Jwallace's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Hello everyone, I'm in a little bit of a crisis and could use some help.

I need scanned copies of some pages out of the hardcover book. If someone already has them, I would love if you would share them. I'm at work and don't have access to a scanner and need these pictures today to get some prep stuff out of the way with one of the players.

The pictures I need are:
Todd Vanderboren when dead in Wee Jas temple (page 209)
Spell Weaver coffin (page 214)

if anyone already has these or can get these to me, I would appreciate it very much and forever be in your debt.

You can email them to me at jfwallace (at) gmail (dot) com.

Thank you!


Hey all, I could use a little help.

I'm looking for an issue (of Dragon I think, but could be Dungeon) that a previous DM used for a game I was in a couple years back.

From what I remember of it, it was a guild of assassin's that had a headquarters under some island out in the middle of the ocean. In the headquarters were several portals that lead to other areas of the world, they could use these portals to jump from place to place rather quickly.

The headquarters had the portal room, several bedrooms, a temple, a lab, and a vault guarded by golems. I think there were keys to controling the golems that also were the only way to open and lock doors in the headquarters.

Further, to use the portals you had to have some sort of magical tatoo.

I know a few of the members of the guild. The leader was an evil priest. There was a female halfling assassin (I think her name was Amber, but I think it was short for something).

Also, I seem to remember some druid that they had killed to get access to this place and she was haunting the place and there was a big whale as well..

does any of this make sense or does anyone recognize this? It could have been several that he put together but I seem to think it was one article that had all this in it.

Any help would be much appreciated!


Hey all, I need some help please.

Does anyone have a scanned copy of the picture of the Cathedral of Wee Jas on page 206 of the hardcover? I thought I had a scanned copy of it and I don't and I need it for my campaign pretty quickly. I don't have access to a scanner at the moment.

If you do, would you please email it to me? jfw at bellsouth dot net.

Thank you!


Hey all, I'm starting up a new campaign for the Shackled City. I've not read the entire book yet (yes, I know, bad move, but excited about this module and wanting to get started), but I'm going ahead and letting the players create their characters and backgrounds. I've given them a great deal of information from the book as I know it so far and from other sources on the web.

I have two characters working on backgrounds that I need some suggestions on. #1: I have the characters roll up social class in order to get an idea of where they fit into the city and get an idea of their backgrounds. One of the characters rolled well enough that his parents are probably well off. He wants them to own an inn and run it in town. I know some inns would be bad for them to run, but am curious what inns would be ok for them to run? Just by looking at the names, he liked the Drunken Morkoth. Would that one be ok? Or should I just create a new inn and say they own that one?

#2: I have another character that is playing a Coutier (from swashbuckling adventures book). His character is from a well to do family and needs to pick a patron as per his class, a noble who has taken a special interest in him and is sponsering his development and advancement in the courts. He picked Lord Vhalantru as his patron. Should I discourage him from this, or should I just let him go with it and have Lord Vhalantru use the character to influence the group in future actions?

And suggestions on how to deal with this would be much appreciated.


Hey all, just bought the Shackled City HC the other night and I love it. It's a great book and I cannot wait to get going on it.

I've been reading through the posts here and want to say that it's really cool to have a group like this that is willing to help each other out on our campaigns. I'm also impressed with the RPGenius web page. It is very useful and I've already downloaded a lot on it. It is missing something though, and I have a request to make. I've already put this request up on that board, but thought it couldn't hurt to put it up here as well.

I'm looking for scanned pictures of the NPCs that are throughout the book. I know that Icebreaker has a download available on the other web site, but the pictures are a little small and they have a green border around the pictures. Does anyone have the pictures without the border and the same size as they are in the book? My group is a very visual group and it would help out with these pictures. I'd rather not just show them the module itself.

I could scan them, but hoping someone else has already done all that. :)

Any help would be appreciated.

Full Name

Kragga

Classes/Levels

Appearance

Age

19

About Kragga

Female orc barbarian 1
N Medium Humanoid (Orc)

Senses: Perception +6 (+5 proficiency, +1 Wis); darkvision

DEFENSE
AC 18 (+3 proficiency, +4 armor, +1 Dex)
HP 27

Fort +8 (+5 proficiency, +3 Con)
Ref +4 (+3 proficiency, +1 Dex)
Will +6 (+5 proficiency, +1 Wis)

OFFENSE

Melee greatsword +7 (1d12+4, or +10 when raging!)
Ranged harpoon +4 (1d8+4 P, 30 ft., thrown, tethered)

Spd 25 ft

STATISTICS
Str 18 (+4)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 12 (+1)
Cha 10 (+0)

CLASS FEATURES

Rage
[one-action]
Barbarian Concentrate Emotion Mental
Requirements You aren’t fatigued or raging.

You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.

You take a –1 penalty to AC.

You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Giant Instinct: Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

Anathema
Failing to face a personal challenge of strength is anathema.

Titan Mauler (Instinct Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

HERITAGE

Hold-Scarred Orc: You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

BACKGROUND

Osprey Warrior :You’d always been the most athletic child of your play group, leading the other children in games of skill and strategy. As an adult, there are few opportunities for you to employ these skills in the village. Osprey Cove is a quiet community, with hardly any dangers or foes to fight. You occasionally break up pub brawls, or perhaps start them out of boredom. Elder Ordwi asks you to come with her simply because of your endurance and athleticism—the Old Coast Road is poorly maintained, and the physical aid you’ll bring on the trip will likely be invaluable.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You’re trained in the Athletics skill and the Gorum Lore skill. You gain the Hefty Hauler skill feat.

FEATS

Ancestry:

1st: Orc Ferocity [reaction]
Frequency: once per day
Trigger: You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Class Feats

1st: Sudden Charge: With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Skill Feats

Background: Hefty Hauler: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

General Feats

Heritage: Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

SKILLS
Athletics +7
Gorum Lore +3
Intimidation +3
Medicine +4
Nature +4
Survival +4

LANGUAGES
Common, Orcish

EQUIPMENT
breastplate, Large greatsword, harpoon