Vimanda

Shadow_Fox's page

332 posts (774 including aliases). No reviews. No lists. No wishlists. 5 aliases.



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I am out of town until Sunday night on work assignment. I will update then.


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Uldruk, I am fine if you want to change your feats around, since you have not formally posted yet. That is up to you. Also format your Race/Class tabs so your character's info is easily visible to me.


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Welcome to those chosen! Feel free to introduce yourselves to the rest of the party, ask any questions, and finalize your characters. I know the party is lacking arcane support, so I am open to any ideas.

The plot hook I have for this game is that you've all been recruited by the Kenabres government to form a "holy squad" to aid in the battle against the forces of the Worldwound and root out evil. Hope that works with your character concept.


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Recruitment officially closed. I'll try to post selections later tonight, if possible. Thank you for your patience.


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Ok, people have officially lost it in this thread. :) Less than 3 hours to go.


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Andostre wrote:

I gotta say... I don't get scrapping a PC just because you can't find a picture online that matches what you have in your head. If you're looking for inspiration to build a PC, sure, I can see how that could be helpful. But so much of a PC is all in your head, anyway. A picture can be helpful, but in the cases talked about in this thread, it seems like a picture is a hindrance. You should play the PC that you want to play, not the PC limited by a picture that people are going to look at only a few times during the length of a campaign.

Shadow_Fox, how much of a consideration is the picture going to be in your selection process? Is anyone going to get dinged if they have a picture with a qualifier such as "like this picture, but with white hair and an axe instead"?

Picture consideration is not vital for the selection process. Obviously, I would like a reasonable interpretation of the character since I want a mental image in my head during the game. However, you can definitely say, like this image, but with black hair and a scar down his eye, for example. Usually in rp games, you try to blend into the populace and not stand out. However, for this game, I am looking for the opposite - your bloodline origins are celestial beings! Play up your differences (the reason I did not allow Scion of Humanity)! You have halos, metallic skin, glowing eyes, or wings for goodness sake, etc. Bask in your celestialness and embrace it! (I know that's not a word). And in the other aasimar players, perhaps your character finds a kinship that he or she was longing for. My 2 cents.


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Assuming the party lets her peruse the journal...

Shalelu continues as she skims the entries, "As I mentioned earlier, there are five major goblin tribes in the region. The closest to Sandpoint are the Birdcruncher goblins, who live in caves along the western edge of the Devil’s Platter, although traditionally these goblins are the least aggressive of the five. To the south are the Licktoad goblins of the Brinestump Marsh, pests who are excellent swimmers. East are the Seven Tooth goblins of Shank’s Wood, goblins who’ve secured a place for themselves by raiding Sandpoint’s junkyard and rebuilding the stolen refuse into armor and weapons. Farther east are the Mosswood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks. And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head."

She pauses with a bit of an excited look, "I do recognize some of these names. Goblins tend not to live long, so those who do become famous heroes, according to their lore. Anyway, Ripnugget is the leader of the Thistletop goblins and controls what the five tribes agree is the best lair. And the journal also mentions Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood and often visits the five tribes to trade things he’s stolen from caravans for alcohol, news, or magic arrows. Bruthazmus has a particular hatred of elves, and we have fought on several occasions. To date, neither of us has managed to get the upper hand on the other, but I vow I will end him first, unless one of you beats me to it. This last one, Malfeshnekor, I have never heard of."


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The parties sit down in the Sherriff's office as Shalelu speaks, "Sandpoint hasn’t been the only place in the region that’s had goblin troubles. In short, there’s been an increase in goblin-related raids along the Lost Coast, particularly in the dale between Nettlewood and Mosswood. Only a day ago, a farm south of Mosswood was burnt to the ground by a group of goblins. We were thankfully nearby, and while the farm couldn’t be saved, Esmerelda and I did rescue the family and drive off the goblins; the family is staying at a nearby farm for now."

The elven ranger pauses, "Goblin-slayers, that is good news to my ears. I’ve dedicated the last several years of my life to keeping them from causing too much trouble around these parts, but they’re tenacious and fecund little runts. Like weeds that bite. There are five major goblin tribes in the region, and, traditionally, they’re pretty good at keeping each other in line with intertribal squabbles and the like. Yet from what I’ve been able to piece together, members of all five tribes were involved in the raid on Sandpoint. A fair number of the Mosswood goblins we dealt with yesterday were already pretty beat up, and there was a lot of chatter about the ‘longshanks’ who killed so many of them. Now that I’ve met you, it seems obvious from their descriptions who they were talking about. Seems like you’ve made an impression." The elf's impossibly bright blue eyes sparkle as she smiles.

Sheriff Hemlock chimes in, "Shae, you should look at the journal entries our heroes found on Ameiko's traitorous brother. It mentions the attack and various names. Perhaps you've heard of some of them?"


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In the Meditation chamber, Rileth recognizes on the walls snatches of Thassilonian words here and there in these shapes, words having to do with anger, wrath, and a need for revenge, but never anything close to a full thought.

After you return to Sandpoint, Ameiko's representative is waiting for you and smiles that you are all safe and sound. She pays for your healing at the one of the local temples. You arrange a meeting with the Sheriff for the following morning and rest and recuperate the rest of the day.

In the morning, Shel advises you that she received a missive from one of the elders in her village and that her presence is urgently needed. With great apologies, she bids you farewell and that she will return to Sandpoint as soon as possible.

The remaining three hug and bid Shel farewell and proceed on to the meeting with Sheriff Hemlock. He looks flabbergasted when you tell him the story of the pending invasion, but when you show him Tsuto's diary, he orders a few of his men to to investigate the tunnel. "Well, this is a day for grave news indeed. Please wait here, there's some I need for the Heroes of Sandpoint to meet." He steps outside and beckons someone inside and two females walk in: an elf clad in studded leather armor wielding a bow and a halfling clad in a breastplate wielding a sickle. Pic of Shalelu in Campaign Tab and pic of Esmerelda in her character profile.

Sheriff Hemlock does the introductions, "I am pleased to introduce you to Shalelu Andosana, an unofficial member of Sandpoint’s town guard..." The elf smirks at her introduction. Hemlock continues, looking at the pretty halfling, "And Esmerelda Skyleaf, healer extraordinaire and devotee of Shelyn." The Sheriff points to the party, "Ladies, I present to you Sandpoint’s newest crop of goblin-slayers. I reckon we all have much to discuss.”

You can post your introductions/reactions to the scene.


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All of your purchases are available, Ri. As for your healing, one of Ameiko's representatives is outside awaiting your party when you leave the Glassworks. She approaches you and advises you that all of your healing expenses will be taken care of, so the party is fully healed and lesser restored at no expense to any of you, courtesy of Ameiko, as thanks for saving her life. So no gold spent on healing - you all have full hps with no status effects.


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Thanks Ri, I missed it. I always play that you have a number of rounds per day equal to 4 + your Charisma modifier. That's it. However, if you take the feat Lingering Performance then you will get 2 additional rounds every time you spend one.

By the way, here's the treasure you found in the Glassworks and Catacombs:

MW handaxe
MW ranseur (worth 400 gp as a work of art)
Greatsword +1 – went to Red
+1 cold iron returning dagger
tiara worth 50 gp
black silk gown worth 25 gp
Scroll: Scroll of Burning Hands (3rd CL)
Scroll of Flaming Sphere (CL 5)
Bottle of wine: worth 50 gp.
Iron Wand: Wand of Shocking Grasp (28 charges) (CL 1)
50 gp
potion of cure light wounds
potion of cure light wounds
composite shortbow with 20 arrows
ring of protection +1
masterwork thieves’ tools
masterwork flute
silver earrings (25 gp for the pair)
6 pouches of gold dust worth 50 gp each,
8 pouches of silver dust worth 5 gp each,
10 pp

We do not need to rp the sale of the items - you will get 60% of sale value. Tell me who keeps what and then divide the gold by 4 so She takes her cut.


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You head south for about 30' before a side passage leads to a spiraling set of stairs. However, caved in rubble blocks access to the stairs. You return to the corridor and head south for an addition 15 feet and end up here:

This strange room is a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space—a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be chance.

As soon as someone enters the room (She1 in this case), you see the person suddenly lift into the air, as if under a levitate spell. You are not harmed by the magic in the room and can eventually control your movement around the room.

You investigate the room:
Ragged book: Religious prayer book to Lamashtu, Mother of Beasts.
Scroll: Scroll of Burning Hands (3rd CL).
Bottle of wine: worth 50 gp.
Dead raven: Disgusting.
Iron Wand: Wand of Shocking Grasp (28 charges) (CL 1).

With that, you have completed the Catacombs of Wrath! You can advance to 3rd level!!!! And you can return to town, rest, buy and sell gear, warn the town, etc.


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My bad, got the order of the rooms wrong - you find the scroll in this room. The map on Roll20 is wrong - the study is south of the Interrogation chamber. Sorry for the confusion.

You head south and open the door.

The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.

You investigate the three solid doors to the south and discover they were once prison cells. Within each is a single skeleton of a badly deformed humanoid; one has three brittle arms, another has an enormous misshapen skull, and the third has a rib cage that goes all the way down to its pelvis—a pelvis with stunted leg bones strewn below its strangely flat girth.

Rileth investigates the documents and books but finds nothing more than scribbling and books so fragile they disintegrate to dust at touch. However, her keen eyes find hidden among the books an intact arcane scroll. She casts Read Magic to discover it is a Scroll of Flaming Sphere (CL 5).

The party searches but finds nothing more of interest in this room. Only way to go is door to the east.


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There are a few more rooms but only one encounter left. In a loose stone in this room, Shel searches and finds 50 gp and a potion of cure light wounds which heals 1d8 + 1 ⇒ (8) + 1 = 9. If Perri heals Red then I think you can handle it and we can complete the dungeon. Let me know. I hate leaving things incomplete.


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Moving on..

You backtrack your way back past the shrine and the long hallway, heading west until the corridor forks north. You head 20' north and find a red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.

Rileth Knowledge (history): 1d20 + 8 ⇒ (20) + 8 = 28

Your resident bard tells you that this is a depiction of Alaznist, the last Thassilonian runelord of wrath. She is believed to have retreated from view along with the other runelords during Earthfall, and it is unknown whether she survived that cataclysm. The ranseur was her signature weapon.

Shel does not detect any traps on the weapon. You can go east down a corridor or north to a door. West is the cave system from whence you initially entered the catacombs. Which way?


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Rîleth Mithrandir wrote:
Hope tomorrow is a better day for you, GM.

Thanks, much calmer today!


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Rileth, the small triangular pool is actually the Thassilonian artifact. There is a rune on the side of the pool, which is repeated over and over. It is the Thassilonian word for "Wrath". Other than what you saw happen when the devil cut her wrist, you cannot discern any other magical properties. The pool does radiate a strong aura of necromancy.

Regarding the quasit, you find the following items on it:
*tiny dagger - radiates as magic - +1 cold iron returning dagger
tiara worth 50 gp
black silk gown worth 25 gp
obsidian unholy symbol of Lamashtu

Shel detects no traps on the area.


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I would rule that if the tiny creature moved into a person's square, then you cannot flank it. But if 2 medium sized creatures each attack from 5' away, sure.
That is a hit either way. The quasit's AC is 19.
It also has DR - so she takes 4 damage.
Concentration check DC 16 to maintain spell: 1d20 + 7 ⇒ (4) + 7 = 11 - she fails!
That might have turned the battle.

Erylium, concentrating on her spell, easily dodges the barbarian's attack. However, quite overconfident, she fails to recognize the danger from the bard, until she feels the rapier puncture through her steel-like skin, drawing blood! The quasit shrieks in pain and that is enough to make her lose her summoning spell!

Round 3:
Erylium, frustrated, snarls at Rileth, "I will make you pay for your insolence of harming a servant of the Demon Queen!" You see Rileth's wound on the quasit starts to close and heal on its own.

The quasit takes a 5' step to move into Rileth's square. Rileth gets an AoO with +2 flank. The quasit then proceeds to claw at the bard, drawing blood twice. Rileh sees poison dripping from Erylium's claws!

Full Attack on Rileth:
Claw: 1d20 + 10 ⇒ (9) + 10 = 19 --- hit
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 --- 1 nonlethal
Fort DC 13 save please
Claw: 1d20 + 10 ⇒ (8) + 10 = 18 --- hit
Damage: 1d3 - 1 ⇒ (3) - 1 = 2 --- 2 damage
Fort DC 13 save please
Bite: 1d20 + 10 ⇒ (2) + 10 = 12 --- miss

Party is up!


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Religion checks:
This a shrine to Lamashtu, mother and patroness of all misshapen and malformed creatures that crawl, slither, or flap on, above, or below the surface of Golarion. You have heard of rituals where monsters drink from the waters of Lamashtu in order to become foul deformed monsters, blessed by their mother. If you do not drink the foul water, treat its effects as unholy water.


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Knowledge Local: Nualia:
Nualia was found by Father Tobyn in the wilderness. She had unearthly beauty and many Varisians viewed her as blessed by Desna. There were rumors that her touch or proximity could cure warts and rashes, that locks of her hair brewed into tea could increase fertility, and that her voice could drive out evil spirits. She did not have a happy childhood and was teased and treated as a freak by children and adults alike. There were hushed rumors that she had been knocked up by a local at the time of the fire that killed everyone in the cathedral. Since she was never seen, until now, most people assumed she died as well. Given your planar studies, you suspect Nualia may be an aasimar, which coincides with Tsuto's notes in his journal that she wishes to remove her "celestial taint".

Thistletop:
The island of Thistletop sits in the Varisian Gulf 60' off the coast of the Nettlewood. It’s only a 6-mile journey (2 hours by foot) from Sandpoint. The island is currently held by Thistletop goblins, but the site was actually once the head of a giant sentinel statue of the Thassilonian nation of Shalast. Ripnugget is the leader of the Thistletop goblins.

Ameiko is taken aback by Shel's comment. "Wings? That's new. From what I remember, she was a very pretty girl, quiet and a bit odd. She was picked on and teased by the other children. She always felt a bit different, like she did not belong. Maybe that is driving her hatred of Sandpoint now. Who knows?" You reach the exit and Ameiko thanks you again and steps into the sunlight. "Can you alert the guards to the massacre that occurred here? I am too tired. I'll be at the Rusty Dragon, resting and making funeral arrangements for my family. I'll have time to grieve later. I owe you all big time. Be safe."


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Oops, forgot, Tsuto's shortbow is magical as well. +1 shortbow.

Perri can make out the bodies of 10 workers who were murdered by Tsuto and the goblins in the Glassworks room, in addition to Lonjiku Kaijitsu.

You move SE through the doors - no traps/no locks. A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass (manganese for clear glass, cobalt for blue, and tin for white; untreated glass is green, while a high quantity of any reagent makes black glass). A safe on the floor hangs open and has been emptied of its contents. Through a doorway to the east, stairs lead down.

From this room, the double doors S lead outside.

You open the SW door and find the primary agents for glassmaking (sand, soda ash, and lime) are prepared here.

The northern door leads to a hallway.

I will assume that you wish to clear the ground level before delving underground.

You head NW through the doors and find the hallway you were in previously.

Back in the room, you head west into a meeting room with tables and chairs.

North from here, you find a dining room, in a messy state, perhaps due to the goblins. From the dining room, you find a washroom, kitchen, pantry, storeroom, and sleeping quarters for the former workers. Nothing of interest as well as some storerooms and closets.

Near the entrance you find a circular display room where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents.

All the way back to the SE, you find a reception area and a file room containing files and contracts with dozens of exporters and businesses from Magnimar, Korvosa, and other local towns.

That covers the entire ground floor so you head down the stairs. You reach a room used to store sand and other raw materials. Two wheelbarrows sit against the wall. Just east of the stairs, a brick wall has been dismantled to reveal an older passageway leading south.

You continue west for now. You reach a storeroom used to store glassware, windows, and other finished goods.

The door SW from the storeroom is strangely locked. After checking it for traps, Shel skillfully unlocks it. Used the rolls provided in Shel's post. You open the door to find a woman lying on her side on the floor in here, bound at the wrists and ankles with rope and blindfolded and gagged with strips of leather. She is unconscious and badly hurt. It is Ameiko!


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Rîleth Mithrandir wrote:

[dice=Know. Local to identify woman in drawings]1d20+6

==

Reading the contents on the open pages, Rileth pondered the names mentioned within them, before calling over her companions to see/read the information contained within.

[dice=Know. Planes re Quasit]1d20+6
[dice=Know. Local re Bruthazmus]1d20+6
[dice=Know. Planes re Malfeshnekor]1d20+6
[dice=Know. Planes re Succubi]1d20+6

"Tsuto has devised a cunning and deadly plan for the town. We must be ready and we must warn the town council once we find Ameiko. Come, read these pages quickly...there are specific entities and names mentioned..." (The parchment link is included in the GM's previous post.)

Knowledge Local:
With Tsuto's last words on your mind and the image of the girl before you, your memory travels back to a conversation you had with locals in Sandpoint one night a year ago. "The fire at the cathedral five years ago was the end of a sad number of events that occurred during the Late Unpleasantness. Lonjiku's wife died in an accident; Jervas Stoot turned out to be some crazy serial killer/artist; and the great Father Tobyn and others died in the fire. Him and his daughter..well, not really his true daughter. His adopted daugher, he found her as a child in the woods, and raised her. There was always something different about her. Too bad, she died in the fire. Pretty girl with pretty name...Nualia." The memory fades as you realize that is who the girl is in the drawings. It is obvious she never had bat wings or horns. That must be Tsuto's imagination.

Quasit:
It is a tiny winged demon. You know two of the following (choose): DR, resistances, special abilities, special attacks, or spell-like abilities.

Bruthazmus:
You have never heard of him, but you know a little about bugbears. The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. A typical bugbear stands 7 feet in height and weighs 400 pounds.

You have never heard of Malfeshnekor.

Succubi:
Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman. Same as Quasit (but choose one feature).


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Rileth fails to discern the magical properties of the Ring.
With regard to the booklet, you realize it is Tsuto's journal. The parchment pages consist of maps of Sandpoint or erotic drawings of a woman. Knowledge Local check to identify.

The maps each depict different attack plans. The first set shows the attack plans for a group of 30 goblins—one of these battle maps is circled and you recognize it as the attack the goblins made on Sandpoint at the town square and the north gate during the festival. Of more pressing concern are the next several pages, which illustrate an assault on Sandpoint by a force of what appears to be 200 goblins. Many of the plans have been scratched out as if they’ve been rejected.

With your Perception check, you find these pages as the most revealing and interesting: Parchment


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Rîleth Mithrandir wrote:

Politely requesting the potion from Shel, Rîleth looked at the liquid in the vial, hoping to identify it by colour and unstoppered it to smell the contents. When that failed to reach a definitive conclusion, Rîleth cast Detect Magic on the potion, studied it and thought back on her knowledge of spellcraft and arcana to see if she could determine the potion's contents.

[dice=Perception]1d20+6
Cast Detect Magic
[dice=Spellcraft]1d20+6
[dice=Know. Arcana]1d20+8

Potion of Cure Light Wounds (CL1)

To save time, the Ring detects as magical.


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I completely missed this. It slashed at Rileth. I appreciate the honesty. For that, you take minimum 1 point of damage.


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Mouth agape....

AoO: 1d20 ⇒ 15 --- hit
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16 --- immune to disease

The 12' tall Jackal-headed humanoid sees the elf rush in and it bends down to bite him, drawing blood, as a smile comes to its face, secure in the knowledge that it is the chosen one of Urgathoa. What it fails to realize is that the elf's plan was to draw it in to his reach and more importantly, its head. The elf surprises the evil outsider by quickly spinning and bringing his elven curve blade down on its exposed neck! In an instant, it realizes its mistake, but it is too late as the paladin's blow decapitates it, its head landing on the cathedral grounds with a soft thud, ending its existence forever...

The jackal is no more. Only the barbed devil is left, looking pretty worried...Great rolls, G!


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Rileth skillfully tumbles around the goblin and its friend on the table, leaving the goblin with its mouth agape, before piercing her rapier through its brain killing it instantly.
Goblin CMD 12 so even with +2 from goblin on table, acrobatics skill was successful. Well done! Hero Point for you!

Perri's arrow fails to connect...


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Will combine the linguist check and Ameiko's family check, per Shel's comments, into one.

Rileth is aware that it is public knowledge that Ameiko's family consists of her father Lonjiku and her half-brother Tsuto. Tsuto, a half-elf, was the product of her mother's infidelity and has always been ostracized by the patriarch. Hence, the reason that Tsuto was sent away to Magnimar to complete his studies. Ameiko's mother died in an "accident" 5 years ago. Her father is still alive, lives in town, and is said to be the reason Ameiko remained in Sandpoint.

As for linguists, the only local person who comes to mind, besides Brodert, is possibly Sabyl Sorn, a female monk and caretaker of the House of Blue Stones in Sandpoint. She is said to be fascinated with the Minkaian culture.


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Moving along...

Red checks in at the town's barracks, but learns from one of the deputies, Tolliver by name, that Sheriff Hemlock is not around, as he and another guard are following up on a lead on the goblin attack. Unfortunately, that's all the information that can be divulged.

The food at the Rusty Dragon, as always, is delicious, but Ameiko is not present. Her second in command, a hafling maid by the name of Bethana Corwin, is supervising the inn's operations tonight and she gladly allows Rileth to take the stage and perform.

Rileth tells an enjoyable take that captivates the audience and transports them, ending in clamorous applause and some whistling. After the performance, she receives tips that add up to 10 pieces of silver.

Everyone has an enjoyable night and rests for the night.

24th day of Rova 4707 AR

The next morning Rileth receives a knock in the morning, which stirs her from her sleep. As she pulls herself out of bed to answer the door, she finds the 3' tall Bethana standing there, all nervous with a worried look. "Beggin' yer pardon please, ma'am, for waking you so early. Please gather your companions and meet me in the dining area as soon as possible. I am worried and don't know whom else to turn to at this moment." She turns quickly around and hurries off down the stairs before Rileth can inquire further.


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Very impressive, Q! Kudos!


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Hey, all in another game I'm DMing, 12th level, the players had to save against a Banshee wail and though they all made the rolls, they were that close to dying. So instituting Hero Points, so a great character does not die on account of one bad roll.


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Male Fighter 6| 30ft speed | HP: 70/70| AC: 22/15/17|Init: +12|Perc: +9|Fort: +9|Ref: +6|Will: +7 (+4 vs. fear)|CMB: +10 CMD: 27|

Roland waits impatiently...damn bureaucrats!

K. local added.


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Ditto, I am enjoying it very much!


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Shel can take a 5' step south this round to put her in flanking position against the black goblin with Red in order for her to inflict sneak attack damage. I will position her there if that is ok.


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I hope everyone had a nice holiday. I will update thread tonight.


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Shel, I like that format. Please add your DD modifier to your line of stats so that is quickly accessible to me.

Also, I apologize for the delay. I linked the wrong game thread for this campaign and I cannot unlink it. I have contacted customer service for them to unlink it so I can link the correct thread but no response yet. As soon as the correct thread is linked, I can submit the initial post and get this moving. If anyone has any suggestions to expedite this process, please let me know.


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Congratulations to those selected and looking forward to a fun game. Please introduce yourselves, discuss your characters, etc. You can make small edits - i.e. change feats, skills, spells, etc. to be a more in-tune party. However, you cannot edit your class/race/etc. I know it's going to be hard without a cleric but you have some channel energy. I am sure you will make it work.

High level play is a lot of numbers crunch, so please try to assist me as much as possible. I love links to uncommon feats, abilities, spells, magic items. In combat, please post your modifiers and penalties to hit and damage as well as any buffs.. Also format your characters with hps, ac, saves, perception, etc. to make it easy for me to just take a view at your character profile and not have to click on your sheet.

I will roll for initiative/perception/etc. to speed things up and keep the game moving.

Also decide if you would like to be strangers or a members of an existing party at the intro to the game in Caliphas.

Any questions, let me know!


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Hi all, I am 20 year veteran of RPG fantasy games but new to these boards. I really enjoy high level play. but realize that PbP games take years to reach the "sweet spot" levels I enjoy if I started this campaign from 1st level. I don't have the patience...lol. So I thought to just jump to the conclusion of the Carrion Crown campaign, where the payers have to prevent the rise of the Whispering Tyrant! Sure, it may not be fun for some players to design 12th level characters from scratch, but I hope you can indulge me. Looking for 4-5 players who can post daily at least once. I promise consistency, fun, vivid action, and fair play.

Character creation guidelines:
Races: CRB + aasimar + tiefling + Dhampir
12th level
20 point buy
Alignment: No evil - I like heroic characters and this AP really shines for the valiant characters standing against the forces of evil/undeath.
Wealth: 108,000 gp (no more than 40k can be spent on one item)
Background skills in effect
No VMC
No 3rd party
2 traits (do not have to be tied to this campaign)

Basic plot: The players, an established adventuring group of heroes, have been contacted to prevent the rise of the Whispering Tyrant and save humanity.. you know, the normal plot for high level games! ;) The party starts in Caliphas in Ustalav.

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing the Whispering Tyrant's rise. What actions have you done to garner the attention of the power players in the world? Let me know your time zone also. I am in EST.

Recruitment will end in 2 weeks or sooner if I receive enough qualified applications. I will post 48 hours in advance if I change the deadline. Let me know if you have any questions.