Hmm, something that amuses me was that you could do that and then go into Exalted. 15 levels, then 5 levels of Exalted, for a total of 3 prestige classes, plus you would get all of the Exalted and all of the Evangelist boons right? Could you take a 1 level dip in Sentinel to get access to every single boon by level 20 or is there something that stops that? Edit: http://www.d20pfsrd.com/feats/general-feats/deific-obedience The way that's worded makes a RAW reading mean you'd get Evangelist + Sentinel but not Exalted .
Hmm wrote:
Easy enough to send a horse or something in first, that's my approach to trap triggering without a rogue
Evangelist levels stack with Oracle levels for determining class features etc, http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist #TOC-Aligned-Class-Ex- If you mean the Favoured Class bonus, then sure I lose out on 5 levels, but it's worth it for being able to duplicate my animal companion. Which makes me curious about this:
Because that would let your Evangelist count for 1.5 every level (half for Evangelist, 1 for Aligned Class), obviously you lose one at level 4, but then you're back at level 6 and ahead from there on you're ahead of the curve. You'll get the 15th capstone at level On Dual Cursed, the only major one is Perception which you can get with a trait, I have a spare one I had just took reactionary but I can always take something that gives me it as a class skill. Quote:
1. No idea 2. Definitely taking Primal Companion at level 1https://www.dropbox.com/s/ib35osrlkjw44ly/Anahita%20-%201st%20Level.pdf?dl= 0 If you scroll all the way down you'll see the current Feat, Revelation, plan Edit: If I do go Deaf then I can't see why I wouldn't also for Wolf-Scarred,
Rogar Stonebow wrote:
If I take wolf-scarred then I need to dual curse to get deaf otherwise I suffer 20% casting failure on verbal spells. I don't think your bite stays with you if you polymorph since your swords don't. Quote:
In my current build taking Legalistic and Tongues, Legalistic is hardly a curse, and Tongues will be improved over time, for that I get the benefit of the two extra revelations. Also, as Oracles are only proficient with simple weapons anyway it seems hard to use them in melee without doing the shape shifting which makes me think I should take that at level 1 instead of Prophetic Armour. When in wildshape do I need to take things like multi-attack or do I just attack with the animal I'm using?
So if I go down the STR over DEX should I take Wolfscarred/Deaf combo and if so what one should I never improve, before I was going to go Legalistic and Tongues, never improving Legalistic. I've never played a natural attacker before so I don't know how it works, if I wildshape do I lose my wolf scarred thing? When I attack with my bite do I get to attack with my swords as well? Should I use the Celestial Servant feat at level 1, obviously Deific Obedience is at level 3 can't do anything about that, or Extra Revelations at level 1?
Rogar Stonebow wrote:
By forgetting about that ^^, thanks Quote:
The other party members are Brawler, Fighter, and Sorcerer Does this build then fit? STR 15
I'm not sure if I should go wildshape, or if I should go for the revelations I've thrown in there, I was thinking Prophetic Armour is really good since I won't get the DEX penalty to AC if I do wildshape .
Hi, I'm looking for some help on a Lunar Oracle I'm building for Emerald Spire. Before I go into everything what I basically can't decide on is my curse(s) and whether to have high DEX or high STR. What I currently have is I'm playing a standard Aasimar, taking all favoured class bonuses into the +1/2 level to Animal Companion, going into Evangelist at level 4, worshipping Erastil, so that at level 9 I can duplicate my 13th level animal companion. Here is the dropbox link: https://www.dropbox.com/s/gpa8auztjdzk4is/Anihata%20-%201st%20Level.pdf?dl= 0 I rolled the stats and got 16, 15, 14, 13, 11, 10 I was going to be ranged because I thought I got the proficiency from Erastil but that's only clerics, then I assumed since I get wild shape at some point it might be best to go STR instead, but then I was wondering if you could build natural attacks but then I have to be deaf and wolf-scarred I think and I just got very confused, but then I think that perhaps DEX makes more sense. I took a tiger for an animal companion btw. Advice? I'm not sure Prophetic Armor is the best to take at level 1 as an extra revelation as well.
It has always bothered me that all elemental touched and plane touched races are medium sized human copies. No dwarves or elves with celestial history in their past, no drows or duergars with demon heritage. Instead of plane touched and elemental touched being races, I believe they should be templates, this allows them to be applied to any race and you can have a gnome whose mama ran off with a water elemental. The concept I think is perfect, there's not even any tribes of those creatures in Golarian outsides of the planes they are part of. However the issue I am having for geniekin and the such is that it's really hard to 1. balance templates and 2. give a reason why everyone wouldn't want to take them. I don't mind some races being in general weaker than others but I would like that all the templates have specific things that they are good at. The concept I've been throwing around is each has a primary and secondary attribute. So: Earth Heritage:
Water Heritage:
Fire Heritage:
Air Hertiage:
As well as this what I'd obviously like is some general bonuses as well, for example Air heritage could have +10 feet base movement when you have a fly speed. Water could have something similar for swimming and Earth for digging. As well I was thinking of either doing it specific by class so Fire might have extra rage rounds as a barbarian, Earth might give them a bonus to CMD against movement while raging, Air could be movement speed or bonus against AoO/acrobatics, and Water, etc. Obviously if you do it by class instead of only having a couple of changes you're making the heritages much more complicated as well as coming into issues with Archetypes, but it allows the heritages to be interesting between plays as you'll have new things to try out with different classes instead of flat bonuses. Also I'm not sure as I said how to balance it to stop all my players having celestial and fire heritage in their family tree (as I would like the templates to be stackable too). Help and thoughts?
Thanks Liam, your points on the ways character would get knowledge due to the hook that brought them into Sandpoint/[appropriate starting location] is something I certainly find useful when giving my players background info. DundjinnMasta wrote:
Yeah at this point when I'm scrolling through the thread I'm realising we've been far too caught up in arguing whether or not my players should be told spoilers rather than getting the descriptions I was looking for, I think we should move that discussion somewhere else or discontinue it for now in any case. I'd be honest here and after the party wipe at RotRL my players wanted to go make their new characters before even knowing anything at all
There are 28 (then 3 you can't take with others Ninja, etc) base classes, so Alchemist 1
That's 28, now I'm pretty sure there are going to be some alignment classes there. After that I'd start taking the prestige classes you qualify for (1 level only), or the NPC classes if you're allowed. I think that'd be the least powerful level 40 character ever.
Not to mention Gr4ys last post was in 2012, can moderators or admins edit post over 30 minutes old? Perhaps it would make more sense to have an index off board since you can't edit things, the more I'm looking at the other forums for Adventure Paths the more I realise that the Rise of the Runelords community has clearly produced the most incredible content (and the only one to even need an index of community created content).
Orthos wrote:
Because I'm not giving them extra information, the only thing they're getting is as if their character had already played through what they personally had played through. They aren't seeing into the future, they don't have magic knowledge of what things are going to happen in the adventure that no one could predict. Quote:
Except that getting to level 3 and knowing that you fight giants at level 12 are completely different things. I'm not talking about a character retraining or being switched out when they're 3 books in, I'm talking about happening prior to the end of book 1. I don't want a character walking into the door of the Misgivings playing a fighter and because you've got this whole expectation that characters must be appropriate for the encounters they'll walk out and be like "My fighter can't do anything here, I'm unhappy, I want to play a Cleric/Paladin instead" You've completely missed by point on why I'm doing this anyway, someone could minmax by accident anyway but I said originally that what I want is players to be surprised and not be like "Oh how handy I have the giant slayer trait and now we'll be fighting giants from now on", to me and to my players it completely breaks immersion. While you have said before that when you find out you'll be fighting dragons and giants it makes you excited to fight them I would much prefer if instead of being like "Oh I hope the giant is inside this dungeon because that image on the front was so cool" or whatever I want them to be like "Giants?!?!?", it should be a surprise when the captured rangers let them know. Instead of being something they expect or a ranger being like "at last". In fact the only reason my players know any information at all about the campaign is because they make their own characters and the value of them making their own characters is more than what they lose out on in terms of approaching the adventure blind. Otherwise I could make and give them their own characters (but that's a terrible idea for a whole bunch of reasons). There are upsides to knowing about a campaign before hand "Oh I've heard about this invisible demon apparently hate her", but the way I like running mine is with the players in the dark. I just don't think that one: the chances of a player being unhappy and two: the effectiveness lost, from players not giving enemy information outweighs the gain from playing through the campaign like a story. Quote:
I mean, that's definitely a spoiler, it's just that you don't care if people know that. It's revealing information from later on in the campaign that you wouldn't know at the start of the campaign. I'm totally okay (well minus what I said earlier) with spoiling things like the type of campaign (horror/adventure/etc) as I've asked for people to help with, but I'm not okay with letting people know the composition of enemies later on so that they can choose classes so they don't feel less effective than they could be. zimmerwald1915 wrote:
The giants thing is just an example but as I say in the quote the players traits are so good at tying in the most random of characters to the story that I let them have the guide, I will in fact speak to the fact that I was playing (me with two characters and just one other as DM) through Shattered Star today and my friend and during the very first section with the box, I immediately knew what was happening because of the picture in the player's guide. It totally ruined for me any kind of shock I would have gotten. If I had the time or inclination I would have sorted through the traits or created my own, I mean look at things like Monster Hunter, "Oh sorry guys, can't be going to Magnimar I'm off to be finding some magical beasts" I would vouch that the Anniversary edition is very good. Edit: Also something like favoured enemy is something a DM could easily work with a player to retrain.
Poldaran wrote:
But there's no sink for continual flames so every time someone makes one boom goes a torch, even a small town would be buying them for lamps in the street, every time anyone made one in thousands of years it's been possible they're just piling up, there should be a huge glut of them
Druids like plants and growth right. So a farmer who wants to be competitive offers a druid 10% of the profit from harvest if the druid will cast plant growth. The druid spends one day casting plant growth boosting it to 133%, and then gets 13.3% of harvest profit, the farmer is more competitive than any other farm and a whole lot richer. The druid should then do this with every farm, spending months travelling around the land covering huge areas with the spell, both appeasing the druid lords and also appeasing the farmers and themselves. The whole Kingdom would become more competitive and the population could go up. Neighbouring Kingdom sees this, but they're anti-Druid so they instead Craft a magic item that can cast plant growth 5/day or something and has a payback period of 5 years (if someone could actually work out how much 1 mile diameter circle of crops produces in a year that would be great (I mean seriously the spell seems designed in a way that makes it seem like the knowledge of that has to be somewhere otherwise how would a player ever use it)), and boom, that proliferates until every Kingdom and everywhere has 33% extra growth, this should happen in like every industry.
The economy, I want to see how the world is affected by readily available magic and large bodies of pious church goers with direct commandments. Druids in every village/travelling around for plant growth? How do prices stay so static when there seems to just be an exponential increase in goods produced a wizard can create more than they could ever possibly consume. Really interests me because as far as I'm aware no one seems to have acknowledged there even is magic in the world from a peasants perspective. I mean what kind of demographic split are we talking between those with class levels/npc levels and 0th level npcs
Again I'm glad we're having this discussion as I can definitely see your point of view. Quote: So, my spacer character was COMPLETELY USELESS in this adventure. He had ZERO relevant skills (with the sole exception of gunfighting, but the space marine was WAY better.) Because I'd used so many character points on my own spaceship, I was significantly weaker than the rest of the party. My role essentially became the guy who was always cracking one-liners and failing skill checks that I had no ranks in. For me, this game was a real drag. Now I totally understand the feeling of being useless in a fight, my own example of pacifist Cleric turned Evil was probably even worse by comparison in your own fight, however this is the kind of thing I hope to avoid by focussing less on the mechanical aspects (a ranger being upset he doesn't get his favoured enemy bonus often enough to justify the balance of the class or whatever) or in this case you building a ship specialist and fighting on land and more about the character. I certainly felt that if I had been a Cleric of Evil from the get go I would have been hundreds of times more fit for combat than my other character but then I would have missed so much of the dynamism that comes from a character being placed in somewhere they're out of place. For a man whose spent his life in space being grounded on earth is something that should open a variety of roleplaying and even respeccing opportunities (like I said my DM let me switch from Cleric of Good to Cleric of Evil) that you really wouldn't have from someone who was designed to be in that situation. I didn't swap the Cleric out because I wasn't good at battles or healing (in the end she died while we were being seiged) even though I know I could have designed a character more capable of battling or gone with another Good Cleric for the healing (this was 2e by the way). I have to disagree completely with your DM on refusing to let you switch your character as I am all about facilitating what players want if they want to change later on, as I said I totally understand giving the players the book so they can just read through it so no one could ever feel out of pllaceomething like that if your DM is not going to work with you if you're unhappy. Certainly there's so much you can work with like a spaceship crashing into the planet, etc, and as a DM taking away your spaceship like that is just unacceptable, it's kind of like taking away a druid pet (which sure happens sometimes) or an eidolon, a wizards spells, removing a class feature for the entire game is very different from your character not being optimized. Quote:
But that's exactly why I'm here, I'm looking for spoiler free summaries exactly so I can tell my players what kind of game it's going to be.
tbug wrote:
I thought they didn't open the will until after the players arrived. Also does anyone have a good map for the outside of Harrowstone, the Harrowstone grounds. I've got the ones for inside but couldn't find any ones for outside.
Chief Cook and Bottlewasher wrote:
Rise of the Runelords is the only example I can really use, my players would know there are goblins around Sandpoint, that is common knowledge, no to be honest I wouldn't mention aberrations or giants just so a ranger could have a combat bonus against them. As I said my players certainly are not making broken OP characters, nor minmaxing through the roof. The first time we played Pathfinder we had a Gunslinger, Barbarian, and Magus (with the Gunslinger joining in some way into part 2), the biggest issue I had with that was that the players had rolled up evil characters which is definitely showing off my noobiness and I was finding it difficult for them to not try and switch sides or try and sabotage the town, etc. When I mentioned how multi-classing works in Pathfinder I ended up with them being like Gunslinger 1/Rogue 1/Gunslinger 2/Rogue 1, and the same with Magus and Sorceror. They party wiped at Thistletop (well the Magus got away) because they decided to sleep at very low HP in Thistletop, I did give them warning ("are you really sure you're going to sleep in this hostile territory" a couple of times). When they rolled up new characters I tied in the Sheriff wanting them to go find out what happened to the other ones, and then when they returned they get swept up in the murders, I wasn't even using campaign traits but didn't really find much of an issue keeping them interested in the story and wanting to continue when they weren't evil. Landon Winkler wrote:
As I say above I definitely did realise that evil characters don't work in APs which is something that I didn't know so I totally understand your point there, I do feel like it's very much on the GM to tie in the plot to the characters the players come up with. My players are used to a much more open world type of campaign than APs so I do have to throw things here and there to make sure this is waht their characters want to do. Orthos wrote:
While you've raised a lot of good points that I never fully considered before, I really don't want players to be building characters with the concept of being mechanically superior. It's just not something I'm interested in facilitating. I want real characters who aren't so 1 dimensional to be only invested in a plot so they can smash giants. And considering that at least in Rise of the Runelords giants don't appear until very late then unless the hated enemy (in this example) is a consistent thing that appears all the way throughout the AP then you're always at risk of a character going "Boy we're not killing giants any more I'm done, or why am I fighting goblins in Thistletop I hate giants". Also I would probably never have a plot involving players only being motivated by being hired, it's a hook I guess (not a very good one) initially but it's going to be more than hating an enemy as a driving force behind their goal. I wouldn't really want a character like that in a party as it can easily become derailing (like the Rogue who only cares about money and so we all have to suspend disbelief when she isn't killing the party in their sleep and making off with the dosh). Not to say that if a player came to me and said I'm going to be all about brutally murdering rats for my new character I'd just turn them away, but I'd hope their character has more than that tying them to the story. Obviously I let my players read the player guide even if I disagree with some of the stuff it reveals just because the traits are a really good first chapter hook. This is not to say I've not had experience with a character who is not right for a plot, I've played a few in my time, and the three evil characters we had just were not meshing well with Rise of the Runelords. I will point out that even knowing all the way up to Thistletop when my players made new characters you just don't see metagame builds from them: Here are the character backstories for who they went with the 2nd time: http://pastebin.com/pbeY66kM Morrigan (Sorceror) http://pastebin.com/t4Kzhz3F (Fighter) http://pastebin.com/RrwSmscE (Alchemist) I get your point that players might feel detached from the plots in certain situations, but I don't think that encouraging them to metagame character create is the solution. For the big bosses and stuff I really hate revealing there's a single mastermind as opposed to a group or all unique events or really treating it as a game rather than a story. I'm not a fan of movie trailers much for the same reason, obviously because people have limited time in the world we need trailers but if you say hadn't seen the Godzilla trailer then the big reveal with the flares would be way more impactful. It doesn't stop them being enjoyable but it certainly lessens it. With roleplaying games since the DM is in charge limited time isn't really as much of a factor since we're playing through it regardless of what the players think. You don't reveal the whole plot to see if players would want to play it this especially true in APs but I think it applies in homebrew as well. The biggest problem with APs which is why I wanted spoiler free summaries is that unlike open world homebrew campaigns it's a lot harder to accommodate players current desires. If they want to try and take this part half way into Book 3 via diplomacy it just might not be feasible, or if they decide the sword is the way to go during a meeting with Royalty again it can mess up the whole plot irreparably (like joining the enemy in Rise of the Runelords). Lord Fyre wrote:
I really think the traits do all I need to do for starting a campaign, everything else is up to the GM to make it interesting. If my player wanted to play a Viking Mariner tomb raiding in Egypt I'm not going to say no, if he asks me some questions like "Will we be aquatic a lot" then there's nothing wrong with me letting him know that the majority of a story is in a desert country. Just letting people know the starting country and city and local knowledge (that they would have depending on traits) is enough to build a character, but if he wanted to keep playing a Viking Mariner, I'm not going to stop htem. Now obviously I haven't played or read every AP so I can't say if traits don't the job they need to, but since you are playing a game players are definitely willing to be malleable in their character arcs for the continuation. I know myself when I played roleplaying for some absolutely stupid reason I threw up a Cleric who had a problem with murdering people (part of the reason was the characters alignments were "good" and I wanted to show what good could be plenty of other dumb stuff like this), and straight away that clashes severely with the party. But that character managed to stay with the party for ages and even eventually became evil, with a DM and player working together you can change almost any character to be suitable, in this case going from a Cleric striving for Immortality and a cure to Death to abandoning her God and picked up by a God of Death. --- Maybe if I've had more experience with characters not being suitable because of something like hated enemy or the domains/God of a cleric or something, but I haven't. I've had problems with alignment that I can see straight up but apart from that I really don't want players to build a character like that.
If I was doing it I would have a big list of all spells, first sort them alphabetically. Then I would sort them by level. Then I would assign them to classes. (such that the list would read: Air Bubble - Cleric, Paladin, Wizard, Arcanist
No class would get a spell at an earlier level than another class without specific class features (like select one 2nd level spell available to Bards, Clerics and treat it as a 1st level spell) having a ton of different spell lists is pretty dumb, there's got to be a better way of restricting power (like granting access to spell levels at a later date). The one flaw I might agree on is that instead of classes in some cases you could have Class (Sphere) or Class (Domain), not really a flaw more extrapolation though
Carrick wrote:
Being moderate and then smiting things are mutually exclusive
Is there a collection of community created content? Coming from Rise of the Runelords they have a thread full of fantastic stuff. Also as far as I can see it doesn't say where the Professor's body was found (my players immediately wanted to investigate), nor why they waited 16 days to bury him. Edit; Seriously though there's like no collection of changes unless you search through the thousand posts in the GM reference adn even then
Haladir wrote:
Suppose I have to disagree with you there, I definitely don't like my players designing characters around what will be effective for the campaign rather than roleplaying. I'd hate someone to play Carrion Crown as a paladin just because they think it'll be OP. I don't mind letting them know they will be in tight spaces or be very diplomatic because that doesn't give much away at all, but anything more than that. CaelibDarkstone wrote: I will agree to disagree with you on that point, RMcD. An ancient evil stirring is a time-honored idea, and also one that should be obvious fairly early on. From my perspective, which ancient evil is stirring, how it is stirring, and why it is stirring, is the interesting part. For people as new to roleplay as my group (only played one homebrew 2E campaign other than mine, I have say that it totally ruins the players slowly dawning on the realization that there is more than meets the eye to this. Quote:
I didn't let my players know the title of the chapters or books because that's super OP. "What's that DM, the next book is called Skinsaw murders, guess we know what to look out for, wonder who'll be getting murdered". Again, choosing favoured enemy because of effectiveness is something I really find iffy, would the character have hated giants if the book wasn't focussed on fighting them? It's just really lame and I don't want to see some of the great ideas for characters be squashed because they want to make sure they're hitting the hardest. I don't know enough about the full campaign or have a history of DMing to describe it, which is why I made a thread for it. I'd probably do more about the experience, so light "dungeon raiding" with city focus or something for the first part, mentioning goblins wouldn't be an issue since that's part of common knowledge about Sandpoint (rather than you know giants!!) . Skinsaw murders is obviously just classic horror, wouldn't even mention the title though.
These are absolutely some fantastic comments and insights guys, you've given me a lot to think about, especially how Golarion seems to not have acknowledged magic. I don't know how common wizards/magic are meant to be in Golarion (pretty common considering you can buy spellcasting), but you'd figure every farmland would have a druid just for plant growth, employed either by the government or by a farmers group to go around and cast it on the acres and acres of farmland. I never even considered a Church resurrecting, say, Napoleon after their death, you would think every ruler would praise and shower the Church just so they could get immortal reign.
CaelibDarkstone wrote: Frankly, I think the descriptions you linked to aren't super spoilery. Most of the spoilers you can either figure out from the covers and AP book titles, or you'll know by the end of the first book. Knowing a little about what's coming also helps you make characters that better fit the story. If you want as few spoilers as possible, though, you can just stick to themes. Thanks for the summaries but I would definitely disagree on the one I know at least, Rise of the Runelords there's nothing in the first book that remotely hints at giants or anything like that. Straight up saying an ancient evil is stirring is just lame in my opinion, you don't want the players to know that kind of thing you want them to conclude it.
Stebehil wrote:
Also used those haunts and my players really loved them, been using all the maps and stuff from here too, shout outs to everyone (I record them and post them on youtube too and gave shoutouts there). I do have to seriously wonder as I was looking at other adventure paths and none of them have a community created content thread stickied, why not? This has been more useful than all of the GM reference threads combined!
Hi, I've recently ran through some of the Rise of the Runelords and though I greatly enjoyed it I don't want to tie in new characters after we had a major party wipe, what I'd like to do is let my players vote or choose on the next campaign but the issue I'm having is that all the descriptions for them are super spoilery, even the ones here: http://paizo.com/pathfinder/adventurePath Straight away the Rise of the Runelords one gives major spoilers as to what's coming, especially giving away the sin thing which I was extremely proud of my players for figuring out themselves.
darkwarriorkarg wrote: That's because the lists cross over. What are you trying to accomplish? One of the concepts I have is that what's keeping the world stable is that it's drawing upon the inherent magic of the universe and in doing so is using up the arcane magic which would normally allow wizards and the such. I'm not really trying to accomplish anything specifically with this but I'm curious if it will work without breaking the system. There surely should be a list somewhere of those only divine and only arcane I'd hope.
Hi, I was experimenting with some ideas for a campaign I might want to run in the future and I'm wondering how a world without any arcane magic would develop, what important spells are missing that shape the way civilization exists, etc? I couldn't find a list of spells sorted by arcane and divine so any help there straight up would be great. Anything else that I'm missing that would be different?
In RotRL I had one person play two PCs, they ran through Black Fang's Dungeon prior and so were a little higher level, as soon as they got to Erylium they died but they weren't playing very smart there so I definitely think they could have got it, and Erylium party wipes pretty regularly. Same person then played through some of Jade Regent with two PCs then I threw Walthus on with them, seems to be doing fine.
Y47 wrote:
If you believed there was a ship, why would you start doubting if it was called Rising Seamen, I mean, unless it was called F&$& you Mr guy who is asking me about this ship name on a Tuesday, I can't see why you'd ever need a bluff check. It's stupid that a high enough bluff roll could make them believe it was actually called "This is all a lie I don't have a ship"
Vanykrye wrote: Running away...against a fly speed of 40 with good maneuverability. Not saying it can't be done. Just that it's very challenging. Particularly for a 1st level party. Assuming standard movement speed of 30 feet, party will run 120 feet every round. How would the Shadow be able to do anything, he could run ahead (at which point they'd change their direction), never could attack.
The problem I had with Mal is that the spell is an 8th level one, and needs an anti-magic field or mage's disjunction which is way high for the party level. I ended up being at a major loss as to what they were meant to do with him other than shut the door and leave. Even if he charms them to help him they can't do anything to help.
I'm not sure what everyone plays this game on, but if you play on Roll20 you can copy and duplicate the maps. You could build the whole campaign on Roll20 and then make copies of it. If the person who created it is a Mentor (I am) then it'll have dynamic lightning and stuff for others who have that, but if the person doesn't have that then no one gets it. Roll20 could certainly do with some work but it's certainly fantastic for playing modules because everything can be there and ready to go, with appropriate handouts for the GM to reveal when he has too.
Without hesistation the tengu springs away catching themselves on some nails but the adrenaline and fear numbs the painful injury. Seeing the blur of movement and smelling the fear the dog before merelda and litsy is triggered from caution into instinct breaking into a furious attack on the closest target, that being Litsy. 1d20 + 3 ⇒ (4) + 3 = 7 1d6 + 3 ⇒ (6) + 3 = 9 With a savage blow to the dog Variel knocks the wind out of it before making his way away from it. Whistles heard in the distance marks an escalation of danger and quickly slipping grasp of remaining time.
so to double check.
Beorn will take a crew of miscreants and protest the excruciation at or past curfew to draw some of the guards away while the other three or four enact vwngeance. Is that right?
Sense Motives! 1d20 + 7 ⇒ (9) + 7 = 16
Getting down to business as you start working out how to deal with the letter, your injured teams and considerations towards a larger, more easily defended hideout, Merelda, Castor, and Litsy get to work narrowing down the suspects of the letter sender. Merelda's intentions are pretty clear from the outset and between this, a lack of desire to get too rough just yet, a lack of knowledge about the group, and a splitting of duties between quietly gaining support for the Ravens and trying to weed out the mole she doesn't luck out in finding anyone particularly suspicious. Litsy and Castor however do run into some luck. One of the mercenaries, a one Morghar Manthai seems to stand out from the rest. While with his brethren he's just as loud, surly, and dangerous. But when things quiet down or he's alone on some assignment or another he acts differently. Castor has caught him on more than one occasion squatted over large rathole discovered when Reed was killed. Each time he simply stares for a moment too long down the hole before stiffly getting back up and getting on with business. In Litsy's case when she asks about places he's seen in the city things don't quite add up. For example when he talks about getting close to the castle just so he could get a feel for the task ahead of him he didn't seem able to recall any of the buildings or streets and especially notable landmarks between. When pressed on this he seems confused and plays it off as simply bad memory or just being lost in his own thoughts and missing the streets for the destination. At the insistence of Rexus, he suggests to the sisters that they should investigate a few of the burned buildings from the night of ashes. They return indicating three of the buildings may be of interest to the group if they choose to go. As for the city, Barzillai has revealed what the dogs were for. As, believe it or not, public executions are not the norm. Thrune prefers quite public and effective humiliations and tortures in often creative and painful ways. This new form of torment is called doghousing. The victim is placed inside a wooden doghouse with various nails driven through. The result is they can't properly sit or lie down and are in constant danger of being painfully stabbed by a sharp nail. Twice a day they are allowed out of the doghouse to eat. That is if they can get it from the two large chained dogs where the doghouse is just out of reach of. If they wait, the dogs will just eat all the food. If they try to get the food, they'll be lucky not to come away without a few bites for their trouble. To date no one has officially been "doghoused" but it seems the Chelaxian Citizens Group has decided to make use of this new form of torment for themselves. In this case, one of the tengu sisters was doing a rare thing and simply purchasing some food for themselves when a group of the armbanded thugs cornered them, accused them of stealing and doghoused her themselves. The other two sisters are beside themselves with anger and fear and while they are usually very professional and quiet in such matters it may very well get out of hand if they decide to take care of the problem themselves.
I'm taking all these actions into account. I need yall to go ahead and make your loyalty roll and check attrition. Also assign mereleda a role if she has one yet, take your rebellion actions for week 4. Also Vendalfek allows the rebellion to take the Spread Disinformation
A piece of the wall comes away and slides inward revealing a dark staircase and the musky odor of a storm drain. A few steps down and around the corner you come out into a long hallway that opens up to a reservoir of dark water standing in the middle of the reservoir covered to her knees in water and to her torso in thick green algae is a rober and concealed depiction of the goddess Calistria holding a dagger before her point downward. Standing out in this hallway carrying their weapons and conversing quietly until you appear are the tengu sisters and two of the varisian mercenaries who nod in greeting as you approach but eye the newcomer with naked suapicion. The rest of the mercenaries are playing cards in the bunk room and don't look up from there game save the one watching the door who looks on apprehensively as you pass through but otherwiae sounds no alarm or acknowledgement. Merelda: It's obvious to anyone that the symbolism and depiction of the statue is Calistria. What's only truly obvious to her worshipers and priesthood is what they represent. Different statues represent very different things and the outfits, weaponry, pose, facial expressions, and even locatio all convey different meanings. For example a depiction of her naked, arms outstretched with arms wide for an embrace in a public temple or square invites all talk of ideas and sexuality. The same statue in a private setting invites the actual expression of said sexuality and tends to be a common feature in some noble households.
This depiction, subtle, dangerous, and hidden, is perhaps her most controversial depiction. This is the goddess that is patient, cold and utterly merciless. This is the goddess that starts murdeeing relatives one by one before the true target. This is the Calistria whose followers kidnaps children to be raised in the church to use the very same children to slit the throata of their parents. This is the savored sting who spends weeks spreading rumors, secrets and lies to ruin a life so thoroughly they laugh from the shadows as the victim takes their own life. This Calistria is the one the priestesses don't talk about in public often but is every bit as important as her fun side. Churches like this took their vengeance out on families, organizations, nations or entire races when it waa called for. If this is what they descended to with the rise of Thrune it is perhaps no small wonder the devils would prioritize rooting them out.
Laria looks at Merelda quietly for a moment before turning to the others to read their reactions. Apparently satisfied with what she seessh3 shakes her head and throws her arms up. "Well maybe you can get your goddess to bless you with some sense because if you haven't noticed many peiple have gone missing or dead for doing far less than proclaiming themselves a foreign agent of a hostile power in a town where the new lord mayor is justifying his tyranny with that very reason. Have you tried claiming to be kuthonian? Spikes and black leather and i doubt anyone would bat an eyelash nor try to get into your private life." "Speaking of sense, do you want to guess how the Dottari suspected I was harboring criminals here? And how lucky I am that I know exactly how the watch commander likes his coffee and would rather be beating drunks and beggars out of this part of town than raid a reputable establishment?"
Check to make sure you have control of your token so you can place them on the map where you plan to wait and lemme know if you can't. The armoury as it has been described to you is more like a museum than a weapons storage. Lined along the walls, displayed on racks, and scattered throughout in plain view are dozens of trophies donated or otherwise acquired from the retired veterans of longacre. Nidalese ranseurs lay in racks next to mwangi jungle spears, while army issued cavalry sabers hang on the wall next to embossed cutlasses taken from defeated shackles pirates. It would be a museum worthy to show Cheliax's numerous minor victories and achievements if the bulk of it wasn't broken, rusted or otherwise of no real use. At the back of the mainhall is a particularly impressive display of a ship ballista appearing fully functional and with three of its accompanying bolts hanging on the wall behind it. The quartmaster himself is an older house guard with one eye and one leg. After some brief and curt questions he leaves you to it while he dilligently checks and rechecks every lock and bar before he himself locks you in as the sun starts to set andalong with it boredom.
Litsy:
Laria isn't acting like someone qbout to betray you. More like someone about to drown you for talking openly about your sedition in a public place she just admitted the dottari have been and judging by the kitchen it was not a friendly visit. Vendalfek doesn't respond indicating either the fairy dragon got distracted and wandered off, is keeping quiet, or is otherwise not present For her part Laria seems panicky and is speaking rapidly in an attwmpt to stifle conversation and lead you to somewhere more private. "INVISIBLE FRIENDS WHAT AN ACTIVE INAGINATION! NOW LETS CONTINUE THIS PERFORMANCE IN PRIVATE SO WE DON'T DISTURB ANY CUSTOMERS! NEVERMIND THE KITCHEN THE MESS IN THE CELLAR IS MUCH MORE SERIOUS! Laria practically vibrates as she tries to pull people away from the kitchen and towards the cellar below.
"Sorry, I prefer to work behind the curtain as it were. And that sounds very derivative. I can't promise behavior as I am be having much boredom while the entertainment dourly stares into their drinks being about as fun as river sand in your socks. And no I'm not undead that was part of the bit, thank you for catching up with the rest of us I trust the trip wasn't too harsh on your mind. I am willing to resettle particularly if we're talking about dumping salt on the loathsome slug. But behaving is just a lie parents tell their children to prepare them for the tyranny of adulthood. And besides before I make any decision I'd need to see this proposed new home. We can go look when you like, but it best be soon I think I hear the first afternoon's patrons making their way here."
In this case hed function as an ally that provides bonuses but nothing more. As far as Variel can tell the fairy dragon isn't undead. Though it has done a fair job of staying out of arms reach and being seen only when it wants to be seen. At Litsy's question the dragon starts pacing around the fixture cauaing it to wobble ever so slightly. "Oh, when you're roughly the size of a house cat and endlessly fascinated by how humans go through their lives you tend to hear all sorts of things. Like how Isger fell to Iomedaen crusaders, or a manservant claiming he's seen the yellow coated man in a painting in his ladies house, or that the loathsome slug recruits from prisons." The dragon stops and leans in conspiratorialy. "But sometimes when people believe none who can hear them cares, they get up to dark bargaining and sinister dealings. Take the ship's mate helping his captain with his marital issues. The captain can't leave the boat himself, but his crew can, his officers can, and especially his wife can. A wife whom he suspects is acting...unfaithfully. A time, a place, an exchange of coins and a set of concerned ears with a dillema to solve. Afterall how does a six pound nine ounce force of draconic fury match to well armed killers intent on the blood of another? Well I'm not in the mood to be skewered no matter what mushrooms the satyr is offering! But what would happen if the killers found themselves at the knifes edge of some very cross people themselves? Turns out the answer is they'd get themselves brutally killed. Shame that. But pardon me if I don't cry for the fate of vicious murderers."
"I mean I honestly didn't care one way or another." a teeny voice calls from the rafters. The fairy dragon appearing on one of the candle lit fixtures above the wreckage of the table. "I didn't write that particular portion of the script and I think the director scribbled "wing it" in the margins. I just have to keep my portion of the agreement as it were. Ah it seems your crazed friend found all the stage rigging. You can do a lot with some wire, some springs, and a few simple cantrips. Shame it'll take hours to put everything back in place."
The fairy dragon puts a claw to it's chin thoughtfully. "I'm willing to talk things over somewhere other than a murder scene. But first! There's something that must be done before the curtains can fall on this particular drama. I need to uphold my word even if her ambition is larger than her skillset allows. And in the end things did work out for the better." The dragon points down at Beorn and calls out in a voice as melodramatic as a stage devil handing out a proclamation. "You must kiss the elf!"
It sounds like its coming from one of the roofs above. To discern more than that you'd need a check of either sense motive or perception. "My interest in you? Did I barge into your home rummaging through all the cubbies, crawling underneath all the tables, hm? Did I threaten you with violence and chase you halfway across the district going into detail about wearing your skin as gloves? No no no no no the question is what business you have blundering into the lairs of dragons! It can't be all violence and profit, though the possibility is still open! Afterall you take a joke about as well as an eogorian magistrate with half the subtlety."
"That doesn't sound entertaining! Every case would just end with a dramatic gavel thump and the judge uttering in a monotone and I sentence you to death by impalement Whether the accused is innocent or not. Much more entertaining if the accused is sleeping with half the courtroom including the judge and the magistrate. But we're veering wildly off track! Because whether or not you realize it you did two good deeds today. Saving a strangers life and foiling the conspiracy to have her killed. Your mothers would be proud of you I'm sure. Not their mothers mind you, but that's a concern for the gods I think."
Male Orc Expert 5
So I'm thinking of starting another game in the sort of kind of when i finally feel satisfied future. This is the short blurb for it so far. yes, grappling the incubus against their will is still a crime. : The war is over. Yet, strangely, the world wound remains open. Demons, angels and far stranger things now mingle more or less peacefully as they seek their own destinies on the streets of Fracture. Formerly the city of Iz, this once demon infested shadow of old Sarkoris has been rebuilt, revitalized and repopulated by a mix of old veterans, returning natives, opportunists, pilgrims to a new faith, scholars, merchants and of course the dragons. As it turns out, it was not the might of mortal armies, the stalwart will of angelic legions, nor the implacable discipline of hellknights that finally drove the demon lords back. Rather it was flights of Golarion's mightiest native beings; the dragons. Dragons had long been involved in the war, acting as guardians, advisors, and occasional combatants. However their numbers were always few and tentative as the reclusive creatures could barely bring themselves to commit to the defense of mortals that could abuse their grace, or choose their own short and petty lives over the centuries worth of power, wisdom, and experience belonging to them. It was not until the mythical Knight Commander, in an act of rejection of both the demands of their patron goddess, and the temptations of abyssal promises revealed a mighty form and scales of brilliant gold that the dragons of Avistan truly took notice and bridged the gap between the humanoid and draconic. This was no mere rejection of faith and dogma. It was a complete and total abandonment of the bloody zealotry of crusades past. No more witch burnings, no more immediate and automatic destruction of any demon purely out of a pragmatic calculation. The hand that would guide the war would be one of mercy, of restorative justice, not righteous fury. And with the might of a dragon on the edge of the divine behind it there are blessed few mad enough to take advantage of that mercy. This might came in the form of a score of dragons of various colors. A singular dragon was a match for any mortal army. Such numbers as came to unite under the Knight Commander would be enough to scour the nation of all life should they desire it. Those that did not surrender or flee found themselves engulfed in dragon fire, twisted by powerful sorcery, or otherwise rent apart by claws the size of spears. Even in the rare cases where such allies were unavailable the renewed and reorganized armies of Drezen found inspiration in the efforts of their new allies and few if any of the demon's most atrocious acts could give them pause. Gods and celestials can push mortals into frenzied acts of righteous fury but they are aloof and far away and mortals often have to rely upon their chosen mouthpieces for piecemeal interpreted wisdom. The dragons were real, they could be spoken to, and share wisdom back in turn. More importantly, their claws and fangs shed the same blood as anyone's swords and arrows. This uneasy alliance of the mighty and the meek drove itself through the chaotic hordes and into the plagued city of Iz itself where the Knight Commander themselves hurled the demon lord Deskari back into the Abyss from which he has not returned. They pushed on to threshold and from here the story gets muddied. It is a fact that along with the queen of Mendev, his army, his closest companions and the recovered Terendelev pushed to the very base of the Threshold where the powerful witch Areelu Vorlesh dwelled. It is a fact that the knight commander and a few elite warriors ascended the threshold to confront her directly. From there things become contradictory and mired in rumor and hearsay. Some say he cast the witch into the Worldwound itself in a hopeful but ultimately futile bid to close the portal. Some say she killed herself in a final act of petty vengeance preventing the portal from ever closing. Darker rumors say she enchanted the commander at the last moment faking her destruction and escaping into the abyss where she plots her revenge. An even more dubious rumor says that the witch still yet lives and in an act thought impossible works secretly under the care of the Knight Commander to undo all the damage she created and improve the lives of the lives of those still living in the ruins of Sarkoris. All the Knight Commander would say about the issue is that the threat of the architect had been dealt with and it was up to those still living to determine what to do next. What happened next is a matter of atorybooks and history. Defenses were erected, roads rebuilt, a city cleansed, repaired, and reoccupied. Twenty five years have passed since that time and the wounds of the war before are starting to heal. Green is slowly but surely returning to the wastes. Demon and cultist cells are gradually disappearing. Rogue portals and offshoots of the wound are sealed and secured on a daily basis. It is hard work, but for the veterans of the fifth crusade it is a satisfying end to a hard fought and won campaign even if it did not at all meet their original vision. Yet peace brings its own hazards. People are people after all and still prone to the folly that falls upon the hopeless and unwary. In the shadows monstrous threats both new and old plan to take advantage of a mighty force with its guard down. Outside the borders nations that once considered themselves patrons to the crusades now look upon the new crusader nation as a potential threat or worthy prize. In the deep wilderness chromatic dragons pushed into their own religious fervor are beginning to rally and unite in a rare cooperation against their metallic cousins in a conflict none save the dragons themselves fully understand. But these are problems way way above your pay grade. You're just another pair of muddy boots patrolling the city of Fracture. The occupants are strange and the city stranger but law must still be upheld and that is your thankless job. Recently you were selected to join the Redemptors, a company of watchmen responsible for patrolling the demonic districts of Fracture and investigating the crime that often pops up in those volatile places. Whether for your charisma, skill, special powers, or because you pissed off the wrong person in charge it is up to you to maintain order in these neighborhoods and bring to justice those who would violate the trust put into them by the people of the city. It is not a job that lends itself to legends and mythical power, but someone has to do it.
Litsy gets within 15ft. of the first man who is appearing to recover. Still laughing hysterically he manages teary eyed to get up to his knees. The nearer man practically impales himself upon Beorn's rapier. So rushed and reckless Beorn barely has to put any strength into it as his blade sinks deep into the mans chest likely going through something important. The shock of it throws the mans swing off wildly. Variel manages to reach Beorn as he catches him skewering the man and artfully leaning out of the mans wild return swing. 1d20 + 7 ⇒ (4) + 7 = 11 group up
Coming round the corner beorn is greeted by the sight of a dead end alleyway between two warehouses. Filled mostly with detritus and the discarded refuse of river voats of the past. The pair of men within are armed and armoured in such a way as to suggest starving mercenaries, or veterans who left out the wrong end of the army. One is bending towards what looks to be Beorn's coin pouch scattered on the ground as if tossed there haphazardly. He stops midreach his sword held in his other hand. The second man is leaned over the wall at the end of the alleyway his rough hand clasped around the bruised and teary eyed face of a Garundi woman, her brightly colored
The one holding the woman pauses and growls at Beorn, "You get one chance to turn away stranger. You can either be silent and go back the way you came or die bravely here." In response to his companions ultimatum the nearer man stands up and stares pointedly at Beorn the grip on his sword tightening. It's clear at a glance he knows how to use it. Vatiel hears the exchange as he nears the corner and see Beorn his sword pointed down the alleyway. Lirsy is already in the alleyway yet unseen about 15ft. From the nearer man. The one holding the woman down is fifty foot away from Beorn. Meanwhile at the tavern funhouse: As pollux consumes the yellowed script of the servant goes about triggering all the things you can find. Within moments it has flipped sevaral chairs, spilled an entire shelf of liquor unleashed several bucketa of water, beer, and even pickles from the ceiling, and released a screaming goblin who falls from the rafters looks about like a wild animal uncaged and dives out the window with several pickles in hand. Pollux sees the dragon too, first in one corner, than the other, and even the shadow of a larger one majestically plastered on the back of the bar as the sun hits it just right. While nothing appears outright lethal or particularly dangerous the place is more rigged than a magicians bag of tricks.
Dadha seems okay but is stunned into absolute silence as the bar seems to self destruct on its own accord.
At the mention of Jerax's atousal the bard feels very discomfitted and makes an effort to pull himself from the offending appendage as hard as he can manage. When he's finally released he returns to the stage throroughly humiliated. And he continues his performance with far safer, and far less impassioned songs ocassionally wincing as some residual pain licks in.
It has a fair headstart on you but if you choose to chase it you can go into initiative and we can go from there into a chase sequence. Litsy will be delayed a couple of rounds as she's currently staggered and sickened for 2 more rounds. You are missing things on your persons but figuring out exactly what will take a round or two. I should note I managed to nick something off of everyone save Variel because the dice are fickle especially to the bold. And I do mean everyone.
1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
1d20 + 15 ⇒ (15) + 15 = 30 Variel manages to put a solid gouge into the wood floor below him narrowly avoiding an impromptu vasectomy and losing his pants in the same motion. A monstrous laughter joins the madmans cacophany at the peak of which all the shutters and windows of the bar fly open letting in a cold breeze off the river. There's a pregnant pause as it seems something incredibly bad is about to happen as the ghoatly laughter is punctuated by a woman screaming. And then suddenly it stops. Perched on a window facing the street a green iridescent creature resembling a cross between a dragon, a cat and a butterfly sits looking somewhat shocked. Before anyone can recover it smiles coyly. "I'm afraid that concludes this portion of our entertainment for this afternoon. If you did not pay for your ticket at the entrance fear not! Our diligent staff has already collected the appropriate fee from your persons! Please take advantage of this intermission to stretch your legs as we approach the climax of the evening!" With a flutter of glittery wings the dragon dips below the windowsill out of sight before coming back into sight a brief second later carrying what appears to be a fish net full of very fine items including a quite well crafted rapier sticking awkwardly out of it. Very fine, and very familiar items indeed making their way down the street at speed. Though luckily the size and awkwardness of the dragons cargo seems to be giving it some trouble.
The reaction of the room is a mix of bemusement and bewilderment. The tavern owner at her customary spot behind the bar is caught between respecting authority and dealing with the disruption in her bar. The bard for his part looks utterly surprised. "What is the meaning of this!? I've committed no crime, I'm here on request of the owner I don't understand!" If he resists its minimal at best under the warm embrace of Jerax.
The massive glowing eyes have remained in the shadows of the rafters unblinking. Meanwhile chaos has gripped the bar as a four way duel of sorts kicks off. 1d20 + 15 ⇒ (1) + 15 = 16
1d20 + 8 ⇒ (16) + 8 = 24
A strange smell hits variel and litsy reminding them of strong wine or potent apple jack. It hits the teenaged girl particularly hard. She has to brace herself against a table as the room spins and her head is filled with euphoric butterflies. Last time this happened someone she wanted to impress, was it a boy? Or maybe it was one of the older gang members, memory's fuzzy. But they nicked a bottle of expensive liquor and despite being light headed after only a couple of sips she felt compelled to press on. She had forgotten that particular feeling between mild buzzing and gastronomic catastrophe until now. Variel catches Litsy tipping over oit of the corner of his eye when he turns to say something he feels hos belt suddenly getting lighter as his belt pouches suddenly come undone and fall to the floor to a very audible noise like someone cursing followed by frantic skittering comes from between his feet.
The hell porch:
The dark haired woman cackles unplesantly and glares. "I t'ain't serve NO ONE! Cause ain't none of them worth a damn! Spend decades of your life trying to keep daggers and dicks out your backside not able to get nothin worth doin done and you'll see as I sees. All their pretty talk is just that; talk!" With a speed belying her age the old woman picks up an ivory cane from behind her and starts enthusiastically beating the door next to her."DOCTOR! DOCTOR! GET OUT HERE GIRL YOU GOT VISITORS!"
From within the house there is a shuffling as the door opens up to reveal a mildly confused and annoyed doctor Rohalendi in a stark white apron. Her face is covered by a white cloth and her black hair is tied in a tight bun atop her head. In one arm she carries a metal bucket with what looks to be several steaming hot white towels. In the other glived hand she carries a collection of very sharp looking needles, small knives and tweezers. At about the same time the doctor comes out Jerax feels the uncomfortable sensation of his calloused thumb being gnawed upon by an enthusiatic and toothless mouth. The Arch and Lark: "Fordaneil Cembers your lordship. We do have a small number of guests staying here, mostly on business, though since the archbaron's latest edicts we have not had many stay for more than a day. I will see to both your horse and bath personally milord. Can you tell me what time milord would like for his bath to be prepared?"
Outside Apano sees various ways to get into and out of the establishment, but without closer and more conspicuous inspection he can only speculate on the security. The horrs is doing fine as it awaits for it's master or stabling.
Jerax, the priestess, and the couch: To Jerax's sadistic delight the old woman cannot even verbalize a response being able to do little more than moan, cry, and beg for mercy upon her twenty year now certainly virginal again self. Her entire body turns red though whterh its out of fear, humiliation, arousal or sudden strenuous effort is only for her and the gods to know.
The other woman doesn't lift a finger in protest and simply cackles wildly at the assault only pausing when Alessandra addresses her. Rather than responding immediately the dark haired woman frowns as she inspects allesandra head to toe in a way that makes Alessandra feel like shes back to being an acolyte about to be berated by an elder sister. And much like those days this one is never satisfied even with perfection. She harumphs, "And what do erinyes worshipers want with the doctor? Trying to give her a pamphlet and a complimentary barbed whip? That stuffy girls too soft for that life. Cares too much. Wasting your time if you ask me."
Merelda: As Merelda's eyes go up the walls to the voice perched above an ancient part of her brain originating from ancestors that fled from burning villages and sudden death from above screams in abject terror.
As perched above is a mighty and terrible green dragon staring down on her in that way cats stare at a mouse with an injured leg. She blinks, and as her reason catches up with her instinct she notices that while indeed she's lookong at a dragon the proportions are very much off for the kind of terror such a sight would illicit. The spear like claws are more like toothpicks. The maw of swords probably wouldn't do more than give you a nasty gash. In fact this mighty iridescent green dragon, with butterfly wings reminiscent of a black swallowtail, could probably make a group of mice flee in terror if it put real effort into it but not much else. At least it was cat sized perched as it was on the gutter above. Looking slightly taken aback the faerie dragons wings fold slightly. "Well not that kind of fun. You want one of those silver dragons they're the ones prone to bestiality the degenerates. No, no, no, nonononono, what I was thinking was a lot less sticky and more, uh, dramatic. My current lair is a pale compatison compared to the laughter and passion of the old one and it's just not as entertaining. Plus the rat quality is frankly terrible, wharf rats are greasy from all the swimming, I hate having to hunt so far away but it's better than tasting rotting fish for a week. Oh but what am I doing? I'm being incredibly rude! I am Vendalfek the mightiest dragon in Kintargo until a slightly bigger one comes along." Merelda is aware of the faerie dragons.True dragons that blur the lines between pseudodragon, true dragons, and the capricious fey. In Kyonin they're often seen only in the company of powerful mages, though they are rarely allowed to roam free. Insatiably curious, fickle to an irritating degree, they treat the harmless oractical joke like a high artform and spend much of their long lives seeking out entertainment to the annoyance of others. To their credit, they are good creatures at heart and even though a settlement near a clan of them will ocassionally have their sheep painted in rainbow colors, or find all their cheese animated and running away, no children will ever get lost in the nearby forest. They are powerful sorcerers in their own right though their magic tends to be bent entirely to enhancing their ability to pull pranks.
To answer tiny's question the man simply shakes his head, "Just a long night of hard work. You'll understand when you're older." Before Ron returns to cleaning tables and picking up stray cups as a way of dismissing her. As agreements are reached and curfew fast approaches the group files out of the bar to return to their respective homes and hideouts. Ron locks up shortly thereafter taking care to make sure it's secure before he too returns to his own home. As he does so an iridescent flickering escapes through a rathole to continue its ineffable business. Merelda: As the calistrian devoted returns to the novel sensation of a cold and lonely bed she contemplates the events of the evening while avoiding the watchful eyes of the dottari and the more savage attentions of the packs of chelaxian citizen group members that to her umbrage have taken to attacking percieved foreigners when curfew starts to approach.
Pulling her hood over her ears she ducks into an alleyway to avoid a particularly large pack of club yieldong youths when a voice above her tears her out of her reverie. "I'm not sure what to make of the newcomers. The barmaids nice enough I guess. The opera singers alright but I think his tastes are a little bland. But you, you could be fun."
Male Orc Expert 5
"Those two emit a pc glow, we should include them" "Those two are total strangers, and that one was rude. Absolutely not." "Yes, but the glow." "What are you babbling about?" "The glow man! The glow! The obvious aura indicating that these two are clearly protagonists and their inclusion may further the story!" "I am clearly neither insane nor drunk to neither understand nor argue so let's just do what you want."
Beorn:
The voice in your head chuckles softly. "I'll think about it. It's hard enough to get them to sing the same lyrics let alone hold a rhythm. Tell me, I don't get out much. Does the Lord Mayor have a sister or wife?" Litsy:
Your new drinking buddies are surprisingly wholesome making the maid grabber more the exception than the rule. They regale you with plenty of traveling tales, old war stories, and the general male bullshit you've come to recognize as a trait that must start in boys teenage years. Between these stories you get snippets of weird happenings in the bar, sudden drunkeness in people who hadn't had a drop, the disappearance of the owner for long lengths of time, ghosts, poltergeists, weird butterflies along with visions of bitter rivals, lovers engaged in scandalous activity with other men. This has made the bar much more lively, but the more sober of the patrons who talk to you express convern that it's only a matter of time before the dottari ahuts this bar down like the last one they were at. Merelda:
1d20 + 2 ⇒ (17) + 2 = 19
Merelda spends her time making tips, taking orders, and judging the poor quality of kintargan dock beer. Compared to coaxing donations out of supplicants or outright theft this job is fairly easy if tedious. Even if her selection of suitable bedroom accessories seems scarce there's no lack of solicitations, which henerally come with generous tips. Sasha and Pollux: Sasha quickly comes to Ron's side and shakes him.
A deep groan emits from him as he comes awake. Rubbing the drowsiness from his eyes he blinks in brief confusion at her before recognition returns. "Oh no. It happened again didn't it? How long have I been out and whose that?" As Ron finishes his sentence and gets up to his knees Sasha's train of thought is interrupted by the sharp crunch and chew of someone biting into a hard vegetable. Turning slowly she spots a man in a long yellow jacket sitting on top of the turnip crate with a large rat perched on his lap. Both seem to be indulging in fresh turnip and the mild melodrama before them. His pale gray face looks unconcerned.
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