Shelyn

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Hi everyone

I'm shortly going to be starting up this AP, and I wanted to see if there were any resources that listed the months of the year of the Imperial Calendar. I can't imagine that they use the same month structure as the Absalom Reckoning, what with a completely different primary pantheon and all. Any insight or resources/references would be a huge help. Thanks.


I generally adore how this game system works, but one point has been irking me. The size categories end at Gargantuan - which by itself would be fine, even if it were a little weird that a bunch of iconic monsters suddenly shrank down, but a specific rule has left me confused.

Gargantuan This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach.

The phrase "can be much larger" is sticking to me. Are there creatures in the bestiary or in any of the APs that explicitly state they're to take up a greater than 20x20 space, or is it meant to be entirely left to GM discretion when handling a Gargantuan creature? I don't necessarily mind if it's the latter, I just feel like I'm missing something.

Thanks for your help =)


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James Jacobs wrote:

Chalk that up to the fact that we were writing the adventure and developing it at the same time we were learning the rules. From an RP standpoint, some of Dahak's spells can be interpeted as being things he uses against lesser foes, though.

My take is that it's not an error, and that it's one of the benefits the PCs have for being 20th level when they confront him that he can't cast massacre on them as effectively. This helps to justify why the PCs are the ones taking him on and not, say, a less powerful group.

And of course, the avatar has PLENTY of other options available to use against the PCs. He won't be able to use all of his abilities in the course of a battle, after all, and the players will never notice that he didn't use a 9th level spell on them when he instead breath weapons and bites and thrashes and casts other things.

For being written in tandem with the rules is astonishing to me that everything is as functional as it is with only a few hiccups here and there. Thanks for the reply, that makes a lot of sense!


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First of all, this is such a good g#~ d*$n AP. This game absolutely stands alongside Return of the Runelords, Curse of the Crimson Throne, and Hell's Rebels as my picks for the best APs ever penned by Paizo. So, many hundreds of kudos!

My question is about the spell selection for Dahak's Manifestation at the end of the campaign. One of his 9th level spells is Massacre, which is definitely among the most badass spells in the game, no doubt. My question though, is that the text of the spell says it can only affect creatures up to level 17 when the PCs will certainly be level 20 at this point. Was there another rationale towards giving him this spell, or am I missing something in the spell's text that still lets it damage higher level characters. I know that there's the bit about dealing 30 negative energy damage to everything in the line if nobody dies, but it still seems underwhelming.

I'd love to know if I'm missing something here. If not I'll probably just switch out the spell for another damage dealing spell like Meteor Swarm or Storm of Vengeance, but conjuring a Dragonstorm instead.

Thanks!


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Just wanted to pop in and say that the big spread art pieces here are f!*!ing incredible. Well done.


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Always enjoyed the Forewords. The contextualized the adventure from a designer's standpoint really well, and gave me a sense of what to expect. I'm a GM that likes to change and play around with adventure paths, and I felt like they helped me do that, while staying true to what the designers liked about it.

I love more content though, very much support that.


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I had Meyanda show up almost immediately in the Adventure Path, running into the PCs as they were leaving Silverdisk Hall. One of my PCs was playing an Android, and the two of them got to talking. She would show up every once in a while, and eventually it had become clear that her and the PCs were on opposing sides, a fact neither her nor the PC particularly liked. A minor romance ended up forming between them, which culminated in her turning to their side at the final encounter of the module.

She accompanied them to Scrapwall, but unfortinately the campaign ended up falling apart. It made for a very dramatic climax to book 1 though. I played up her desire for true independence and almost built her as this Android saviour type. The PCs all really ended up liking her, which added a huge emotional weight to the last encounter.


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pocsaclypse wrote:
Unspaceman wrote:
The versatility in combat you get with the Brawler is kind of unparalleled, as long as you build your core feats properly
Not to derail the main conversation too much (but i will anyway) what would you consider building the core feats for maximum versatility? Ive only played brawler once so i doubt i got it right.

My personal go-to's are the following

Power Attack
Combat Expertise/Dirty Fighting
Dodge and Mobility
Weapon Focus
Combat Reflexes

6 feats spent, and you don't have to go in on them all the way. Those feats branch off into 90% of the martial feat trees in the entire game. For maximum combat versatility I like high Str and Dex builds, and don't forget that Brawlers can use a shield to bump up their AC, unlike Monks. Mithral Armor too, eventually, Kikko for the best Dex use, Breastplate for everything else.


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In my opinion the two most versatile Martial Classes are Brawler, and Lore Warden/Martial Master Fighter multi-archetype. The versatility in combat you get with the Brawler is kind of unparalleled, as long as you build your core feats properly, you can extend outwards into many different builds on the fly, without sacrificing raw power. Access to Combat Maneuvers when you need them, picking up Dedicated Adversary (PC: DTT) to bump up effectiveness against specific creatures, and let's not forget that Ghostslayer (PC: HHH) even lets you target Incorporeal Creatures!

But if you want more feats in your life, as well as a bit of knowledge, Lore Warden/Martial Master Fighter gives the eventual versatility of Martial Flexibility at level 5, but also a bevvy of new class skills to work with, the ability to focus down specific creatures with Know Thy Enemy, and the ability to negate critical hits at 11th.


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Chemlak wrote:
Unspaceman wrote:
I'm sorry Xanaver, but nowhere does it say "The GM must be fair."
Core Rulebook, Chapter 1, Common Terms wrote:
Game Master (GM): A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game.
Come again?

Well ya got me there, m8. I suppose my only counterpoint is "Fair is Subjective."


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XanaverForgedawn wrote:

It just appears that the item provided a benefit, and as far as our info goes, it doesn't appear to have hinted at this. The GM is being a dick, because the GM shouldn't decide how the players build their characters.

I understand that optimizing is an issue to some GMs, but this guy doesn't sound like a powergamer to me, so I see no reason for the GM to force him to take levels he doesn't want to. Is everyone else in the party being told to take levels in classes they don't want to?

Player's builds aren't sacrosanct. If they're in the world, they're subject to the same rules as the rest of the things in the world, and can be f+&@ed with by the GM. To defend the anonymous GM here, it sounds like something being done for the sake of the story, and GM expects OP to roll with the punches, just like the character is going to need to roll with the punches. I'm sorry Xanaver, but nowhere does it say "The GM must be fair."

OP, unfortunately, Sorcerer/Monk is just not a super effective combination, even if you're using Wis as your Spellcasting modifier. But, there are a couple of things you might be able to pull. First, I would argue with your GM that if you take Stormborn as your Bloodline, it should stack with Eldritch Heritage for the purposes of that feat, to make Thunderstaff function at 1/2 your character level. You now have "Mad Shocks yo". Use your Sorcerer spells early on to focus on the good utility, I'm talkin Mage Armor, True Strike, Expeditious Retreat, Shield. You thought your AC was boss BEFORE? Oh buddy, the GM is gonna regret that extra +8 he just stacked onto your head. Wanna keep up with the Storm/Flying theme you've got going? Alter Winds. You now have a 10-ft radius Aura of Anime Powerup.

Additional Traits! Magical Knack! Practically mandatory to make this anything other than a sadness generator. You're essentially going to become very very good at touching things with Shocking Grasp at this point, as well as flying around and basically being a badass with your Chakra unlocking. If you embrace the change, and do your best to add to the story, your GM WILL work with you (if he's a GM worth his salt) to make the transition as painless as possible. You're gonna fall off for a couple levels, but you're clearly not thinking on optimizing. The more levels you get in Sorcerer, the easier your life is gonna be. If you want, dip a level in a class that gives you All Martial Weapons known, (I'd recommend Magus. Your BAB will suffer, but Spell Combat is really nice) and when you hit Sorcerer level 5, start going Eldritch Knight.

If I knew more context about the build, feat selection, Ability Scores, etc, I could provide more insight, but that's good in a pinch.


Take the player aside privately and talk to them about it. The GMs and the PCs sign a certain contract when they go into a campaign, whether that be homebrew, or a pre-written AP. That being, generally, you will play along with the trail left for you. Explain to them the issue it's having, and the problem with them basically volunteering their character to sit on the bench, and ask if they would prefer playing a different kind of character that fits the events. But if they're playing a character who wouldn't participate, they should honestly roll a new character.

Alternatively, if you want to handle it IC, maybe if he goes off to do his own thing, the other party runs into an ambush they would have been able to handle with the absent PC there, and they get beaten; badly. Drive home how there's just too many for the PCs to handle, and if they had only been a full force. Maybe the bad guys jumped them because they KNEW the PCs were weakened without their other member. If you want to play hardball, you might even kill one of the PCs, really nail it in how this wouldn't have happened if only the absent PC had been there. And, though I've found the peer pressure option works best when corralling absent PCs, have THEM be the one targeted. They'll think twice about sticking places on their own when it's made clear how much danger that puts them in.


Hello again! It's been nearly a month, and we've taken just a liiiiiiiiiiittle bit of a break the past few weeks. Finals coming up really killed one of our players, and your humble GM has been KIA with eye surgery, which I highly recommend if you really are going out of your way to be miserable for a week or so. But, we're back posting episodes to the forums. I wanna give a shout out to all the people that subscribed to the youtube channel, and watch the uploads when they come out. It really brightens everyone's day when we see the views tick in, and we see comments left. We really appreciate it! Now without further ado, I present, my personal favourite session yet...

Part 8 - Poltergeist

A message/plea to ALL GMs out there; please, please, please, practice your voices, and take improv classes! Improvisational theatre is really one of the cornerstones of Role-Playing in the first place, but it gives many helpful tools especially to a GM. Learning about accepting and giving offers, saying yes, and accepting the first thing that pops into your head, are all invaluable tools for your toolbox as a Gamemaster for any system, not just Pathfinder. Most importantly, I believe, it frees up your mind to just, go, and will brings worlds of dimensions to your NPCs, really helping to immerse the players in your world.

As always, thanks for watching! Next week another session will be posted here on the forums, and if you don't want to wait for my lazy ass to come update on here, consider subscribing! We all look forward to seeing comments on the videos, and the forum, so if you've got something to say, throw it out there! Thanks a lot, and see you next week.


It's 2:44 am, my voice is shattered into 7000 pieces, I am an exhausted husk of a man, but more importantly, we got a new part of Strange Aeons up for your viewing pleasure! In this episode, we learn about friendship, cooperation, and the danger of bookcases. Oh so much danger. Now, if y'all are GMs following along, reading the books, looking at our videos, first of all, thank you (panderpanderpanderpander) but you may notice some things from time to time. For starters, you will see discrepancies between what I present in a session, and the material in the book. The simple reason for this, I view an adventure path as little more than a very well written series of blueprints. The leg work is done, concept, maps, encounters, and 50% of the execution is prepared for you, but, I started GMing on homebrew. And in homebrew, your greatest asset, is improvisation. The capacity to pluck an encounter, an NPC, a plot arc, right from your imagination with zero prep time, and if you know anything about improv, you know that you go with the first idea that comes to mind. So, occasionally, like this session, I'll get an idea, and I'll just run with it. I'll play it out, and work it into the story later (take notes, my 2014-present homebrew campaign would be so much cleaner if I had taken notes when I didn't know what the f*** I was doing). Sometimes an idea can be as grand as "A mysterious horned figure draped in parchment casually steps out of a writhing portal to the abyss, whistling as he does." or be as simple as "You notice a few spots of blood on the ground ahead of you that weren't there before..." Trust your instincts, GMs. Sometimes you'll crash and burn. But that's the only way they're going to be honed.

Part 7A - It Came
Part 7B - A Jarring Experience

That's all for this week! Come back again next week as the PCs catch the first horrifying hint of the true goings on at this asylum... If you've got something to say, we're happy to hear it, either on the videos proper, or here on the forums, and as always, thanks for watching!


New session up for viewing pleasure, one of our number wasn't feeling too hot so we ended up calling it early. It's just under an hour, but next session we were able to go for a good 2-3 hours! This session contains primarily RP interactions, character development, atmosphere setting, and world building.

6 - Bite Sized Tragedy

Tune in next week for more violent action, and steadily encroaching dread! As always, thanks for watching, and let us know what you think in the comments of the videos, or here on the Paizo forums!


My advice? You've got a unique opportunity to let the PCs experience what they're really capable of. Approach your group about running the base module as is, without changing. Let them kick some ass, let that party of first level bandits quiver in fear as the 4th level killing machines roll over them like a HURRICANE.

You'll get through the first module faster (your PCs will likely steamroll it), and honestly, what's an extra 9000 XP against the full 1-17 curve?


Just ask your GM. They shouldn't have a huge problem letting you know how closer you are to conclusion. Of course, knowing how close you are to the finale can be a spoiler in itself, so they may prefer you keeping yourself in the dark as much as possible.


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If you want to get the PCs clawing at each other's hackles, and looking over their shoulders constantly, here's my suggestion...

The first time a PC experiences a Nightmare within the walls of the Briarstone Asylum, add the following to the list of visions.

"The PC selected awakens in an unfamiliar area of the Asylum, in the middle of violent struggle. Just as the combat begins to feel won, the PCs feel a sharp, burning pain piercing through their back, into their lung, forcing them to gasp as they choke for air through their own blood, seeping into their lungs. They slump to the cold stone floor, and the last thing they see is a randomly generated PC standing over them, rapier in hand, dripping blood, eyes glowing a sickly yellow..."

If you wanna make it super fun, give every PC the exact same vision with the same PC acting as the betrayer. Then, when it comes for that PC to take their sleep... They're still the betrayer! Keep notes, so you can keep details of this fantasy combat consistent along each vision. For best effects, pick a major combat you plan on running later in the module, or later on in the AP. As soon as the PCs begin to recognize the environment, and their enemies, you know they'll be flipping their lids.


October is come and gone, and so comes a new part of our group's Strange Aeons playthrough! The encounters in this module have proven to be a godsend for GMs who like to cheat to win, much as I do! For the first time, the Amnesiacs pushed on further into Briarstone Asylum, at the behest of Winter, to try and find a way past the thick encroaching fog permeating the perimeter. Of course, it's never that simple, as they quickly discover they have numerous problems beyond Dopplegangers and Ghouls to contest with in these walls...

5A - The Birds!!!
5B - Three Burned Mice

We have no plans to stop playing this session anytime soon, though there is still one small encounter later on in the first module that sends shivers even up MY spine! Who knows if the party will make it past that brutal trial. I've dedicated myself to not pulling any punches this campaign, so who knows what will happen!? Tune in next time!


As promised, Part 2 of session 4 is up! Had a bit of an internet issue with uploading taking approximately 4000 years.

4B - Eye See You...


A new day, and a new episode is here to follow. I hope you like atmosphere, roleplay, and death, because I've got about 2 and a half hours of it on tap. The Amnesiacs finished their "day" helping out around the chapel, and getting a bit of information about their predicament from Winter. But they're far from out of the fire. In fact, they may find themselves slipping farther and farther into it. The primary source of their fear and confusion, not 30 feet outside the door to the chapel, rests a red curtain, behind which none are permitted to tread...

A lot of the APs that I GM, I find take longer to progress through a module than I see some others taking. Part of this is my unwillingness to progress through even short time skips without ensuring every PC has had a chance to have their input seen. The other part is, and this may just be the kind of player I am, but I firmly believe the most memorable moments in a campaign don't necessarily come from encounters, combat, or otherwise (though they certainly can!) Often the most personal, enduring moments come from roleplay between the PCs. Moments of downtime, where they take a breath, hash out their interpersonal issues, and begin to evolve as characters. Two years ago in a homebrew game of mine, the rogue tried to explain to the paladin how magic worked, and attempted to use cake as an analogy. For two years, the paladin has been pretty sure the wizard is a baker. This happened in a moment of in-between, a moment of downtime, and it was beautiful. GM tip of the week? Don't be afraid of downtime. Give your players a chance to get to know their characters, and get invested in them. If they're not that kind of player, that's fine. But if they are...? They'll never wanna go back.

4A - Long May He Praise
(Part 2 coming soon!)

As always, look forward to seeing your comments and questions on the forum, or on the video! Strange Aeons has been a blast to GM so far, and it's only looking to get better from here. Thanks for watching!


4 arms means yes, gods help the party, he gets 4 attacks a round. My advice would be subtly encourage them to engage in hit and run tactics, get information, get themselves out of there. Odds are he has the capability to absolutely wreck them, so I'd advise unless you're looking for a TPK, go a little easy on them.

The most likely scenario, rather than dragging them all the way outside, is they're going to have restored power to the Habitat Module before fighting hetuath, so if they do manage to kill him, then that's their problem solved immediately. You might also want to play up the tragedy of the Kasatha's situation. If any of the party recognize the symbol of Zyphus, they may be able to piece together that these things got screwed over, and might even try and communicate with hetuath. If they do, try and play up his insanity, his regret, and how he longs for his sky that was taken from him.

What is honestly the most likely however is that the party turns on the habitat module, kills the skeletons/hetuath, and they just never get up again.


I'm actually kinda disappointed by the Campaign Traits personally. I've grown used to Campaigns giving traits that are mechanically different, exciting, and usually a little more powerful than normal traits. This one being entirely static +1 bonuses to things was... Quite a bummer. Still looking forward to playing it though.


If your party is at level 4 at that point in the adventure, something's gone horribly awry. When I ran that section, they were barely halfway into level 2. Make sure you're calculating their experience correctly, because it sounds like something has gone a little off. The only way I can see that happening, is either you're throwing a LOT of random encounters at them, or you're given the total XP earned to each party member, rather than dividing it amongst them.


It's really unlikely Paizo would convert any of their APs over from their own brand system. If you want to play Runelords or CotCT (or really any Paizo AP) in 5th edition, I suggest converting them yourself. 5th edition is incredibly simple to do that with! My suggestion, check out WotC's official conversion guide for older editions to 5th edition. Hopefully this helps!

https://media.wizards.com/2015/downloads/dnd/DnD_Conversions_1.0.pdf


We've got a new episode up to peruse! "Praise Praise Praise" also known as, "The one where they almost get TPK'd." Rough fight this week, they did their best, but the dice weren't entirely on their side for this one, and it was stacked heavily against them in the first place. However, in good news... meet the debut of the "Volatile Boxer" Alchemist archetype (plus a little brain fart from the GM on one of its design aspects!)

In case we have any GMs that are a little antsy about killing off PCs on this forum, you see how you can manage fiats, while still keeping the atmosphere tense and honest. After all, this early on, it's better to use a near death experience to drive home the severity of the situation, as opposed to... well, having the game end 3 sessions in! Nothing fun about that!

Part 3

As always, feel free to leave your comments and questions either here in this forum, on on the video itself. Thanks for watching!


Sorry this is coming so late, we certainly didn't stop playing! From now on, all sessions will be posted here Thursday evening, around midnight EST, right after we finished the most recent session, provided we played. We usually play weekly if we can! If you want to see them when they go up, this is where I shamelessly ask you to click that little "subscribe" button, there! Ken's player (Nik) is the one capturing and uploading all the episodes, so big ups to him, cause god knows I'm too lazy to do it.

#LazyGMsUNITE

So, first off, I'd like to correct one glaring flaw with the first post.

Scott is playing an ARCANIST, with the Eldritch Font archetype, not an Alchemist. I don't even know what that'd look like.

Regardless, in this episode, finally above ground, the group continues their quest to prove their innocence; Kill three dopplegangers, bring back their corpses. Easier said than done...

Part 2A
Part 2B

As before, happy to answer any questions about our experience, and appreciate all thoughts on the session. Until next time!


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Hey everybody. I've been playing with a specific Pathfinder group for about... going on two years now, spread out all across Canada and the United States, and since we have an excess of Cthulhu fans in the group, I got together 4 people from said group, and began running Strange Aeons.

There's only one homebrew element in this campaign... First off, I've started the PCs with an alignment of "???". As soon as the first module concludes, we'll be talking about our characters and decide as a group which alignment fits who. Also, our Alchemist possess a custom Archetype. It may not be immediately apparent his abilities, but I hope you'll enjoy it as it goes.

THE PARTY

Nik - Playing Ken, Alchemist (???), Tiefling
Steph - Playing Azuma, Unchained Rogue (Knife Master), Kitsune
Derek - Playing Nevaeh, Time Oracle, Aasimar
Scott - Playing Renza, Alchemist (Eldritch Font), Fetchling

Part 1

If anyone has questions, or thoughts, please, I love hearing conversation about my games, and I know the players will enjoy it as well!

And obviously, SPOILERS AHEAD!


Name: Raine
Character: Changeling Monk 3
Adventure: Fires of Creation
Location: Garmen's Warehouse
Catalyst: Garmen Ulreth himself.
The Gory Details: The PCs were chasing after Garmen through the warehouse, and the Ropefist thugs were baiting them out through doors into position for sneak attack. Raine stepped through the door, and Garmen was waiting invisible, prepared action went off, and STAB, took her to 2 hp, she tried to acrobatics out, provoked an AOO, and was killed outright... She was later on resurrected with the scroll promised by the town to the PCs, but... ouch!


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Name of PC: J.D
Class/Level: Human Sorcerer 7
Adventure: Shadows of Time
Catalyst: "Lovely" Xanesha
Story: We ascended to the top of the Shadow Clock, ready to confront the leader. Of course, Xanesha was waiting for us, invisible. Surprise round, crit with the spear, dealt enough damage to kill J.D outright. The rest of the fight was... brutal. Incredibly brutal.


The Eye of Abendago. The COOLEST and most mysterious location on the map of Golarion and to the best of my knowledge virtually nothing is known about it. The overarching lore implications are overwhelming, and gosh dangit, I wanna go in the hurricane!

The Test of the Starstone. See above for rants about lore implications, etc etc etc. Think about the limitless possibilities for the greatest Mega-Dungeon Golarion has ever seen!


Grumpus wrote:

I just GMed my first session this past weekend. They identified the brown mold and so far have just avoided that area.

They also seem to want to just camp in the cave instead of spending 10 minutes to get back to a comfy bed. I tried to call out that the caves are musty etc. I wonder if the urgency of rescuing Khonnir makes them not want to leave as they may be seen by townsfolk as lazy or not caring if they don't spend every moment focused on his rescue and instead goto a tavern or the gambling hall.

Keep in mind the Skulks in the area might not appreciate newcomers to the caves setting up camp. Perhaps play up how disturbing omnious that hole to the Darklands is. Under the Black Hill should feel like a dangerous area, and it's filled with the bones of adventurers who have come before them, and failed. Don't be afraid to ambush them during the night to get that feeling across.


My advice as a GM currently running a Hell's Rebels campaign.

1. The takeover of Kintargo could quite easily be perceived as unjust, if not unlawful. The clear violations of basic human rights, as well as the near transparent deposing of the previous Lord-Mayor. It could easily stir a citizen to action, to do what's RIGHT for the people and impose new, just, and lawful rule.

As for 2...

This is where the real problem playing a Paladin comes in. Execution of the unconscious might be against a Paladin's moral code, depending on how your GM ruled it, and how big of a deal you want to make it in RPing. Something to consider is that you are essentially in war-time, and that peaceful protest, and coddling your enemies does no good when they will not be showing you similar mercy. I would agree with the idea that Irori is not necessarily the best choice for a Paladin in this game, however. Shelyn would be a nice choice, Iomedae as well, though keep in mind the Glorious Reclamation plays no role in the AP itself, and my personal favourite choice for a Paladin in Rebels, Sarenrae.

I'd also consider talking to the player who's running the Vigilante. See if you can get him open to holding off on the kill-crazy executions. If you can figure out how to craft an interesting character arc for the both of you, the campaign will be richer for it.


MY GROUP

We started with...

Soren Tascoy: Lawful Good Rakshasa-Spawn Tiefling Bard (Negotiator). A local lawyer who works exclusively pro-bono cases for oppressed Tieflings in the Devil's Nursery.

Niara: Neutral Tiefling Hunter (Packmaster). Born into one of the only well-to-do Tiefling families in Kintargo, her father planned to marry her off to a cleric of the Asmodean church, in order to better secure his own political standing. In open defiance, Niara instead became an... open, and very "active" worshiper of Calistria.

Eclavimar Do'Nocticus: Chaotic Neutral Drow Cleric of Nocticula (Demonic Apostle). One of Nocticula's Chosen among Drow society, Eclavimar began to hold notions some might consider to be heretical... Her god longed for something better, a Demon Lord sought, if not redemption, a different path in life, perhaps even one that would lead her to Divinity. As an experiment, Nocticula took her mightiest Cleric, and stripped her power and knowledge away, commanding her to Kintargo. If her greatest Cleric can find a new path on her own, surely it would be possible for Nocticula herself...

Two sessions later, we got some new players!

Halvar: Chaotic Good Human Barbarian (Urban). The player was somewhat new to RPGs and had a limited backstory, mostly limited to "Halvar Smash." Actually a very intelligent person, Halvar liked to exude an air of savagery, more in line with what people might expect him to be, so he could take them off guard.

Nathaniel Julistarc/Marquis: Lawful Neutral Human Vigilante. (Pretending to be an Aristocrat for the first several sessions.) Once a respected member of the Julistarc family in Westcrown, cousin of Ocatav, though talented in almost anything he put his mind to, it became clear to his father that Nathaniel would rather spend his time flirting around. After a particularly humiliating encounter, Nathaniel was banished from the family with the promise of death did he ever return... He's been in Kintargo for two years now, and recognizes the Thrune takeover for what it is; an unjust, cruel conquest of the city he'd grown attached to.

Unfortunately, there were some real life conflicts in the group, and so, Eclavimar and Halvar had to leave, to be replaced by...

Verulah: Chaotic Good Human Alchemist (Chirurgeon). A kindly old woman who never quiet let that spark of mischief and rebellion leave her heart, when she saw the injustices done to the city she could hold her tongue no longer, and threw her lot in with the Silver Ravens.