Eagle Knight of Andoran

Sam Sturkie's page

Goblin Squad Member. Organized Play Member. 26 posts (2,674 including aliases). No reviews. 1 list. 1 wishlist. 13 Organized Play characters. 12 aliases.



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Ramona gives you a nod, "I've given you quite the to-do list and I expect it will take some time to accomplish all of this. As well as whatever tasks Carver may have for you. I trusst your judgenmt on settign your priorites. If there's nothing else I know he's waiting for you in the other room."[b]

She dismisses you for now and you cross the small hall to meet with Carver Hastings.

[b]"Glad to see you're willing to lend me a hand. I’m sorry to have deceived you, but the state of affairs within the Pathfinder Society isn’t conducive to an open operation in Azlant, of all places. When I first heard that a ship was bound for these islands, I knew that the Society needed a presence on here.

To get to your question Momo, as far as I can tell they haven't managed to sneak an operative along, YET. But that brings me to why I wanted to talk to you. We are not the first Pathfinders to set foot on Ancorato. That, my friends, would be the legendary explorer Durvin Gest.”

Carver reveals that he believes the legendary Pathfinder Durvin Gest explored Ancorato during his exploration of the shattered continent, an expedition detailed in the first-ever Pathfinder Chronicles published in 4317. Durvin Gest is perhaps the most famous Pathfinder, and he documented his journeys in some of the earliest Pathfinder Chronicles before vanishing sometime around 4360 AR.

" You see I've studied long and hard Durvin's writings, and deduced, through calculations and similar reference points, that Ancorato was just one of many islands the Pathfinder documented. In fact, I think, as do some of my colleagues in the Pathfinder Society that some of the artifacts brought to Avistan from Ancorato contained hidden information— precious knowledge encoded inside seemingly ordinary ioun stones. This fragmentary information, dating back to the empire of Azlant itself, suggests a vast conspiracy bubbling beneath the fabric of Azlanti society, the secret of which may still be hidden somewhere on Ancorato."

Carver wants you to follow in Durvin’s footsteps, revisiting locations noted in the first volume of the Pathfinder Chronicles. Up until now, those Pathfinders who have ventured to the ruins of Azlant have either never returned from the journey or didn’t find anything relevant.

Carver knows of a handful of locations spoken of in the first Pathfinder Chronicles volume, though not precisely where on the island they may be—if they’re even on Ancorato at all. These sites include an abandoned Ulfen settlement on the east coast, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.

Locations are visable on your map of Ancorato

So the way book 2 works is a bit of a sandbox adventure, you decide where and when you would like to go to places on the island, slowly exploring and securing sites for resources and meeting new and dangerous things. Returning to the colony when needed and catching up with how things have gone in your absence.


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correct Momo, your animal would be level 1. You could pick up a feat like boon companion to change that. I would also allow the Octopus to be an available companion for you if you want.


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You realize that these are Locathah.

One of them gives Trieste a nod then focuses on Kragg, "We know a few surface tongues, this one seems to be the most useful though. We're happy to see more of you surfacers are about. When last we used this campsite we found abandoned buildings and little else. " She gestures for you to enter the camp.

"Come and sit if you would like, perhaps share some fish and tubers?"


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A good plan, they should be leaving in 3 days. With that she dismisses you. Across the small goverment hall you enter the other room where Carver waited patiently to speak with you.

"Glad to see you;re willing to lend me a hand. I’m sorry to have deceived you, but the state of affairs within the Pathfinder Society isn’t conducive to an open operation in Azlant, of all places. When I first heard that a ship was bound for these islands, I knew that the Society needed a presence on here. But that brings me to why I wanted to talk to you. I am not the first Pathfinder to set foot on Ancorato. That, my friends, would be the legendary explorer Durvin Gest.”

Carver reveals that he believes the legendary Pathfinder Durvin Gest explored Ancorato during his exploration of the shattered continent, an expedition detailed in the first-ever Pathfinder Chronicles published in 4317. Durvin Gest is perhaps the most famous Pathfinder, and he documented his journeys in some of the earliest Pathfinder Chronicles before vanishing sometime around 4360 AR.

" You see I've studied long and hard Durvin's writings, and deduced, through calculations and similar reference points, that Ancorato was just one of many islands the Pathfinder documented. In fact, I think, as do some of my colleagues in the Pathfinder Society that some of the artifacts brought to Avistan from Ancorato contained hidden information— precious knowledge encoded inside seemingly ordinary ioun stones. This fragmentary information, dating back to the empire of Azlant itself, suggests a vast conspiracy bubbling beneath the fabric of Azlanti society, the secret of which may still be hidden somewhere on Ancorato."

Carver wants you to follow in Durvin’s footsteps, revisiting locations noted in the first volume of the Pathfinder Chronicles. Up until now, those Pathfinders who have ventured to the ruins of Azlant have either never returned from the journey or didn’t find anything relevant.

Carver knows of a handful of locations spoken of in the first Pathfinder Chronicles volume, though not precisely where on the island they may be—if they’re even on Ancorato at all. These sites include an abandoned Ulfen settlement on the east coast, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.

So the way part 2 works is a bit of a sandbox adventure, you decide where and when you would like to go to places on the island, slowly exploring and securing sites for resources and meeting new and dangerous things. Returning to the colony when needed and catchign up with how things have gone in your absence.


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Wish I could make it to Paizo con, was busy with one in Wichita. Unfortunately, we were involved in a traffic accident and while the damage was minor my wifes a bit shaken up right now. Thank you for your continued patience and understanding, I have not forgotten you!


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Quick update after having a short talk with Kragg and item creation rules, we're going to be using the alternate crafting rules found on PFSRD. With two modifications, first and most importantly, I'm halving all base crafting times. Secondly, any assistance you have working with/ for you can add their entire check, as long as they pass the DC, to your for the purpose of measuring progress.


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I'm waiting for them to actually put things out before I judge. Test out the beta provide some feedback and adjust fire from there.

Fair warning, table two just finished the tower and book 1. You're still very close story wise.

In other news, I just got my promotable status today.


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She turns her attention to Trieste, Who would willingly stay in a place like this? No, we are trapped my by our condition than by force, the guards seem content to watch us suffer each time we've tried to leave. If we dry out, it causes us great pain you see. They don't seem inclined to fight us though unless we were to struggle against them directly when we did try to escape they cut off the few fish and old rations they did bring. It was as if they were waiting for something else.

Both of them seem surprised by the still invisible Kaldan's exclamation. "WHo said that? Where are you? Is that what did this to us? Might it have tampered with our memories too then?" They both look to determine the source of the new voice. Their stance growing warier by the second. Rayland brings his shield back up. His voice still strong despite his appearance "Show yerself!"

In the large chamber of water in the center of the room you can see an elemental swirling around. it seems to be paying little attention to you. behind them is a smaller empty chamber a blanket draped over the open door.

Still visibly shaken from the possible origin of their condition she turns to Kragg, her eyes searching in vain for the hidden figure in their midst "If you can come up with some way to keep us from drying out please help us leave here, it's been weeks since we've been outside. There must be some way to reverse this condition."

As Thame speaks Eliza tries to answer for him but stops at his sharp command flinching at his harsh tone. I don't like this, Eliza what if they're worken for this Boleth thing. Maybe we said too much."

Eliza speaks again her voice softer eyeing Thame with venom. "He's been through something more than me or it affected him harder didn't know don't push him too hard, please. Rayland, tell them what you can remember about how we got here. Start at the beginning.

Still clearly nervous about the current situation and following Eliza's calming tone he lets the shield begin to lower slowly. His gaze focuses on Thame as well, shifting his grip letting the spikes on his shield reflect the light from the ceiling at the wizard. While not overtly threatening, it seems to convey the same animosity as Eliza. He nearly spits out the first few words but calms a little as he speaks. "Like she said the end and important parts are blurry but I'll try to sum it up. We arrived and set up this place. Got the colony running for a good solid three months. Littel trouble with some goblins and the like on tha island so we started the palisade. 'nough of a show-a-farce to keep em away mostly. Started surveyin the island looking for more resources, Eliza here liked to scout alone. didnt much care for the company of others."

He shrugs stiffly clearly uncomfortable. "She went missing, umm, I think twas 'bout a week, longer than she'd ever been gone before at least, I didn't take too kindly with her skipping out on her farming duties that long. I scrounged up some folks to go looking fer her but before they set out she came waltzing back to town. Acting a little funny, but that's always been her way. That's when things start going hazy. Then I was here with 'er and those fish men Lookin like this and sensitive to the sun needing to keep damp... We been 'ere a long while, maybe a few months not too sure 'bout the time as long as we kept quiet and stayed out of trouble theyd bring us scraps of food and the tank there is full of fresh water.

Eliza chimes in, "Food, ya, scaps of half eatn raw boney fish, maybe a moldy crust of trail bred."

He frowns, " It's not much but enough to keep alive on. 'least the fish is fresh. The scraps of rations are old."


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The island is mostly Forest terrain with some Swamp, Underground and Water.

Aenon Fast movement is for land speed only.


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"Kragg such a building is one of the reasons you were selected for this endevor! Now that things are going well enough I'm certain we can set up a small plot of lad for you to begin construction. "

She looks out to the small dock smiling slightly.

"In a few weeks the ship will have reached the mainland and we'll have a full crew returning here. I think some fresh ale and other spirits will do a lot to improve their outlook of our settlement. Sailors can tell so,e frightful tales of places they don't like.

@Thame
"Gems like that will certainly help us make this a profitable venture. I'll have to send someone down there to do a more detailed inspection. As fair as I belive it would be to grant you rights to it, unfortunately mineral rights belong to the Bountiful Venture Company, you may keep the stones you found and I think an appropriate finders fee could be to grant you access to any stone you mine yourselves. At least until something more permanent is set up."


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You're very welcome :D

It is a real pleasure to run a game for a group like this.

Happy Thanksgiving everyone!


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@Aenon your first check is enough to follow the tracks the whole way. They go to and from the farm. Yes the the same star-shaped footprints.


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Any other downtime action can take place over in the discussion thread. Going to try and get things moving a little more smoothly now.

Oathday, 31st of Arodus 4717AR.

Early in the morning, you awake to shouts of alarm. One of the soldiers, Carver Hastings, knocks hard against your door. When you open it he relates a quick report. "In the early morning, Daib Joiner," (A carpenter who lives in one of the houses in the center of the settlement) "was attacked! And I be thinking that ye folks would want to investigate. "

Daib survived the attack and is recovering with a friend in the square if you're interested in interviewing him. A12


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Craft Carpentry, Craft woodworking, Profession Lumberjack, ect. There are 11 carpenters in the group so while you can try and help you would better use your time doing things your character is good at. :)

Studying the text for an hour grats a +2 Knowledge (Religion) checks or information regarding Erastil, his followers, or entities within his domains for 24 hours. You are more than welcome to worship Erastil.
As for a mechanical effect of your efforts, you could use your profession (Trapper) to generate gold, (or other capital) you could use to improve the colony.

GM Striker wrote:

Downtime rules from Ultimate Campaign.

Link

If you want to generate gold you take the result of your check and divide by 10 for your day's results. (Or you can make 1 check for the week and your skill check is the total gold you earn)

You can also work to earn capital in other forms such as goods, labor, influence, or magic. These also have an associated cost in gp that represents the raw material being used to create it.

DC 10 earns 1 point of capital
DC 20 earns 2 ect...

For example, if you want to help feed and clothe the colony you can use profession(Trapper) to generate goods.

You currently have a +6 so you could roll
profession(Trapper): 1d20 + 6 ⇒ (7) + 6 = 13
or just take 10 on it. profession(Trapper): 10 + 6 = 16

The earned cost of 1 point of goods is 10gp

So by spending 10gp and a day's effort trapping you earn 1 point of goods. (Profession skills can generate Goods, Labor or influence, your choice. )

So over 6 days, you can generate 16gp, 1 goods (costs 10gp). This leaves with a net gain of 6gp and can enjoy a well earned day off.

You could "donate the hides and meats" to generate goodwill and make friends represented by Influence or use the increase in supplies to free up workers for other projects represented by Labor. I hope that clears up a little of the confusion.

Over the course of the adventure, you can use this capital to construct personal buildings, start a business, create an organization... there are tons of possibilities.


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Anya happily discusses the finer points of trapping and hunting with Momo over the week, could this be the start of a budding friendship?

Any other downtime action can take place over in the discussion thread. Going to try and get things moving a little more smoothly now.

Oathday, 31st of Arodus 4717AR.

Early in the morning, you awake to shouts of alarm. One of the soldiers, Carver Hastings, knocks hard against your door. When you open it he relates a quick report. "In the early morning, Daib Joiner," (A carpenter who lives in one of the houses in the center of the settlement) "was attacked! And I be thinking that ye folks would want to investigate. "

Daib survived the attack and is recovering with a friend in the square if you're interested in interviewing him. A12


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Seems the illusion is enough to keep most smaller creatures away from the immediate area, the only sizable creatures to leave footprints are the goblins.

Returning to the colony goes smoothly and reporting the finding of the Azlanti Dias piques the interest of Carver Hastings, one of the soldiers tasked with keeping the colony safe.

Momo:
You know Carver Hastings to be a Society field agent. Carver was instructed by Venture-Captain Brackett of Almas to insinuate himself into the ranks of the hopeful colonists. However, there is a growing concern among the venture-captains that the Aspis Consortium
may be spying on Pathfinders as a shortcut in their own research. For that reason, Hastings has been instructed to hide his status as a Pathfinder, so he masquerades as one of the colony’s soldiers.


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Wealday, 16th of Arodus 4717AR
With the departure of the Peregrine and the colonists beginning to settle in now seems as good a time as any to see where the small clockwork creature was instructed to flee too after being discovered.

Following your command, the clockwork spy will happily lead you north from the colony partially across the island to area L.

The Harbinger’s Dais
The trees thin out around this field of shattered stones and fragments. Toppled marble columns jut haphazardly from the ground and are partially covered with moss. These rocks are the only evidence that buildings once stood here, but the passage of thousands of years has left little but their broken stone skeletons. One remnant remains incongruous with the ruins: a circular marble dais carved from a distinctly lustrous pinkish stone, perfectly preserved but surrounded by a crumbled stone rotunda that has not weathered the ages nearly as well. The Spy walks straight to the dais stopping right in front of it. Turing to you and canting its head/body slightly to the side as if waiting for a new command.

When a creature approaches within 15 feet of the dais (Like the clockwork spy does) , the image of a humanoid figure flickers into existence on the dais and begins to address a nonexistent audience.The figure wears black robes befitting an academic or a spellcaster, and wears a peculiar metal helm that obscures all the wearer’s features except the mouth, which is partially covered by chain links. The front of the helmet is decorated by three upward-pointing tines, like a fork or a trident. The figure’s words are clearly audible but are spoken in Azlanti, and it gestures with its hands as if to calm or reassure.

"Lojalaj civitanoj de la imperio - ne timas. La blotado en la ĉielo estas nur bruo de vualitaj malamikoj por eviti nin distriĝi en ĉi tiu tempo pri muntado de kaoso. Tendu viajn regulajn devojn, kaj fidas je la Ioun Imperative kaj via imperiestro teni vin sekura. Ne malsukcesu nin, kaj ni ne malsukcesos vin."

Azlanti:
“Loyal citizens of the empire—fear not. The blot in the heavens is but a ruse by veiled foes to keep us distracted in this time of mounting chaos. Tend to your regular duties, and trust in the Ioun Imperative and your emperor to keep you safe. Do not fail us, and we shall not fail you.”


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After the Peregrine is released from the effect of the echeneises, the unrest with the colonists resolved, and the grindylows “discouraged” from raiding the colony, you all ride back to Talmandor’s Bounty with the ship. Upon arrival, the Peregrine drops anchor in the bay and both the ship’s crew and the colonists work together to begin unloading the ship using the ship’s boats.
Ramona asks you to show her around the settlement and point out areas of concern. The Peregrine stays the night and the crew replenishes their fresh water before departing in the morning. If you wish to send some treasures back to Almas for sale, as well as place an order for equipment and special provisions this is your chance. (12+ weeks turn around time)

Finally, you can choose one house for the group (assuming you choose to live together). The only buildings unavailable are community buildings and the governor’s house, which Ramona intends to move into in the absence of Rayland Arkley. Alternatively, you can choose to live in the barracks.

During the next day, the existing houses are assigned with the understanding that there may need to be compromises made if the original colonists return. Ramona also assigns work details and specialized crews. Fathers Eamon and Kurvis begin to restore the chapel (which they intend to share for at least the first year), and attempt to reach an accord with the restless spirit of Silas Weatherbee until his spirit can be laid to rest.

Dispite your efforts the poltergeist returned to the chapel about a week after you first encountered him and for the time being is a permanent fixture. Fathers Eamon and Kurvis, are happy to facilitate communication with the spirit if you want to try and communicate with him.

You have two weeks of Downtime and settling in before the next series of events takes place.

Next event will be on Oathday, 31st of Arodus 4717AR. If you want to do anything or explore further or follow your little clockwork machine now would be a good time.

Or I can introduce you to some of your fellow colonists and let you RP in the village.

Ship Returns Aprox 5th Neth 4717AR.


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CDG From Momo: 3d8 + 9 ⇒ (1, 4, 3) + 9 = 17
Momo steps up and fires an arrow through its eye while Deth slashes at its throat, it shudders once, the tentacles twitching then lies still.

Treasure
searching the water near the where grindylows appear to sleep finds a few leathery pouches made out of a large fish’s swim bladder. Inside the pouches, you find 13 pieces of polished red coral worth 10 gp each. In addition, a waterlogged backpack contains a bottle of air, an everburning torch, a rotted coil of rope, an empty flask bearing the initials “E. M.,” a hammer, six pitons, and a dented flute.

A rusted sea chest, stolen from a sunken sailing ship decades ago, is tucked behind the stone hand that serves as her throne. The lock is rusted beyond use, so the chest must be broken open (hardness 5, hp 15, break DC 23). Inside is a +1 mithral chain shirt, a ring of swimming, a wand of flaming sphere with 9 charges, and 470 gp minted in Cheliax before the ascension of House Thrune.

Silver Crusade

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Female
Stats:
AC 19 T 13 FF 16 | HP 32/32 | F+7 R+7 W+8 | Init+3 | Perc+4 (Darkvision)
Aasimar Paladin (Divine Hunter) 4

I'm betting the koi forgot about the agreement


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ROUND 1
echeneis(a)- Detaches from the boat and swims almost supernaturally fast at Aenon. 2 dmg and grappled
echeneis(b)-Detaches from theh boat and swims fast at Deth Biting him and grabbing hold. 3 dmg and grappled

Delia- Inspire Courage
Momo- Jumps in the water with daggers
Deth- Takes control of the grapple and rolls the fish over to the surface.
Aenon- Laments his ill fortune to be tangled up all the time. Struggles but is unable to break free.
Nininox- Casts Sleep Will DC 14: 1d20 + 1 ⇒ (11) + 1 = 12 Its falls alseep in Deth's grasp.

ROUND 2

Seeing its mate dealt with so quickly the echeneis releases Aenon and dives deep. AoO: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Dmg: 1d6 + 1 ⇒ (5) + 1 = 6 The blow lands but in seconds you can see it darting away. Surprisingly it seems to be heading back towards shore where it slips inside an underwater cave.

Sleep ends it again


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@Aenon as undies are typicly outsiders with the native subtype you will suffer the same penalties as any other creature fighting underwater see table 13-7 (Combat Adjustments Underwater). To negate these penalties I would recommend the Aquatic Combatant feat.

@ Momo- –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range, also while they are in the water and you are above the surface they will have improved cover from all your attacks (+8 AC, +4 Reflex)

For example, right now the nearest fish is 40 ft horizontally and 25 feet vertically, 45ft total a -18 to hit from where you are right now
:(


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From above the surface, Momo is unable to spot anything unusual, and Aenon doesn't see anything large enough nearby to affect something as large as this vessel.

Deth, however, spots two strangely colorful fish approx 3ft in length close together up against the hull of the Peregrine These thin, colorful fish have a broad, segmented sucker above their narrow mouth. A line of spines runs down their backs.

DC14 Know(Arcana):

The echeneis is a magical fish known to sailors in many parts of the world as a major pest due to its theft of speed from boats and large, swimming creatures alike. It ranges across large stretches of water, stopping every few hours to feed and sap velocity from large boats, sharks, whales, and other hosts that might overlook it. Although native to warm waters, echeneises sometimes follow trade vessels elsewhere. Because echeneises prefer murky shallows, sailors rarely notice one before it begins to slow a vessel. The sharp and sturdy spines atop the creatures' backs scrape the hulls of ships to which they are attached, so sailors lament both the short-term inconvenience and the long-term damage caused by these pests. Old boats with hundreds of scrape marks on their bottoms garner reputations as cursed, and their captains face a serious stigma when trying to recruit crews. It is true that some ships draw echeneises more than others, but apart from the ship's size there is no indication as to what else might attract the creatures.

Like the remoras they resemble, echeneises are scavengers. However, they are aggressive and often retaliate when knocked off of creatures or vessels. In combat, echeneises attach themselves to enemies to slow them down while flailing with their tails against anyone attempting to remove them. If badly injured while attached, an echeneis releases its victim and uses the speed it has stolen to quickly escape.

An echeneis averages over 3 feet in length and weighs at least 12 pounds.


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Got a combat in here, but had something pop up tonight, got roped into GMing for a mini con in a few weeks and had to do a bunch of prep work. I'll get things set up for the rest of this area by lunch tomorrow.

Silver Crusade

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Female
Stats:
AC 19 T 13 FF 16 | HP 32/32 | F+7 R+7 W+8 | Init+3 | Perc+4 (Darkvision)
Aasimar Paladin (Divine Hunter) 4

Player Name/Alias: Samuel Sturkie
Character Name: Diana Seraphina
Character Level: 4 (Paladin [divine hnter])
PFS # / Character #: 34672-8
Faction: Silver Crusade
Perception Modifier: +4
Initiative Modifier: +3
Favorite Color: White
Day Job Roll (if any)None


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So quick little note for the sake of keeping things going at a reasonable pace, any “filler” fights are going to be handled cinematically, if you could share your preferred combat choices I’ll try to flavor it appropriately. All the random encounters have been removed. Feel free to embellish your RP and add any details that you feel I leave out, such as a signature flourish of your blade or witty comment.

For the fights that will have a tangible effect, I'll roll initiatives and place figures on a map, post your actions for the round and applicable rolls, and I’ll resolve each round at the end of the day (or sooner if able)

Alright, here we go… have a great ride on this wild adventure!


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Wow just wow, great application all around you really made this tough on me. After reading through everyone's entries, and working out some interesting party dynamics I've decided that I just have to run 2 tables. I just couldn't help myself.

If you didn't make the cut I'm sorry. I wish I could take you all. You've all made some very interesting characters and I thank you for the effort you put into these. It looks like there's another recruitment thread starting as well. (See above post) Please apply, don't take this as a rejection, I would have enjoyed having any of you at my table.

If you made the cut check back later for a link to your relevant campaign I'll post them sometime tomorrow. We'll start promptly bright and early (Central Time) on Sunday the 13th.

Slots For Table 1

  • Aenon Malas Undine Unchained monk
  • Nininox Ambershale, XIV, gnome Marid Bloodline sorcerer.
  • Momo Duline Female Human Ranger
  • Weyve Murkwater Gillman Oracle (Pei Zin Practitioner) of the Shadow Mystery
  • Delia Everheart Human Female Bard (soundstriker)

Slots For Table 2

  • Kaldan Tide Male Half-Orc (Ulfen) ranger
  • Trieste Carre Female Changeling Druid(Kraken Caller)
  • Bomani "Whippor" Ebo Male Half-Elf Unchained Rogue
  • Kragg stoneheart vii Dwarf cleric of Abadar
  • Lara Evangeline Ellicott-Tillingsworth Human female Bard (archaeologist)

P.S.
Thanks again for everything guys this is truly going to be a pleasure to run for you all.

Silver Crusade

1 person marked this as a favorite.
Female
Stats:
AC 19 T 13 FF 16 | HP 32/32 | F+7 R+7 W+8 | Init+3 | Perc+4 (Darkvision)
Aasimar Paladin (Divine Hunter) 4

Greetings! I've done a few PBPs and even run a few. Looking forward to playing this. Thanks for setting this up for us.


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Careful you might burn up what good rolls you'll get that way!

Silver Crusade

1 person marked this as a favorite.
Female
Stats:
AC 19 T 13 FF 16 | HP 32/32 | F+7 R+7 W+8 | Init+3 | Perc+4 (Darkvision)
Aasimar Paladin (Divine Hunter) 4

I volunteer as Tribute! Burn the devil!
Will: 1d20 + 7 ⇒ (2) + 7 = 9


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This is the PBP thread for GM Striker's Wrath of the Righteous group 2. Please bookmark or dot this thread for future use.


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Fireday, 2nd of Arodus, 4713, Age of Lost Omens

Welcome to the City of Kenabres! As the summer months begin to reach their end the now cooling weather gives welcomed relief to the warriors of the 4th Crusade. For the next several weeks, excitement is building, Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on the 16th Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war.

Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral, and while the opening ceremonies are still weeks off, the streets are beginning to fill with travelers and celebrants who plan to enjoy the festivities. Decorations fill the streets as people begin to embrace the holiday cheer.

You have been fortunate enough to get a room at the Defender's Heart. The largest inn in Kenabres, this business caters mostly to mercenary companies and crusaders coming to the city. Inside this squat stone structure are dozens of rooms for rent, hearty food, and a wide selection of refreshments shipped in from across the Inner Sea. It's owner, Kimroth Otai was a mercenary fighting against the World wound until he lost his right arm in a clash with demons. Now he spends his time overseeing his staff and talking wistfully with other, more able bodied soldiers who spend time in his establishment when back from the front.


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Ok heres the deal. I have 5+ years GMing experience but never run any PBP. I'm willing to try something new and crazy, so crazy it just might be amazing. I'm looking for a few good players to help me out on this. We'll hopefully be starting in early January, and go through at least the first part. Probably take a little break and start book 2. Ideally we'll go through the entire adventure.

I would like to have a group of six(6) characters to run through WotR. These people must be willing to post a minimum of once a day, preferably more. Experience with PBP is a plus. Like I said though I'm new myself and wont hold that against anyone. As a note on traits, the final group will be made of characters with one of each campaign traits.
Selecting your trait is selecting your Mythic Path

Character Creation
- Starting at first level.
- 20pt buy with no stats above 20 or below 8 after racial traits.
- 2 traits (one of which must be from the Player's Guide for WotR).
- Starting wealth is the average for you class.
- Max hit points for first level.
- No summoners (Sorry but I've had way too many bad experiences with this guy)
- I'm down with Archetypes but I'm going to limit each character to one even if they multiclass or don't otherwise overlap. It just gets way too complicated to keep track of everything and I'd rather work on a good story then juggle abilities.
- I'm willing to have a look at any of the core races and some other races if I like the concept. (Aasimars, Catfolk, Ifrit, Oread, Sylph, Tengu, Tiefling, Kitsune)

Legal Materials:
Core, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, Advanced race Guide (Previously listed races only), Mythic Adventures, Adventure's Armory, Faith of Purity, Faiths of Balance, Blood of Angels, Blood of Fiends, Adventure's Armory, Inner Sea Primer, Knights of the Inner Sea, Demon Hunter's Handbook, Mythic Origins, Gods and Magic, Inner Sea Magic, Inner Sea World Guide, Paths of Prestige, Seekers of Secrets, Champions of Purity, Ultimate Equipment items are subject to approval on a case by case basis unless they appear in another approved source.

I like to keep things simple so rule sources have been limited.
Final group selection will take place near Christmas.

I look forward to gaming with you.

Liberty's Edge

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I would actually have this vary be the experience and level of the players and guards. If your rogue is a newer player to the game, prone to foolish acts and you really don't want to turn them into a pin cushion, roll initiative and see who goes first. In a higher level campaign with decently skilled guards I would assume that if they take the time to surround a foe, they would ready an attack rather then gun him down first.
Again its all based on levels and players for me.