons of light in the benighted mists. These are set in
sturdy hurricane lamps and burn thick, rancid-smelling
oil from barrel-shaped reservoirs at the lamppost base—a
byproduct and innovation of the Gas Works. These
wavering lights give off illumination equal to a torch in
even the foulest weather but are not well-tended; just over
a third of them are out on any given night, in need of
repairs or refueling.
Life in Riddleport
The titular head of the Riddleport government is the selfappointed
Overlord of Riddleport, a position traditionally
held for life. Riddleport’s current overlord is a former
pirate captain named Gaston Cromarcky. Since the city’s
founding, Riddleport has been ruled by a series of pirate
lords, buccaneers, and other unsavory sailors in a bloody
cycle of betrayal and violent coups. Overlord Cromarcky
has maintained his rule over Riddleport for three decades
by entrenching himself in a wholly new manner. Rather
than rely on the loyalty of pirate crews and fellow captains,
Overlord Cromarcky opened the coffers of his deceased
predecessor and hired mercenaries and enforcers from
land-bound groups with no connection to piracy. Calling
this new breed of enforcers the Riddleport Gendarmes
(“gentlemen-at-arms”), he created a military force loyal
to his coin.
Under Cromarcky’s rule, life in Riddleport has
become more stable than ever before. Open streetwarfare
between rival gangs is a rarity now, and the
gendarmes have made it safe enough for brave or
desperate merchants from Magnimar to bring in trade.
By Overlord Cromarcky’s decree, any ship that flies the
flag of Riddleport at full mast is under his protection
and is not to be raided by any pirate who wishes to call
Riddleport home. That Cromarcky charges scandalously
high prices for this protection of visiting ships ensures
that there’s always enough ships plying the Lost Coast or
the southern waters for Riddleport’s traditional pirates
to prey upon to keep them happy. The stability and semiregular
influx of imported goods has begun to spoil the
citizens of Riddleport, but these days may be numbered.
Rumors abound that Cromarcky’s coffers may finally
be running low (despite his protection racket), and the
rise in power of Cromarcky’s most vocal public enemy,
Elias Tammerhawk, has many of Riddleport’s citizens
expecting a shift in leadership soon, an eventuality that
many Riddleport traditionalists would greet with relief.
Despite the unheard-of political stability that the city of
Riddleport currently enjoys, only a longtime Riddleport
native would ever think of the city as truly civilized. The
overlord rules with a light touch and with the consent
of several powerful individuals who likewise shape the
direction of Riddleport’s future. These individuals are
the various crime bosses who hold sway in the city. Pirates
may have founded the city, but many more bandits and
scoundrels soon saw the value of having a place to call
home, the wilds of Varisia hardly being a safe place to
camp. The crimelords each have their own particular
specialties and focus, and they play the role that noble
families do in most other cities: they are the movers and
shakers, the leaders whom the average citizen idolizes and
fears. When an overlord dies, the new overlord invariably
rises from the ranks of the city’s crimelords.
Yet not everyone who comes to live in Riddleport is
attracted there by the promise of loose law and criminal
sanctuary. In increasing numbers, all manner of sages,
scholars, and wizardly types have been flocking to the
city, drawn by the presence of the Order of Cyphers.
This scholastic organization is dedicated to deciphering
the mysteries of ancient Thassilon’s monuments—in
particular, the vexing Cyphergate, whose function and
meaning have eluded illumination for so long. The locals
find the influx of philosophers and scholars aggravating,
and find their soft-spoken ways and general attitude to be
infuriating, but the Order of Cyphers does not interfere
with the day-to-day skullduggery of Riddleport’s citizens.
Furthermore, Overlord Cromarcky has openly welcomed
the order to Riddleport, likely because the addition of
many skilled wizards can only increase the city’s defensive
options. That the leader of the Order of Cyphers went on
to be Cromarcky’s most outspoken public foil no doubt
vexes the aging pirate lord, and many of the city’s citizens
have taken to betting among themselves on how may more
weeks will pass before Cromarcky and Tammerhawk come
to blows.

City Districts
Riddleport is divided into a total of nine separate districts
(although two of them, Lubbertown and the Boneyard,
technically lie outside of the overlord’s jurisdiction):

Free-Coin District: Overlord Cromarcky’s three grand
gamehalls are located in this part of the city along the
northwestern shore of the Velahsu River.

Leeward District: The city’s largest district, Leeward is
built into the protecting curve of the city’s eastern ridge,
where it is sheltered from the worst of the winter winds.
The majority of the city’s population resides in the tall
tenements of this district, and most buildings have a
shop at street level where standard goods and services
can be obtained.

Lubbertown: Known derisively as Lubbertown for the fact
that most of its inhabitants arrive at the city by land rather
than by sea, this district is not patrolled by the gendarmes
and has developed its own social order, informal system of
laws, and distribution of goods and employment.

River District: This section of town runs along the
banks of the Velashu River and consists primarily of
shops and mills. Riddleport’s atrophied trade items
are crafted in this district. The waste produced by the
district’s tanners and fishmongers and the fact that many
of the city’s sewage gutters converge here have earned the
place the unofficial name of “Reek District.”

Rotgut District: The slums of Riddleport are a truly
depressing and dangerous place to be. Easily the poorest
section in the city proper, Rotgut also hosts the highest
crime rate and the most brothels and alehouses per capita.
It lies along the city’s eastern side against the ridge.

The Boneyard: This deceptively named place actually
serves as the city’s dump and ship’s graveyard. Its name is
derived from the many old hulks and collections of ships’
ribs that protrude from the swampy ground. The whole
area is a partially flooded salt marsh that is generally 2 or 3
feet deep, although some hidden patches of quicksand are
much deeper. Monstrous cockroaches, swamp barracuda,
and (it is whispered) wererats infest this area.

The Devil’s Fork: This small military district is
nestled near the north end of the city on an island
in the Velashu River. It serves above as barracks for
Riddleport’s 250 gendarmes, and below as a prison for
the city’s malcontents.

Wharf District: This rough-and-tumble district lies
hard on the edge of the very docks of the city and is
where much of the city’s day-to-day action of commerce
and thievery occurs. Nearest the docks are a series of
warehouses and cheap grog houses where merchant and
pirate crews alike mingle in a haze of rum-soaked blood
and debauchery.

Windward District: Built on the slopes of the city’s
western ridgeline, this is Riddleport’s affluent district;
the buildings here are generally quite tall and its streets
winding and steep. The majority of the city’s scholars and
sages dwell in this windy district.

Important Sites
Several of the more important locations in Riddleport are
described below.

City Mortuary: This large, nondenominational chapel
is maintained by the churches of Cayden Cailean,
Calistria, and Besmara, and is used for funeral services
and burial rites. It features its own attached mausoleums
for those who can afford interment there rather than in
the common graves of the Burying Ground.

Cypher Lodge: This lodge is the headquarters of the
vaunted Order of Cyphers, a society of skilled wizards and
sages who have dedicated themselves to unraveling the
secrets of ancient Thassilon—in particular, the purpose
of the Cyphergate. The lodge is open to all cyphermages
for a monthly room-and-board fee of 1 gp, a fee that
grants access to its extensive libraries as well as a host
of learned scholars on the subject. To non-cyphermages,
a day’s room and board (and access to the libraries) is a
much heftier 20 gp. Nevertheless, its guest rooms are
almost always full.

Cyphergate: The enigmatic Cyphergate looms large
over Riddleport’s harbor, a constant reminder of the
transience of life and even civilization, since no record has
ever been found of who may have raised this architectural
wonder. The arch rises 350 feet above the water at high
tide, secured by the rocky crags on either side of the
harbor mouth—its diameter is exactly 700 feet. It is of
an unidentifiable stone of nearly supernatural hardness
that resists almost all efforts at defacing or marking, and
as with most Thassilonian monuments, it has weathered
the passage of years amazingly well. Most scholars
believe that the runes on the arch have no meaning, and
are decorative. Magical attempts to decipher the runes
have supported this theory, yet the Order of Cyphers
believes that this simply points to the runes’ mystic
nature, that even magic cannot decipher their meaning
or the Cyphergate’s true purpose. Cracking this code has
become the primary goal of the Order, yet they are no
closer to solving it today than they were when their order
was founded.

Gas Forges: This immense building, said to be built
over a large deposit of rare natural gas, is owned and
staffed by dwarves. The forges within are the only ones
in all Varisia that burn hot enough to smelt and forge
certain rare metals like adamantine.

Gold Goblin Gambling Hall: Once a high profile venue
and shining diamond of the bustling Wharf District, this
run-down gambling hall has been recently rebuilt and is
the site for the upcoming “Cheat the Devil and Take His
Gold” gambling tournament.

House of the Silken Veil: This octagonal pyramid is
the city’s temple of Calistria in addition to being a highclass
brothel. Temple prostitutes work the streets and
squares of Leeward and send criers and samples down to
Wharf District to bring in the “pigeons.”

Maskyr’s Island: Named for Cabriem Maskyr, the pirate captain who became the first overlord of Riddleport, this islet in the center of the Velashu River holds the current overlord’s citadel and estate as well as many of the city’s various administration buildings. Several docks provide access to the island, but all are heavily guarded by
gendarmes. Overlord Cromarcky does not accept visitors lightly.

Publican House: A sign bearing the symbol of a dented ale mug
hangs above the door, and written discreetly beneath it in gold letters
are the words “Publican House.”
This raucous place is actually a temple to Cayden Cailean, god
of adventurers and drink, and is a favorite among the ships’
crews and travelers that visit Riddleport for its fair
prices and wide selection. Cyphermages are not
welcome here.

A Pr imer on Riddleport Slang
Many of Riddleport’s citizens have their own
slang and jargon that they use in mixed company to
hold conversations in front of others while not revealing
what they’re actually talking about. Of course, in a city of
thieves, the Thieves’ Cant loses much of its use, and over
the years, the Cant has devolved into a wide collection of
regional slang words that most folk pepper liberally (and
without thinking) into everyday speech. Listed below are
several of the more common bits of Riddleport Slang.
Abbess: A priestess or whore of Calistria
Bridge Monkey: Someone from Magnimar
Capp: A trusted lieutenant or henchman
Cattle: A group of Varisians
Cow: A Varisian
Church Work: Any lengthy job that is slow to finish or
is otherwise drudgery
Dog Biter: A large rat, small child, or halfling
Earth Bath: An unmarked grave
Easy Lad: A male prostitute
Fancyboy/Fancygirl: A cyphermage (sometimes an elf )
Gendarme: A city guard
Grog-Blossom: A facial pimple, or an unsavory person
Hushman: A hired killer, generally one kept on semipermanent
retainer
Kiss: To stab someone—“Kissed the snickersnak” is a
phrase used to mean “Got murdered”
Laced Mutton: A prostitute (gender neutral)
Leaky: Someone who can’t keep a secret (“Don’t tell
him about the heist—he’s leaky!”)
Lumber: A passenger on a ship (typically an unwanted
or unwelcome passenger)
Pigeon: A person targeted by a criminal to be the victim
of a crime, or a person that visits a prostitute
Pigmeat: A dead body, or someone who is about to
become dead
Pump-Sucker: A dwarf (particularly one who works at
the Gas Forges)
Quickwife: A female prostitute
Rathole: The mouth (especially a mouth that belongs
to someone who is saying unwelcome things)
Rotgut: Liquor (particularly foul-tasting liquor)
Sideshow: A tiefling
Snickersnak: A small knife that can be easily hidden
on a person’s body
Soaker: A priest of Cayden Cailean
Soggy Plum: A drunk
Whisker: A wererat

Riddleport Rumors
In a city where everyone watches for new opportunities to turn
a profit, no news remains a secret for long. Here are but a few
of the rumors currently making the rounds in Riddleport.

The Shadow in the Sky: A strange, persistent, dark cloud
recently appeared in the sky above the City of Cyphers. Some
people say it was caused by the Order of Cyphers meddling
with the Cyphergate, while others believe it’s a storm being
cooked up by Gozreh or some overly moral deity to wipe
Riddleport off the map. It’s the big news in town and everybody
seems to have their own explanation.

Carnivore Carnage: Several Shadde-Quah wavecutters recently
washed up on the rocks near the Riddleport Light, their
hulls covered in dozens of gashes from teeth and claws. Sailors
fear some new predator in the Varisian Gulf or an unseasonable
migration of local bunyips.

The Devil and His Gold: The washed-up crime boss Saul
Vancaskerkin recently renovated the Gold Goblin Gambling
Hall and has a massive gaming tournament planned called
“Cheat the Devil and Take His Gold.” While this might just be
a publicity stunt, some say the swindler sold his soul to some
fiend and is using the tournament as a way to raise the money
to buy it back.

Lost Below: Milon Chath, a cleric of Desna, left to explore
several caverns in the nearby Calphiak Mountains more than
a week ago and has yet to return. Several Varisians fear the
priest has become lost in the labyrinthine caves said to riddle
the endless depths below the mountains.

Siren Song: A band of smugglers recently tried to set up
a base at Devil’s Elbow, an island just south of Riddleport’s
harbor, but they’ve gone missing. Most blame Virashi, the
famed siren of the haunted island, for the disappearance.


Male Human (well i was this morning) Technical Sales Facilitator

Theres a splintering of bone and the half orcs ribs shatter. Blood wells from between his lips and he collapses in a heap with a loww groan...his last breath.


Male Human (well i was this morning) Technical Sales Facilitator

Not a problem, as by coincidence I wasnt going to start the campaign for about another week and a half so we should be ok.


Male Human (well i was this morning) Technical Sales Facilitator
Callum wrote:
IRONHARD wrote:
Thanks for putting those together Aude. I concur with you - I think a Rogue would be a wise choice.
Ah - over the weekend I've been thinking about my character, and had decided on a dissolute human or half-elven bard, who's very companionable, but secretly self-pitying, and spends too much on drink. Is that okay? (I'm currently playing a rogue in my other PBP, so that doesn't appeal to me quite so much.)

I'm ok with you playing a bard Callum. How does everyone else feel?


Male Human (well i was this morning) Technical Sales Facilitator

You can see no sign of either the imp or his hooded master. He appeared to step back into the tree line and vanish. The only assailent left is the half orc facing both War and Belflin.


Male Human (well i was this morning) Technical Sales Facilitator

Hope this is useful

Second Darkness Campaign Traits

Campaign Traits are tailored to a specific Adventure Path
and give your character a builtin reason to begin the first
adventure in the new campaign.
Some Campaign Traits also grant teamwork benefits if you choose
to begin a campaign with your character having a preexisting
relationship with another PC.

You’ll notice right away that Campaign Traits assume
a lot more about your character’s back story than Basic
Traits do, and that those assumptions are mostly about
very recent events in your history rather than formative
childhood events. You have a certain amount of leeway in
adjusting or changing a Campaign Trait’s expected back
story once you’ve selected which Trait is right for you, but
make sure to get your GM’s approval before you run with
a modified back story.
All of the following traits revolve around one of two
current events in the city of Riddleport. The first is the
manifestation of the Blot, a strange and ominous shadow
in the sky that looks like nothing so much as a cloud of
darkness. The Blot captured the interest of Riddleport’s
citizens when it first manifested, but that was months
ago—now, after the strange cloud hasn’t done anything
particularly dramatic for so long, most folk have grown
accustomed to it. Most—but not all; some, such as the
Order of Cyphers, remain concerned by the strange
cloud, and worry that it may be the harbinger of
something worse.
The other event is a gambling tournament
called “Cheat the Devil and Take His Gold.”
Held at the recently reopened Gold Goblin
Gambling Hall, talk of the tourney has spread
throughout the town of Riddleport and has
even reached some taverns in cities as far
as Magnimar or even Korvosa. Excitement
for the tournament has been building for
a month, and now that the day is finally here,
people from all over are flocking to take part. The
somewhat restrictive entrance fee ironically makes
it not possible for many of Riddleport’s own citizens to
attend, but in the case of each PC who takes a Second
Darkness Campaign Trait, that 1 gp entrance fee has been
paid, either by an interested party or by yourself (this
expense does not come from your starting cash).

1) Fools for Friends: You don’t think of yourself as a gambler.
In fact, you rather detest the whole thing. Unfortunately,
one or more of your friends (pick one or more of the other
players’ characters) doesn’t think so, and you’ve recently
learned that friend—or friends—have decided to go to
the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as
well, since if no one’s there to watch out for them, they’ll
lose all their money and respect. Again. Sometimes it’s
hard being the responsible one. Your devotion to your
friendships (even when said friends seem, at times, to
be trying to test that devotion) is a point of pride to you.
Whenever you take the Aid Another action to help an ally,
or whenever an ally aids you in this manner, a successful
check grants an additional +1 trait bonus to the check for
which aid was being rendered. Additionally, as long as one
of your friends is within 30 feet, you gain a +1 trait bonus
on all saving throws against charm and compulsion
effects.

2) Into Enemy Territory: The shadow in the sky is visible
from all around Riddleport, not just in town. It’s certainly
come to the attention of several druids, rangers, and other
rural folk who dwell in the nearby mountains, forests,
and swamps—among them, yourself. You’ve consulted
with several seers and Harrowers, and may even have
performed some simple auguries yourself, and all the
signs point the same way—something or someone in
Riddleport is connected to the blot, and it means bad
news for the region. You’ve avoided the sleazy, dirty town
for most of your life, traveling there only when absolutely
necessary, and although you don’t relish the prospect of
going there now, you see little other choice (especially if
one of your superiors is ordering you to go investigate).
Fortunately, an eccentric friend of yours (pick another PC)
is in town, and you’ve heard this friend will be taking part
in some gambling thing at a place called the Gold Goblin.
Your friend’s always had better luck interacting with the
cityfolk, so you’ve decided to accompany your friend to
this gambling tournament and plan on letting him find a
safe place for you to stay while you’re in town. Your long
life of self-sustenance has toughened you and made you
more resistant to hardship, in any event—pick one of the
three categories of saving throw. You gain a +1 trait bonus
on all saving throws of that type.

3) Looking for Work: Although out of work, you aren’t
particularly keen on the prospect of gambling away your
last remaining coins simply for a chance at riches. That
said, if the Gold Goblin’s fortunes reverse after this big
gambling tournament, you’re relatively certain its owner,
Saul Vancaskerkin, will be needing to hire on some new
staff members. You’ve secured payment for the tournament,
and intend on attending mostly to check the place out, to
decide if it’s a place you’d want to work at (as a bouncer,
bartender, croupier, server, entertainer, spotter, or cook),
and hopefully get a chance to catch Saul’s eye and make an
impression. You’ve long worked at honing your skills, and
are quite accomplished and certain that you have something
to offer. Pick one of the following skills: Bluff, Craft (any),
Diplomacy, Intimidate, Perform (any), Profession (gambler),
or Spot. You gain a +1 trait bonus in that skill, and that skill
is always considered a class skill for you.

4) Optimistic Gambler: You’ve always seemed to have trouble
keeping money. Worse, you always seem to have debts
looming over your head. When you heard about the “Cheat
the Devil and Take His Gold” gambling tournament,
you felt in your gut that your luck was about to change.
You’ve always been optimistic, in fact, and even though
right now is one of those rare times where you don’t
owe anyone any money (you just paid off a recent loan
from local moneylender Lymas Smeed), you know that’ll
change soon enough. Better to start amassing money now
when you’re at one of those rare windfall times! You’ve set
aside a gold coin for the entrance fee, and look forward to
making it big—you can feel it in your bones! This time’s
gonna be the big one! Your boundless optimism, even in
the face of crushing situations, has always bolstered your
spirit. Effects that grant you morale bonuses persist 1d4
rounds longer than they normally would as a result.

5) Researching the Blot: You may or may not be seeking
membership into Riddleport’s most prestigious magical
guild, the Order of Cyphers, but you certainly have heard
their call for aid in determining the nature of the strange
shadow in the sky above Riddleport. You arrived in town
several days ago and had some issues with security and
safety at several inns before you finally settled on the Gold
Goblin; you’ve been staying there as a guest for several
days now, and the owner, Saul Vancaskerkin, seems like a
nice guy. He’s even given you a pass to attend the gambling
tournament he’s about to throw—you’re not sure how into
gambling you’ll be, but perhaps there’ll be some visitors
from out of town you can talk to about the strange shadow
in the sky. At the very least, you’re hoping someone at the
tourney will be into magic—there’s not really enough
folk in this town who seem all that interested in magic,
you’ve found. Your interest in magic dates back quite far,
and as a result, you’ve developed a knack for identifying
common magical items at a glance. You can use Spellcraft
to identify magic items in the same way you can use
Spellcraft to identify a potion. The DC to identify a magic
item is equal to 20 + the item’s caster level.

6 )Scouting for Fiends: You belong to an organization
(most likely a religion) that has definite views on the
menace posed by the lower planes. The willfulness with
which the city of Korvosa (they even allow a temple
of Asmodeus to operate in broad daylight!) tolerates
infernal influences is, to you and your organization,
the greatest symbol of what’s wrong with civilization
today. And now, in Riddleport, there’s news that a
gambling tournament is using devils and Hell as an idle
decoration. It’s likely that this is just an example of poor
taste, but there’s a chance that something sinister may
be lurking beneath the goings-on at the Gold Goblin.
You have been contacted by your organization (or may
have decided on your own) to travel to Riddleport (if
you don’t already live there) and attend this tournament
under the guise of a patron. Keep an eye on things there,
even after the tournament is over; if you can, get a job
working for the owner. Demons and devils can be subtle,
and it could take weeks or even months to find proof
of their involvement. Your near-obsessive hatred of all
things fiendish grants you a +1 trait bonus on all attack
rolls made against foes you know to be evil outsiders.


Male Human (well i was this morning) Technical Sales Facilitator
Jeagal Bonecrusher wrote:

"Jeargal need friend. You wanna be friend of Jeargal? Jeargal protect you if you is friend!"

Who needed the Second Darkness Player's Guide Campaign Traits? I can mail them.

And I would be glad, to sync my Background with someone others.

Thanks for that Jeagal. Big Help.


Male Human (well i was this morning) Technical Sales Facilitator

Thanks for putting those together Aude. I concure with you - I think a Rogue would be a wise choice.


Male Human (well i was this morning) Technical Sales Facilitator
Vaeral Elinea Kyodlon wrote:

Elinea, a quite young female elven ranger, is slowly but steadily getting her character sheet and background information written up.

IRONHARD, how would you like to have the information on our characters? I am currently typping things in as a profile here on the Paizo site, but would you also like to have a proper character sheet with all stats, background history etc email to you?

Here's my e mail: neil@neil899.orangehome.co.uk

Either way is fine by me, either e mail to me or as a profile.


Male Human (well i was this morning) Technical Sales Facilitator
Stegger wrote:
Aude COOPER wrote:
she has two 5-int defenders she can use when the situation calls for it
:-) I can already see the manipulation you can do on the party frontliners..

I absolutely LOVE this approach. Brilliant!!!


Male Human (well i was this morning) Technical Sales Facilitator
Aude COOPER wrote:

Still missing backstory and traits still I still don't have the companion yet ( I prefere to buy it at the store and they don't have it yet )

Is it okay if I wait till I have it ?

Thats fine. Like I said, theres no imediate rush. I cant see us actually starting for another week at least. It gives all you people time to get things together and 'gell' a bit.


Male Human (well i was this morning) Technical Sales Facilitator
Negative Space wrote:
Hey IRON, I noticed a lot of references to Tieflings in SD, is that a playable race? Because I don't see creation guidelines for them.

Sorry, no tieflings.


Male Human (well i was this morning) Technical Sales Facilitator

Lyssa reaches the tree line and the general location of the hooded man. Apart from a noxious smell of unwashed bodies, there is no sign of either him or the imp like creature.

Its Wars turn to attack


Male Human (well i was this morning) Technical Sales Facilitator

The half orc hit by the magic missile lets out a scream and drops like a stone, leaving the one remaining enemy alone and facing both War and Belflin.


Male Human (well i was this morning) Technical Sales Facilitator

And Robin, Monk or cleric would also be ok


Male Human (well i was this morning) Technical Sales Facilitator

Negative Space:
A socerer would be fine


Male Human (well i was this morning) Technical Sales Facilitator

Callum, we have a half orc fighter, an elven ranger, a human monk, a dwarf wizard and a half elf cleric/rogue.

So anything along the lines of a rogue, bard, barbarian would do.


Male Human (well i was this morning) Technical Sales Facilitator
Fortunata 'Fortune' Maddela wrote:

Fortune; Assassin, Spy, Whore-Priestess.

Here she is, a work in progress so far. A huge backstory, with lots of plothooky goodness, coming right up!

Intriguing! Good to go with her.


Male Human (well i was this morning) Technical Sales Facilitator
hopeless wrote:

Angus the dwarven wizard a child of the temple who realises he's inside enemy territory.

Imagine a dwarf frustrated that he doesn't have the usual dwarven physique and aptitude for combat raised in the church he still persists with the idea that he can still fight as a true dwarven warrior albeit this transmuter has a long way to go since his training was mostly in scholarly fields and not quite so knowledgeable about the outside world.

But a battle axe is still a battle axe and this is one dwarf who doesn't intend to fail dwarven tradition!

(OOC: Where do I post a character? Also what rules are you doing as far as starting hit points are concerned?)

This is fine as well. You can post your character on your home page linked to your icon.

All characters should start out with maximum HP and max gold.


Male Human (well i was this morning) Technical Sales Facilitator
Mark Peyton wrote:

Sorted my character Naeem.

Most pleased to meet you.

Need to figure a reason why a Monk, particularly a Qadiran one, would get involved in a gambling den though.

I'm happy with this Mark


Male Human (well i was this morning) Technical Sales Facilitator

Franz, im good with an Int 5 half orc fighter.


Male Human (well i was this morning) Technical Sales Facilitator
Stegger wrote:

IRONHARD, would you accept an elven ranger even though true elves are not to common according to the companion? If so, I would start stating it up.

I was hoping to perhaps use the forthcoming Elves of Golarion to develop my character over time.

Stegger, an elven ranger is fine as is developing it as we go


Male Human (well i was this morning) Technical Sales Facilitator
Negative Space wrote:
Reporting in sir.

And welcome to you Neg


Male Human (well i was this morning) Technical Sales Facilitator
xdahnx wrote:

Hi there Neil, I'm dahn, thanks for jumping on running this game. If you hadn't started up one, I was thinking of DMing a go. I may still in the future. Always excited for a fast paced game, and with 8 PCs, I think this will prove to be the case. Should be lots going on.

I do have a few questions, however.

1 - Are we getting the standard 2 Character Traits (one campaign, one other)?
2 - Any house rules we should know about?
3 - Are you cool with us having any affiliations in Riddleport? Say if one would want to play a 'Cyphermage'?

As for what I'm intending to play, casters are my favourite and most comfortable class to play, however I'm already rocking a wizard and a sorcerer in two other pbps, so I'm totally open to play any class.

Been thinking about a 3.P Cleric or Druid for sometime, actually. Though a rogue would be great too.

Hi Dahn. To answer your questions:-

1 - Yes standard 2 character traits

2 - No house rules. Still gettig through Beta so we will go with how its written...for now.

3 - Having affiliations in Riddleport is good. I like players to have some background related to the story. Cyphermages are wayyy cool by the way!

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