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   Welcome to the IC thread for Episode 3 of the Adventures of Teyth and Rhaegar. Waynab/Verrin/Xeran:  In retrospect, you should never have hired that one-legged cook by the name of Short-John Copper.  Something about him seemed dastardly, but the Annabel needed a cook after the last one died of botulism, and he was the only one for hire on that island.
 One-by-one, he turned Queensgangers against Captain Waynab, until he had enough of the crew to mutiny and take over the Annabel. Those four the crew did not trust were put ashore on the nearest island, which is where Waynab, Verrin, Xeran, and Cildad (Waynab's henchman, temporarily represented by a Gromtheb token) find themselves. The island is a strange one. Perfctly circular, it's formed of a smoothish stone and covered with algaes and seaweed, though there's no other vegetation. The sides drop off so steeply that the dinghy which escorted you off the ship could not beach itself, and Short-John forced you to jump from it to the island. The Annabel has sailed off to the Northwest (the direction Waynab is currently shaking his fist and shouting curses in). But the natural strangeness is nothing compared to the structure built on it, of which you have never seen the like. A vast metal dome, completely seamless, covers most of the island. It is covered with innumerable small holes, perhaps the diameter of a pinky finger. Looking through them you can make out a stone floor below. An arched entryway lies on the southern side of the dome, though there is a heavy metal door (with no visible means of entry) blocking passage. On the door is an inscription in a language none of you are familiar with. The Annabel is approaching the horizon to the Northwest when a much smaller sail appears on the horizon to the South-by-Southeast.  What do you do?
 Queensgangers Knowledge(Nature) DC 15:  The seaweed on the rocks of the island is deep-sea stuff, not surface seaweeds.  The rock appears to be petrified and highly eroded coral, though it has a more metallic content than coral skeletons usually do. Queensgangers Knowledge(Architecture and Engineering) DC 20:  The engineering of the dome is beyond ancient, dating back at least 10,000 years. Queensgangers Linguistics DC 25:  The script is Quadrapatian, an ancient offshoot of the common script. Rhaegar/Teyth:  You would have thought Tri'azoak, Chief of Hardstone Island hated you.  After all, he's known for his distrust of adventurer's generally, and you two have hardly endeared yourselves to him, what with first intercepting that slave-ship from the Pits of Qaz and then exposing his fake kidnapping of his own son.  But when he summoned you before him five weeks ago he said that bygones were bygones, and that he had need of sailors and warriors of your clear skill.
 He tasked you with intercepting and sinking a small pirate vessel, the Annabel, which had plagued a few of his merchant ships of late. He gave you 1,500 gold (already accounted for you in your possessions) and promised another 18,500 when you brought him their flag, figurehead, or the head of their captain. You haven't actually caught sight of the Annabel yet, but you've been tracking it by rumors in taverns, sightings by other vessels, and the hired divinations of various island shamans, witches, and priests, and you're pretty sure you're getting close. Ahead of you, you suddenly see a small island, perhaps 100 feet in diameter and rising at most 8 feat above the see.  It's profile, though, is shockingly circular, and more interesting is the domed structure rising above it.  (A crude reconstruction, as viewed through your spy-glass.  The island is actually that flat and round.)
 Crew of the Penelope Perception DC 15:  There are small figures, three or four, moving around on the island, though you see no boat. Penelopeans Knowledge(Geography) or Profession(Sailor) DC 15:  There's not supposed to be an island here.  It's not on any charts, and you've sailed past this way several times and never seen it before. Penelopeans Knowledge(Architecture and Engineering) DC 20:  The engineering of the dome is beyond ancient, dating back to the time of Teyth's creators, if not further.  You'd need to get closer to get more information from a higher-DC check.  
   Welcome As I said in the OOC thread, your party is a preexisting adventuring group, and has been together for some time, so when you introduce ourselves it won’t be “You see an elf.  He is wearing robes and a hat and is very tall” but rather “In the years you have known Sedelon, an elven wizard, you have found him to be a powerful mage, and but also haughty, and quick to anger.  He saved all your lives about a month ago with a well-timed fireball back in Adibidez—and has hardly let you forget it since.”
 The year is 21,602 by the Draconic Count, the 9th year of the rein of King Zaintzen Besterik ez da Zaporea, third of his line. Skirmishes are beginning along the Chavalujian border, MacPhail of the Thousand Axes raids the coastline, and hushed rumors speak of the return of Marhynyndimrhai-El, Lord of Skulls. But dragons, kings, wars, barbarians, and demigods are nowhere to be found in the small town of Besterik, a sleepy village of hunters and woodsmen nestled in the Groveswood. As the next town is nearly a full days ride, your group has decided to call an early halt to travelling and spend the night at the Long Cat Inn, a lovely century-old structure in large clearing a 20-minute walk from the town proper. You've deposited your excess belongings in your rented rooms, secured your horses in the stable (each of you gets a light or heavy horse, unless you bought a warhorse during character creation) and returned to the common room. The time is perhaps 3:30 in the afternoon. Please describe your characters and what they are doing.  
   This is the OOC discussion thread for the third episode of the Adventures of Teyth and Rhaegar (and Leda (aka Ledo), Verrin, Waynab, and Ahmose). Charcter Creation Rules:  The system will be Pathfinder.  Make 8th level characters.  Assign abilities using the following system, starting with 28 points.
 Each stat begins at 8. 
 Don’t forget that you get a free +1 to any stat at 4th level and another at 8th. You start with 33,000gp worth of equipment. Races are core only, and feats/prestige classes/spells/equipment are allowed from the Pathfinder Core Rulebook and APG, the Complete series, and the Compendia. If you want anything else, you have to check it with me by email beforehand. Yes, that includes Ultimate Magic, Ultimate Combat (when it comes out) and other Paizo non-core sources. No cheese builds, please, and no base classes other than Pathfinder ones. Do not roll your hitpoints, instead use the following algorithm: The class you are taking a level in has dX hit-dice
 Those of you who played in the previous episodes, please check that your existing characters match these rules.  Feel free to rebuild as much as you want, but please try to keep your characters as true to the original concept as possible.
 The World:  The world of Gerlari (I’d give you a map like Johnny’s, but I have the art skills of a brain-damaged wall) is a primarily aquatic plane, an infinite (as far as anyone knows) archipelago stretching in all directions.  The area you are in is culturally northwest-European, but a variety of other areas have cultures resembling many from earth (so if you want to play a Samurai or an Aztec jaguar warrior or whatever, that’s fine as long as you understand that your character is far from home.  You may choose a deity (if you’re a cleric or paladin) from any system (Pathfinder, Greyhawk, Faerun, etc.) but can only use domains from Pathfinder.
 Gerlari is a savage, primal world, and is, socially, far more medieval than the typically renaissance setting of D&D games. Think LotR humans, but with more plate armor and a lot more magic. If you want to be a swashbuckler, that’s fine, but expect some strange looks from NPCs. Each island has one—or more—ruler (whether they take the title, of King, Earl, Baron, Caliph, Sea-Lord…), and they are in a constantly shifting net of war, intrigue, alliances, betrayal, subservience, and the like. Adventuring parties such as yours are common, and to be an adventurer is considered an honorable profession, roving the world in search of fame and fortune. Most “nobles” do not have standing armies per se, but may keep one or more such adventuring groups on retainer to fight off monsters, wage war on their enemies, or retrieve magical treasures for them. A timeline of the events so far. Some of this has been retconned from previous backstories. ~12,000 years ago: Teythandraskahar was built and scrapped
 One final note: Please refrain from discussing the visions from Ep2Pt2 on this thread or anywhere else not in character. If your memories of that session are hazy, good, because that means your character's are as well. Which makes sense, cause it was 9 years ago rather than just 5 months.  
   This is the OOC Discussion thread for Blood Will Tell, an invite-only Pathfinder one-shot adventure. Character Creation Rules:
 Make aliases and post your characters here. I'm leaning towards having y'all be a pre-existing adventuring group, so try work your backstories together somewhat. Also, during character creation keep in mind that this is intended to be a more mystery/horror game, though there will still be combat aplenty. As for the world, as per my usual philosophy: whatever. As far as I'm concerned, the rest of the world other than where the adventure takes place is a blank canvas. Go wild. | 
 
	
 
     
     
    