Hey Shadow, I've played a few of your games over the years and am in one with you now. PbP is a great hobby and I enjoy it thoroughly and I understand how it can turn into an escape. Hope everything goes well for you and I look forward to continuing. If you need to close this game down at some point, don't worry about us, we enjoying playing but it's a game. Taking care of yourself always come first.
Jessica Taylor:
Age - 30 Female 5'6" 110 lbs. Description: Above average height, slim with blonde flowing hair and green eyes, Jessica is conventionally attractive but not exceptionally so. She's particular about her appearance, usually well dressed in an expensive skirt suit, high heels with a designer hand bag and natural but practical makeup. Nature: Director
Attributes: 6 – 4 – 3 Physical (3): Strength 1 - Dexterity 4 - Stamina 2 Social (6) Charisma 3 - Manipulation 3 - Appearance 3 Mental (4) Perception 2 - Intelligence 3 - Wits 3 Abilities: 11 – 7 – 4 Talents (13) - Athletics 1, Empathy 3, Expression 3, Intimidation 3, Leadership 3, Subterfuge 3 Skills (5) - Drive 1, Etiquette 1, Firearms 1, Performance 2 Knowledge (7) - Academics 1, Computer 1, Finance 1, Politics 2, Law 3 (Saving 1 for Occult on Embrace) Backgrounds: 5 Resources 4, Contacts 2, Influence 2 Virtues: 7 Conscience 3
Willpower: 7 (Equal to Courage)
Freebies: 15 + up to 7 in flaws Merits: Enchanting Voice (2), Eidetic Memory (2)
Freebies (21) (1 dot in Dexterity and Wits = 10)
Freebie Point Costs Attribute – 5 per dot
Background Jessica grew up in Austin. Her dad worked in the Oil and Gas industry and her mom was a home maker. She had a happy childhood, did well in school, was well liked and popular. An absolutely vanilla white American dream. Daddy's little girl, he spent most of his free time with her. He taught her how to shoot, to drive and she did all she could to earn his praise and approval. As a teenager her near obsessive need for order became more pronounced. Rarely satisfied, she always wanted more, she used her intelligence to get what she wanted but never shied away from leaning on her looks and charm to get her way. When someone didn't fall for those she didn't hesitate to play dirty. She played the part of the cheerleader not because she enjoyed it but because of the access it gave her. Where she truly shined was debate. After high school she went to college, graduating as a lawyer and passing the Texas bar she went to work for a law firm. The Obama era policies hit the oil and gas industry with the push for renewable energy and her dad eventually lost his job. Like most American families with little in savings and a mortgage and other payments, things looked bleak for her family. Unable to see her father's plight she switched jobs, becoming a lobbyist for the Oil and Gas industry. Edited as per GMs next post about 13/9/5
Concept - Harry the Nosferatu: Harry was just another young man with the prospect of a good life and a chance at the American dream in front of him, that was until the draft got him. Sent to Vietnam to fight a war, that it was quickly becoming apparent couldn't be won but had to be fought. The war finally ended. His body survived but his mind didn't. The nightmares haunted him and could barely sleep. He returned home to find his dad had died in a car accident, hit by a drunk driver leaving his mum with a mortgage and bills to pay and no way to pay them. She had started living with a guy who Harry didn't like and he didn't like back either. Struggling to hold down a job and falling too far behind on rent he ended up on the street like many other vets. He did what he needed to survive. Between hand outs and mugging people when he was desperate, he survived. His companions were the strays just like him. He took care of them and they took care of him. Eventually, his luck ran out and he ended up serving a couple of years for armed robbery. That's when he really learned the trade. He fell in with a bunch of career criminals who were happy to use Harry's skills and teach him what he didn't know. Home robberies, breaking into stores after hours was how he began to spend his nights and Harry got pretty good at it. All until that one job. It was a simple enough job and the money was too good to pass up. Break into a guys office and steal a bunch of papers. The pay was good and the work was easy. Little did he know his mark was a Nosferatu who prided himself on his security. Harry managed to make it past the security but not the Nosferatu who was enraged to discover some lowly kine going through his documents. He was furious and was about to kill Harry, but being impressed with the way he had managed to make it past his security he decided to embrace him instead. That was over a decade ago. The streets are still his home and his two closest friends are a large stray dog named Ben and a raven named Jerry. Two loyal ghouls who watch over him, keep him safe and informed.
Arrows from Zlata and Arcana speed towards the cleric but her armour and magic shield her well. Insidion on the other hand, not one to play by the rules quickly switches tact and brings his blade up with a powerful stroke slicing the Cleric nearly in half. She bleeds out dead within moments. On returning to the lodge Venture-Captain Ambrus Valsin carefully listens to your report and is surprised at how well you handled yourselves against such dangerous foes. He commends you on a job well done. THE END Good job guys. Well played. I really had a good time running this for you. Thank you for playing and sorry for the delays in between. You each get 2 prestige points plus the gold for this. Please post up the following info and you will receive your chronicle sheets within 24 hours.
Arenya the Tiefling Bard Backstory Arenya is an orphan of the Shackles who has taken up residence in Port Peril. A pretty, charming young thing with a yearning for adventure and a pleasant voice she's found she earn a fair few coin singing tales of adventures and pirates and occasionally picking a few pockets, rather than enduring an empty pocket. Arenya has had a difficult existence but she has always managed to get by, espcially with a little help from her friends. Shamus the massive baker has always been kind to her saving her from the pains of an empty stomach and bullies on more than one accassion. Arthur the owner of a tavern in Port Peril has been kind to her as well allowing her to sing there regularly which has put gold into pocket. Arenya is a touch naive and believes the tales she sings and has made up her mind about joining the crew of a ship to set out in search of adventure, fame and treasure. She loves to sing and the applause and attention. While at Port Peril she has learned a thing or two about ships and sailing with the odd jobs she's taken up to keep her belly full. She's quit witted and charming with sharp tongue that's gotten her out of as much trouble as it's gotten her into. She's has a good heart, but a tough life has made her think of herself before others and she has little issue with breaking the rules when required. She has few friends and is not able to easily trust others but when she does she is fiercely loyal them. Crunch: Tiefling [Rakshasa-Spawn (Beastbrood)], Bard/1, CN Init +3, Darkvision 60 ft Str 12 Dex 14+2 Con 14 Int 13 Wis 10-2 Cha 14+2 BAB +0 CMB +1 CMD +14 Languages: Common, Infernal, Orc Traits: Dead-eye Bowman, Sea-Souled, [Beguiling Liar, Prehensile Tail, Maw] Feats: Point Blank Shot Skills: Acrobatics +7, (Bluff +7) Climb +5, Diplomacy +7, Perception +3, Peform (Sing) +7, Slieght of Hand +7, Stealth +7, Swim +6 ------------------------------------- Defense ------------------------------------- AC:16 T:13 FF: 13 (+3 Dex +3 MS Studded Leather Armour) HP: 10 (1d8+2) Fort +2 Ref +5 Will +1 Cold resistance 5, Electricity resistance 5, and Fire resistance 5. -------------------------------------------- Offense -------------------------------------------- Speed 30/30 Melee: Dagger +1 (1d4+1/19-20/x2) Ranged: +3 (1d4+1/19-20/x2) 10 ft. Spells: 0-Detect Magic, Mending, Prestidigitation, Resistence, 1- CLW, Grease (DC 14)
Aracana lets off a another set of arrows both well aimed and finding their mark and ending her life. Deandre scream out in anger "This isn't over! You will all pay for this." as a wave of negative energy spreads from her. 1d6 ⇒ 2 (DC 11 to halve.) Round 4
Everyone can Act again.
Insidion roars and charges forward with sufficient force to kill the Cleric but is but unable to strike true due to the extra magical defences around the Cleric. Halli fires off another acid ray this time at the barbarian in melee with Deandre. Ranged Touch: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 vs Touch AC for Acid Ray Damange: 1d6 + 1 ⇒ (5) + 1 = 6 and misses Zlata and Acrana, you're up.
The Paladin calls on the divine blessings of Erastil and with the last of reserves strength decapitates the the Barbarian, his head rolling on the floor blood splattering everywhere. Zlata takes a step back, before collapsing but not for long as Aeris steps forward and calls upon his healing magic to revive her. Insidion's Turn
Halli calls out, "Foolish girl. You you will die." as she launches and acid ray at the monk. Acid Ray: 1d20 + 2 ⇒ (10) + 2 = 12vs Touch AC for Damage(Acid): 1d6 + 1 ⇒ (2) + 1 = 3 The blast of acid flies so close but it has no effect. Round 3 Summary: Aracana infuriated by the taunts of the evil sorceress, lets out two arrows in quick succession but is unable to find the mark and Hali returns the favour also doing no harm. Insidion launches a javelin having no effect while Aeris blesses Zlata with some luck. On the other side the Cleric casts a spell of protection on the barbarian who inflicts a grievous injury on the Paladin. Zlata you have 1 turn to act. You are at -1 HP. If you do not bring your HP up above 0 you will fall in the next round. Zlata and Arcana you're both up.
Zlata strikes out at the Barbarian with a well aimed blow. The tough brute finds a gash down his chest as he begins to lose blood, but he seems unfazed in his blinding rage. "You'll pay for that woman." he calls out. (On her turn) Deandre takes a step back and calling upon her magical powers casts a spell on Ledford. Spellcraft DC 16:
Protection from good granting his +2 AC and +2 Saving throws against good creatures. Arcana, Aeris and Insidion you're all up. Sure thing. This is the last fight and we're done. I'll make sure I post more frequently over the next few days and I have Thursday off so we should be done by Friday. On his turn Ledford strikes at Zlata with his axe. Greataxe PA: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 vs AC for Damage: 1d10 + 4 ⇒ (9) + 4 = 13 Round 3
Zlata: If you like I will let you retroactively have also used your Smite Evil on Ledford if you like boosting your AC. If someone can aid you with a reach weapon that will grant you a further +2 AC and the blow from Ledford will miss.
Zlata moves in but Ledford was ready for her. They trade blows, Zlata's scythe deflects off Ledford's armour while she deftly sidesteps the Barbarian's powerful but clumsy blow. Greataxe(PA): 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d10 + 4 + 3 ⇒ (6) + 4 + 3 = 13 Zlata:
You sense the evil in the foes you face. Round 2
Ledford moves forward to attack the Pathfinders while Insidion couters the rogue's strike slaying him in one mighty blow. Halli, the sorceress, lets out a maniacal laugh and responds to Arcana's shot and hurls a magic missile at her. Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2 Round 1
Arcana lets loose with a carefully placed arrow which lodges itself in the sorceress's shoulder. She lets out a curse. Deandre begins to chant as if casting some sort of spell. Spellcraft checks to identify the spell. Out of turn is fine. Isindion I'll let your action take effect on your turn. This alternate Initiative seems to have really buggered things. Round 1
On your way back to the Grand Lodge you pass through the Foreign Quarter. A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering. About half way down the alley the throng seems to filter out of the narrow street in what appears to be planned manner. You find yourself confronted by a small party. The lady in front, who appears to be wearing a holy symbol of sorts announces is confident voice. "Hand over your weapons and whatever other items you have about you and we will let you leave here alive." Some of you notice that this group seems familiar almost as though you have seen a glimpse of one or two of them over the past day. This group clearly seems to be ready for you. What do you do? Initiative:
Aeris: 1d20 + 4 ⇒ (7) + 4 = 11 Arcana: 1d20 + 2 ⇒ (10) + 2 = 12 Insidion: 1d20 + 1 ⇒ (8) + 1 = 9 Zlata: 1d20 ⇒ 4 Deandre: 1d20 + 1 ⇒ (11) + 1 = 12
Round 1
Larkin rushes up and stabs at Insidion with his rapier but in his excitement he lunges to deeply putting himself off balance and missing his mark.
Arcana you're up.
Arcana fires off a couple of arrows in quick succession but in her haste she her aim is off the little imp is unharmed. However, Insidion uses the distraction to lay a clean blow on the creature holding the box knocking it out instantly. You gather the box from the tattered room and return it to the Paracountess. Zarta is quite pleased and says, "Thank you. I shall make a good recommendation of you. Please do come by later when you have some free time... and after I've had a chance to tidy up this infernal mess."
Sounds like this could be interesting. Put me down for an old half elf war veteran Paladin who lost himself in the war and fell. He is now attempting to find his way back to the light. What do you mean by standard ability scores? Just a little confused on that one. Other than that I'm good to go. I think it's smart to start with core only. Helps keep things simple. I'll post more details soon.
I'm keen on playing a Catfolk/Tiefling Bard if that's okay. I've played a catfolk once in a Rise of the Rune Lords game and I really enjoyed the race. Backstory
Arenya is a touch naive and believes the tales she sings and has made up her mind about joining the crew of a ship to set out in search of adventure, fame and treasure. Living at Port Peril she has learned a thing or two about ships and sailing with the odd jobs she's taken up to keep her belly full. She's quit witted and charming with sharp tongue that's gotten her out of as much trouble as it's gotten her into. 1. What position do you see yourself eventually in on a ship?
2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
3. Which campaign trait are you selecting and why?
Character Survey:
Where was your character born? In the shackles Who raised him? She was raised by the other orphans and the kind baker What was happening in the region when your character was growing up? Does your character have any relatives? None that she knows of Motivation What are your character’s immediate goals? What would he like to do in the coming year? She wants to become a sailor and go off in search of adventure and treasure. What are his long-term goals? To be a rich and famous ship captain What type of person would be his ideal mate? Someone with a flare for danger, self sufficient and ambitious. Who is his patron deity? Is he a devout worshiper? Erastil, though more out of curiosity than devotion. Is he a devout member of any nonreligious cause? No. Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced? Against clerics of any kind. They never shutup and are so damn religious all the time. What is his greatest fear? Hunger and dying unknown What is the one task he absolutely refuses to do? Do what some of the other girls do to get by. Idiosyncrasies What is your character’s motto or favorite saying? No guts no glory What is his favorite color? Red Describe what he would wear if money were no object? A fancy hat, fine jewels a multicoloured cloak, high quality leather breeches and a silk shirt. What is his favorite food? Drink? Wine, ale and spiced fish. What is his favorite animal? Cats What habits of his friends annoy him most? What well-known media figure from sports, movies or politics most closely resembles your character? What would be his theme song? If his friends were to write his epitaph, what would it be? What would be his job in modern society? A struggling musician in a struggling band searching for fame. Introduction Questions: Do you have any nicknames, street names, titles, or aliases? Ren
History Where is your homeland? The shackles
Crunch: Catfolk or Tiefling(Rakshasa)/Bard/1 - Chaotic Neutral Str 12, Dex 14+2, Con 14, Int 14, Will 8, Cha 13+2 HP 10, CMB +1, CMD 14 Feats: PBS Traits: Barroom Talespinner, Deadeye Bowman, Hunter's Eye Skills (9): Acrobatics +7, Climb +5, Diplomacy +7, Escape Artist +7, Knowledge (Local) +7, Perception +3, Perform (Sing) +6, Profession (Sailor) +3, Stealth +6 Spells: 0 - Detect Magic, Mending, Prestidigitation, Read Magic
Eqipment: (37 gp)
Zlata:
You are unable to detect evil but being familiar with devils you know that you would be unable to detect the evil in such a minor creature, though it is evil. The imp Kreuvus is enraged and totally out of control. The creature desperately wants inside the box and throws it aro und the room hoping to smash the thing open. Though dented, the case doesn’ t look like it will be opening anytime soon. The imp seems totally engrossed in the box and doesn't notice you.
"The “trinket” you need to retrieve is a seven-lock iron case. It is best not to try to tamper with the case when bringing it back to the Grand Lodge. The box is magically warded with abjuration magic intermingled with strong evocation magic, in addition to the seven locks." As the paracountess talks, you all hear a cacophony of booms and thrashes from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation. “A servant is really misbehaving. You’re going to have to deal with it in order to get the trinket.” She goes over to the desk in her study, opening a drawer and drawing out exquisite silver letter opener shaped like a dagger. “You might need this to get it to submit,” she offers with a sly grin. You proceed to the Zarta's bedroom. The bedroom is decorated in the colors of Cheliax— ebon black and crimson red. Silk, rare woods, and
Perception DC 25: The northeast wall, next to the bed, hides a secret door that leads to the paracountess’s secret library.
Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District—one of several homes the noblewoman keeps a round Absalom you come upon a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door
Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, you finally arrive on the third floor of the house, at the door of Zarta’s personal study, which lies beyond her bedroom. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.
Perception DC 25:
Hidden in the angled northwest wall is a secret door, discoverable with a DC 25 Perception check, which leads to Zarta’s secret library, from which she operates many of her most delicate operations. Sitting in the chair behind the desk, Paracountess Zartadralneen regards you all with a wry smile, putting away a few papers before standing to address the hopeful Pathfinders. “Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” She then turns her attention to the group. “It’s always so incredibly adorable when I see a fresh faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points. “I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits. “Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.” Sorry I need to rush to work. I'll post more later. Please feel free to role play a bit.
Insideon doesn't notice anything until it is too late. As soon as Aeris unlocks the Steel Chest he is covered in a bright green dye. Inside he finds the map of the Salhar burial vault beneath Sothis and a wand of knock (CL 3rd, 11 charges) The adventurers exit the chamber and are greeted by Amenopheus. "Well done. Well done! You have made it through, though it seem you still have a few lessons to learn on taking proper precautions. I'm sure it is a lesson you will not soon my green friend. The wand and the map are yours to keep, but I will have my keys back. I shall inform Ambrus of your... performance."
PC Name: Nael Silvertongue
Backstory:
Nael was born to a son of house Lebeda and an Elven woman Naiela, though his father was married to another woman. Tragically, his mother perished at child birth and his beginning was that of both love and sorrow. He was named for her, the only remaining link his father had to his late love. His father’s wife would not stand the boys presence and so he was sent away to be raised and schooled. His father visited him twice every year. As he grew it was apparent he has his mothers grace, and knack for magic and his fathers charisma and charm. Dealing with servants he was used to giving orders and having them followed, having a skewed view of the world and his inherent superiority and the place of the rest, his lessers. A way of thinking those of noble birth are far too susceptible to and usually brought back to reality, quite harshly. Not very skilled at riding, sword play or other martial pursuits Nael preferred to learn about the world, new languages and was always fascinated by magic. As a child he had a way with words and was able to threaten, bluff or negotiate his way out of most situations and so he was able to avoid the taunts and foul names the other children called him. Unfortunately the child of mixed parentage was not always able to avoid conflict with human children and faired poorly at such. At fifteen he his father gifted him his future beloved companion, a chestnut mare he called Lucy. Whenever he was wraught with frustration due to the other children or an academic conundrum, he would saddle up and ride. Lucy and him flying, the wind in his face. As he grew older he began to think more of his future and foolishly thought he would have a place in his father’s family. Tall, handsome, gracious and intelligent. Always clean, tidy and well kept. He tried to be of use, help father with speeches, to be well mannered at parties but all he was, an embarrassment. A constant reminder of the shame of house Lebeda. In anger he left for a time to make something for himself. Alas a noble education leaves one with much tutoring but little skill to earn a wage in the world. So he sulked, dreaming of somehow being worthy of his family name and earning his own place in the world. When he heard about the charters and the new lands he thought this was his chance. He would make something of himself or die in the attempt as it were in the stories he read. He spoke with father who was skeptical, but even he agreed Nael could not live of a stipend forever. So with a charter, Lucy and few supplies and coins he set off.
Crunch:
Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18 HP: 10(d8+1+1} CMB +0, CMD 12, Init +4 Feat: Standard Bearer, (Half Elf skill focus: Performance Orator) Traits: Reactionary, Noble Born (Lebeda) Skills(6+2+1=9): Bluff +8, Intimidate +8, K(Arcana) +7, K(Local) +7, K(Nobility) +7, Perception +4, Perform Orator +11, Spellcraft +6, UMD +8 Languages: Common, Dwarven, Draconic, Elven, Goblin Spells: 0-Detect Magic, Read Magic, Mending, Prestidigitation, 1-Grease, Charm Person, Nael will cover the social skills and will also be fairly knowledgeable. Hopefully having a chance to be the face/ leader or diplomat. I'm happy to play any day as the timing you posted right before I got to work so that is fine with me. I've thought more about a character I would like to play and who will be fun to role play so he isn't optimised for combat though he is very useful with the banner and bardic performance along with Social Skills and Knowledge. He will have 1 rank in every knowledge skill by level 2.
Happy to do this on any weekday. I would like to Play a half elf Bard. Highly Charasmatic and pretty skilled. Not much of a warrior but a thinker and a leader. Not the way one would typically picture a Bard, think more like a politician with buffs in combat. I'll post more details once I get home from work.
Aeris on closer examination of the Copper Banded chest you realise it is the subject of an illusion spell. You seem to have overcome and find that the chest is empty. Insideon with a bit of effort and a lot of patience you fish out the jeweled brass key from the glass jar. You all notice that the blue stone key from the wicker basket has the same same runes on it as the Red lacquered chest.
Amenopheus does not look up from his book but instead waves you away with a hand, clearly not interested in indulging your curiosities. A servant brings the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plai n wooden door. The servant opens the door, gesturing to the room with a bow. A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.
I've been doing some searching (and I can be pretty blind at times so forgive me if this is one of those instances) but I can't seem to find a list of the Sanctioned PFS Scenarios. I found a thread which discussed it, I followed the link but perhaps things have changed and it doesn't exist any more. I would like to start running scenarios from season 0 onwards, one a week. Thanks in advance.
|