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![]() I wasn't initially interested in Ironfang Invasion, but based on the OP and reading the Player's Guide I'm eager to play in this game. It sounds like a fun AP and I love the chances of getting through it with this GM! I am dotting before the deadline but I probably won't have my crunch all rolled up for a little while. The delay before the game begins works out really well for me actually as I will have much more free time starting 11/1. Dirg Stonehelm
Rough Background:
Why Phaendar?
Development:
I saw you mentioned Leadership being ok as long as the followers don't come along on adventures. I'm totally cool with that- my volunteers can stay somewhere and I go refill my talismans only at appointed times or whatever. Dirg will focus on melee and support/buff spells which work towards his coup de grace opportunities. So stuff like non-lethal damage, entangling, maaaaaybe grappling if I can figure out a particular path for it. I like to work that out during play though and let advancement occur organically within the broad strokes of the character. Posting:
Experience:
I'm honestly not that comfortable choosing my own "best of" posts. I try to always push with my posts and always include some flavor in even the most mundane ones. Feel free to look through my profile. Thanks for running this and your consideration! :D ![]()
![]() I'm thinking about making a spiritualist with the zeitgeist binder and haunted archetypes and a zeal phantom with probably the society aspect. I'm thinking he harnesses the collective excitement of the group as they go out and begin their claim, but as the community begins to grow, he starts succumbing to its collective strength. Just wanted to make sure the zeitgeist binder is ok and if it would be ok to use our burgeoning kingdom as my phantom. If it's cool, I will get working on fleshing it out into a complete character. ![]()
![]() Haha excellent suggestions! :D Brother: yes, I see him having superpowers, probably the physical skills I didn't select. He has a super identity but doesn't use it often- the story about him crashing his flying car while severely intoxicated made him a punchline. Parents: yes, they had powers as well, during the Silver Age. They were hippies which frustrated the grandfather but they were committed to fighting evil so they were tolerated. When they were killed, they became martyrs in the public eye and are thus remembered as being something greater than they were. Armor/Weaponry: I was thinking they were included in the suit she inherited from her grandpa. But I like these other ideas better! This still needs fleshing out. Hockey Team: I'm not married to it by any stretch. I just liked the idea of buying the Montreal Canadiens and moving them to LA without bothering to change their mascot. But I'm welcome to switching that up to a different sport or whatever if you prefer. A professional roller derby team of which Smythe is also the star as well as the owner could definitely be fun. ![]()
![]() Well, we have got a Nova already and I didn't really have a great concept anyway. So I have been looking through the playbooks and I have decided on the Legacy. Smythe Bentley / Starlite: Legacy Name: Starlite Real Name: Smythe Bentley Look:
Abilities:
Labels:
Backstory:
When our team first came together:
Relationships:
Influence:
Legacy Moves:
Legacy:
Name the different members of your legacy (at least two):
Whenever time passes, roll +Savior to see how the members of your legacy feel or react to your most recent exploits. Before rolling, ask the other players to answer these questions about your performance. Take -1 to the roll for each “no” answer:
Moment of Truth: This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn’t do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders... Expanded Background:
Her grandfather, Steve Bentley, was a famous hero during the Golden Age who went on to found a popular media company, Star Media. He was as successful in business as he was fighting crime, and he raised his son to be heroic like himself. Unfortunately, a mysterious warehouse explosion took Smythe's parents from her when she was just a baby. Her grandfather was also grievously wounded and would be bedridden for the rest of his life. A villain named Professor Fury was blamed for the explosion but he disappeared and the news eventually moved on with no arrests. Not long after the explosion, Smythe's grandmother died of what appeared to be natural causes. Steve's live-in nurse, Margene, stepped in to help run the company and they were married soon after. Margene was only ever supposed to run the company until Smythe's older brother James reached maturity. Sadly, this has never happened (or so Smythe likes to joke). He is a dilletante with no concern for business or heroism at all. So Margene has continued to run Star Media, reaching its tendrils into ever deeper darker crevices. On a lark, James asked his grandfather to buy him a professional basketball team. Steve, bemused, settled on purchasing a hockey team and relocating it to Panurgic City. James' management skills were nonexistent and Margene quickly threatened to sell the team. Smythe convinced her grandfather to allow her to try running the team first. Surprisingly, she has quickly taken to it. Margene was not pleased with these developments one bit. She sees Smythe as a potential threat in a way that her brother never was. Steve, in all his wisdom, discerned Margene's intentions and secretly enlisted Smythe to take over for him- not just in business but also as a hero. He gave her his old costume, complete with body armor and a litany of useful weapons. Smythe publicly declared her vendetta against the missing Professor Fury at a press conference. Margene fumed and stormed out when Smythe revealed her grandfather's old costume, stylishly retailored to suit her figure of course. ![]()
![]() mdt wrote:
OK, if I have the option to stop before beginning another term as a drifter, that's fine with me. I will just finish writing up my character submission. ![]()
![]() mdt wrote:
Very helpful thanks. I get what you mean about the skills since they get added to over time. So I will keep them as is. I'm a little disappointed that I didn't get anything with a little more narrative weight during muster out, like a contact or relationship or something. As is, my character doesn't really have much of a hook other than the K'Kree fish-out-of-water thing. To that end, I have been thinking about how to give her more depth, especially over the course of her career. I'm thinking now that she is not so fiercely independent. But rather, she still has a need for a "herd" in her life, which she filled with the animals during her time as a barbarian and then with her crew while with the mercs. So I see her travelling to Shirrul Gami after retirement because she has heard about the animals and primitive life there and is going to try to recreate her childhood with the animals. So I was going to just say I was done if I picked up a good hook during muster out. But now I feel like I should do one more term in a career more focused back on the animals. I'm guessing Science (Biology) but if you know of something closer to what I'm envisioning, go ahead and roll that instead. Like a game warden or forest ranger or something possibly. NAME : Tulip
STATS STR 13 (+2)
SKILLS
TANGIBLE BENEFITS PAST MISTAKES Equipment:
weapon
bladed weapon combat implant Term History:
Term 1 : Barbarian (Warrior)
Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Term 4 : Mercenary (Striker, Rifleman) One of your assignments requires special training for its success, which the employer is willing to pay for. Term 5 : Mercenary (Commando, Spec Ops) You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale. Term 6: Mercenary (Security, Site Defense) You are assigned to provide protection for an alien ticket. Background Spoiler, Should include events from Term History, plus other things you want in your background Personality Spoiler, paragraph describing the character's outlook on life, personality, etc. Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections. ********* Please roll me a term in Science (Biology) or similar as appropriate. If I fail to enter, I will do the term as a drifter then muster out permanently. Thanks! :D ![]()
![]() I'm still pretty new and could use some pointers. I would love to get in on a training session like was discussed in the other thread but can't play True Dragons for that. I think some kind of 3rd-party commentary on an ongoing game to discuss why a GM made the decisions he/she did etc would be extremely useful. ![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Career Bonuses:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Term 4 : Mercenary (Striker, Rifleman) One of your assignments requires special training for its success, which the employer is willing to pay for. Term 5 : Mercenary (Commando, Spec Ops) You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale. [dice=Service Skills]1d6 Remote Ops [dice=Survival, END 7+]2d6+2 SURVIVE [Dice=Event]1d6+1d6 You are assigned to provide protection for an alien ticket. Gain Advocate 1, Language 1, Streetwise 1 or Tactics 1. Might want to pick language so you can speak Terrangelo (common) without a computer translator. [dice=Advancement, END 8+]2d6+2 Advancement! Rank : 4 Pointman (No benefit for this rank) [dice=Advancement Skill, Site defense: 1d6 ⇒ 4 Heavy Weapons (Any) Aging: 2d4 - 5 ⇒ (2, 2) - 5 = -1 Reduce two physical characteristics by 1 ******* STR: 13 (+2)
Barbarian Rank : 1 -
SKILLS:
Career Bonuses:
*********** I took Heavy Weapons (flamethrowers) 2. Is there a different speciality I should take at 1 instead? Also, I didn't realize that having a 0 skill means that specialties don't matter. Can I change my Animals then to be (training) 1 and no veterinary? Would that be applicable to my Melee skills also, ie, should I just have taken (blade) 2 instead? I'm ready to Muster Out of my mercenary career. It looks like I can get 7 rolls of which 3 can be Cash right? And those go on the Security table now is that correct? I kind of figured that one might have a little better payouts than Commando. I will take a term in a civilian career after that. I'm not sure quite which one yet- I'm hoping my muster benefits will give me a good spur to decide. Last question: Are we supposed to start the game still in a career? or do we always do a final muster out before the game begins? ![]()
![]() REPOSTING: NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Career Bonuses:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Term 4 : Mercenary (Striker, Rifleman) One of your assignments requires special training for its success, which the employer is willing to pay for. Term 5 : Mercenary (Commando, Spec Ops) You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale. Current Age: 38 ******* Tulip will take her last term with the mercenaries in Security / Site Defense. Getting too old for the field work- time for a nice desk job. Also after that I guess I will need Muster Out rolls. ![]()
![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Career Bonuses:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Term 4 : Mercenary (Striker, Rifleman) One of your assignments requires special training for its success, which the employer is willing to pay for. Term 5 : Mercenary (Commando, Spec Ops) You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale. Current Age: 38 ******* Tulip will take her last term with the mercenaries in Security / Site Defense. Getting too old for the field work- time for a nice desk job. ![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Term 4 : Mercenary (Striker, Rifleman) One of your assignments requires special training for its success, which the employer is willing to pay for. Current Age: 34 ![]()
![]() mdt wrote:
Extremely helpful once again. :D Per this info and your note to someone else, I believe I will finish my 5 terms in the Merc Army to get retirement pay, then probably muster out to a civilian gig for one term. That would put me at 7 terms and seems about right to explain how Tulip managed to get herself onto the ship as the game begins. For my 4th term with the Mercs (5th term overall) I will go with with Commando - Spec Ops. I will repost my character sheet so far so you don't have to dig for it. ![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. TERM 4 : Mercenary (Striker, Rifleman) [dice=Service Skill]1d6 Athletics (Any) [dice=Survive, END 6+]2d6+2 SURVIVE [dice=Event]1d6 + 1d6 One of your assignments requires special training for its success, which the employer is willing to pay for. Gain Battle Dress, Drive, Remote Ops, Seafarer or Vacc Suit. [dice=Advance, END 5+]2d6+2 Rank up! Rank 2 : Strike Specialist, Choose one of Gun Combat 1 or Heavy Weapon 1 [dice=Advancement Skill, Rifleman]1d6 Recon [dice=Aging]2d6-4 No penalties STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Current Age: 34 ********* I love the flavor of all the events. Given that and her new title, she will actually take her next term in Commando/Spec Ops. Not that I want to currently, but if Tulip decided to leave the mercenary company, what kind of professions would be available to her at that point? And also do you have a limit on # of terms? Like would 2-3 more be ok? I'm just really enjoying this process. :D ![]()
![]() Thanks for the reminder! Minmaximus boon: 1d20 ⇒ 2
GM boon: 1d20 ⇒ 16 Congrats Theo and BP! PM me your Paizo email addresses for reporting. (It was 19 and 20 which are winners right?) edit:
![]()
![]() As the last remaining druid falls under the onslaught, the long shadows inside Briar Henge turn to dusky twilight. Quickly, the adventurers wrench the Atavistic Splinter from the web of energy between the dolmen stones, taking a blast of electric shock in the process. 2d6 points of electricity damage (DC 13 Reflex save for half). Negligible for all intents and purposes. Now able to survey the scene, they realize they have succeeded in cancelling the ritual mere moments before it would take full effect! The more monstrous among them find themselves restored back to their normal condition when bathed in the cool moonlight. Lose the bestial template and all ability damage is healed. They strip the druids of their meager possessions presumably and proceed back towards Wispil. When they pass the lumber camp, they see a few bedraggled loggers who hail them as heroes for reversing the curse. Back in Almas, Venture-Captain Brackett accepts the Atavistic Splinter with a promise that the Pathfinder Society will put the artifact to good use in the upcoming Ruby Phoenix Tournament in Goka. He is particularly impressed with the starcharts and assorted writings. "We may be able to learn much about the Verduran druids. Perhaps enough that we can neutralize them permanently. I will see to it all these documents are examined immediately." SCENARIO COMPLETE. Great job! Thanks for playing everyone. I had a great time with both of these scenarios. I appreciate how each of you post with such speed and quality. Really, it's made this very easy for me. I will work on reporting and chronicles. I expect to have them by tomorrow assuming nothing strange comes up. ![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Term 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Current Age: 30 **** I think I'm ready for my next adventure! ![]()
![]() @Merisiel- druid #1 which you are flanking is already asleep. druid 2 is not and you could easily reach them to attack instead. Would you rather hit 2 instead? Merisiel tumbles into the fray and pops up behind a druid, delivering a nick which just misses a major artery. Itami looks on, satisfied, as the druids succumb to his spell. Bitter Plum's katana slices across druid 4's chest, dowsing all the blood to the surface. The druid slumps to the ground, even more asleep than her friends. Druids 1 and 3 snooze away. Druid 2 starts gesticulating wildly and his staff seems to grow thicker and knobbier. Trigger AoO from Merisiel if you are next to him instead. Itami
The party is up! I would usually call this fight right here, but since it's the finale I will let you guys play it out however you want. CdG the sleepers, etc. heh Next post from me should be the final wrap-up I expect. ![]()
![]() NAME: Tulip
STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
Term 1 : Barbarian (Warrior) Survived in the wilderness. TERM 2 : Mercenary (Commando, Raider) Your unit is particularly efficient, getting additional training in between numerous short tickets. Term 3 : Mercenary (Striker, Rifleman) [dice=Service Skill]1d6 Explosives [dice=Survival, END 6+]2d6+2 SURVIVE [dice=Event]1d6+1d6
[dice=Edu 8+]2d6-1 Success! Gain Drive 0, Flyer 0, or Seafarer 0. I'm guessing you had to rip the seat out to get at the controls, LOL. [dice=Advancement, End 5+]2d6+2 You gain rank, and MUST continue in this career for another term. [dice=Advancement Skill, Rifleman]1d6 Heavy Weapons (Any) Rank : 1 Trooper Gain Gun Combat 1 Tulip's Story So Far:
Tulip rejected her calf name in her mind at any early age. She never felt part of their culture and didn't want to be associated at all with the unthinking herd. As soon as she was able, she claimed the name "Tulip" in defiance and escaped into the wilderness.
She soon found a life of nomadic solitude to be boring rather than the blissful utopia she had imagined. And dangerous also! But she learned to find her way around and avoid the dangers she couldn't naturally defeat. After a few years, she happened upon a mercenary ship crew who was encamped outside a small town for some needed repairs. They engaged Tulip and took a liking to her. She jumped at the chance to sign on and explore the stars! The ship's crew had all been together for a while so they were able to quickly adapt to having her onboard and utilized her extra muscle to complete a number of quick, valuable missions. In between, she got plenty of training exercises. She worked hard, knowing she needed skills to survive in the wilderness of space even more than back home. Third Term Addition: Tulip's hard work eventually paid off with increased training and responsibility. Even better, the mercenary company's armory was opened wider to her. In awe of the brilliantly savage technology, she began training in as many types of weaponry as possible. In one memorable encounter, Tulip's crew was working security for an execution party on a floating platform over a sarlac pit. When a mysterious stranger appeared and kicked the pilot over the side while freeing his prisoner friends, Tulip managed to maneuver across the platform to the wheel and guide the ship to a soft landing in the sand. When they returned to their mercenary base, Tulip was delighted to learn her bravery had resulted in her first ever promotion! STR: 14 (+3)
Barbarian Rank : 1 -
SKILLS:
mdt wrote: Note : If you gain Gun Combat 1 like above from the Rank gain, it jumps from 0 to 1 if you buy a new Gun Combat skill. If you add it to an existing skill, it just adds one level. So you're probably better off picking another heavy weapons specialty. Does this mean I can choose either "Gun Combat 1" as the Rank gain or "Heavy Weapons (Any)" from Advancement? Am I understanding that correctly? I didn't assign either of those yet but took a stab at everything else above. ![]()
![]() NAME: Tulip OFFICIALLY NOW
STR: 14 (+3)
SKILLS:
Term 1 : Barbarian (Warrior) Survived in the wilderness. Choose one of : Recon 1, Survival 1, Navigate 1 or Stealth 1. Choice : TL3 Weapon or +2 DEX TERM 2 : Mercenary (Commando, Raider) [dice=Entry, End 6+, -1 DM]2d6+2-1 Entry Accepted Ms. Giant Muscled Angry Thing! Basic Training : Choose 1 of : Athletics, Recon, Combat Engineer, Heavy Weapons (Any), Gun Combat (Any) [dice=Survival, End 6+]2d6+2 Survived! [dice=Event]1d6+1d6 Your unit is particularly efficient, getting additional training in between numerous short tickets. Gain Athletics 1, Gun Combat 1, Leadership 1, Survival 1 or Zero-G 1. Advancement, End 7+: 2d6 + 2 ⇒ (2, 1) + 2 = 5 Always harder for aliens to get rank! Rank 0 Benefit : Trooper - Gun Combat 1 STR: 14 (+3)
Rank 0 : Trooper SKILLS:
Tulip's story so far:
Tulip rejected her calf name in her mind at any early age. She never felt part of their culture and didn't want to be associated at all with the unthinking herd. As soon as she was able, she claimed the name "Tulip" in defiance and escaped into the wilderness. She soon found a life of nomadic solitude to be boring rather than the blissful utopia she had imagined. And dangerous also! But she learned to find her way around and avoid the dangers she couldn't naturally defeat. After a few years, she happened upon a mercenary ship crew who was encamped outside a small town for some needed repairs. They engaged Tulip and took a liking to her. She jumped at the chance to sign on and explore the stars! The ship's crew had all been together for a while so they were able to quickly adapt to having her onboard and utilized her extra muscle to complete a number of quick, valuable missions. In between, she got plenty of training exercises. She worked hard, knowing she needed skills to survive in the wilderness of space even more than back home. Quote:
Thanks for all the assistance and hints on crafting her story! :D I don't think she wants to join any official group so Striker is out. Warmonger out obviously too. Either Ship Security or Site Defense could be interesting routes or stay with Commando (any of the three options could work depending what benefits they have). Is it ok for me to know what the Training or Rank benefits would be for the choices? I would mostly want to improve Melee/Heavy Weapons, pick up additional space survival skills like Mechanic or Vacc Suit, and continue improving her ground survival skills if possible (Athletics, Navigate, Recon, Survival). In roughly that order. So if there is a career among those options that looks particularly suitable to that skill cluster, go ahead and select it for me. Thanks again! :D ![]()
![]() OK, fair enough. I'm still trying to get a handle on the fluff so I appreciate the help. :D So let's say Tulip is from actually a moderately populous, arid K'Kree planet. She is determined to have a brain defect when she rejects her people's socialization techniques, irrationally fearing some phantom danger from the herd. Still just a very large young girl, she escapes to the massive dunes where she learns to provide for herself. Of course, isolation proves more difficult than she expected- she didn't account for being hunted by her own people. To find respite, she negotiates passage off the planet on a merchant ship. I'm thinking Industrial/Desert for Trade 0 and Survival 0. Starting with one term of barbarian likely followed by Drifter, unless there's a merchant profession which would be more suitable. ![]()
![]() Ok, I think I'm ready to get started with the career phase. I understand about large being a problem, that's ok with me. And I will go with my second set of rolls just to give myself a negative modifier. That always makes for more misadventures. :D NAME: "Tulip" a nickname I expect her to pick up somewhere along the way as a mercenary, subject to change depending what happens with her career
PROPOSED CONCEPT: Tulip hails from a remote, rugged planet abandoned by the K'Kree at the conclusion of the Hiver war. Her herd had been ordered to establish a colony there and then were never alerted to the withdrawal due to oversight. The castoffs grew bitter towards their brethren and claimed independence, not that anyone off the planet really cared. When Tulip reached adulthood, she of course matriculated into the herd's military, excited to explore the galaxy and defend her people. STR: 12 (+2)
BACKGROUND SKILLS:
------ Anything else I need to get started? I will need you to roll the career path stuff for me as I still need to pick up the full book plus I don't fully get it yet anyway. :D What do you think would be appropriate for her backstory? I saw you mention Militia in another post and thought it sounded appropriate, but now I see that's Darrian only. Marines possibly as a generic substitute? ![]()
![]() Yes as Abdul said, only one move or standard action each. Minmaximus init: 1d20 + 1 ⇒ (2) + 1 = 3
druids init: 1d20 + 5 ⇒ (7) + 5 = 12 Itami quickly weaves an air of sleep around the dancing druids. Your best placement AFAICT will catch all of 1, 2, and 3 (as they are now labelled) in the effect. Bitter Plum moves and prepares to attack next turn. Merisiel does the same. Garren cruelly shoots druid 4, leaving a slug deep in the man's shoulder and finally alerting the dancers to their imminent situation! Abdul maneuvers into position. Theo follows along behind. Minmaximus gets ready for a full-sized feast! Then, Itami's spell completes! druid 1 will save vs enchantment: 1d20 + 6 ⇒ (2) + 6 = 8
And two of the druids fall to the ground in blissful slumber. Round 1:
Itami, Bitter Plum, and Merisel are up! ![]()
![]() @Min: no I guess you would have returned to normal by now unfortunately. The party gets set and springs the trap, attacking the prancing druids with a classic pincer move. They are distracted by their ritual and you guys did a good job of sneaking and scouting around in here. Go ahead and give me your surprise round actions. If they survive the initial onslaught I will roll initiative for the first round because they can do some damage back. The party is up! ![]()
![]() mdt wrote: The way I handle K'Kree is that any solitary K'Kree are aberrations who are outcasts from their own culture, due to their mental illness (They actually kind of like getting out by themselves). So any PC K'Kree will be Casteless, and likely ended up attending non K'Kree schooling and jobs. Thus, they'd use the normal rules. No Nobility careers or High Guard. Ok, cool thanks! That's kind of what I was figuring as far as an actual PC. In that case, my 2nd set of rolls works out to a +1 modifier without counting the 6th roll so I will go with those: 9
add to strength: 1d6 ⇒ 5
Well then. I'm starting to formulate a character concept but not ready to commit to anything yet. I will keep reading up on the fluff in the meantime. ![]()
![]() I'm very interested in trying Traveller! I am very intrigued by playing an intelligent herd animal, as I work with cattle irl. Question: Are K'Kree actually a playable race? Besides their hardcore ideology, it says they will die if they are not around other K'Kree for any length of time. If I understand it right and the party are the only survivors on this ship, would K'Kree be viable? Also do you have to roll their Caste stat separately? ridonculous rolls: 2d6 ⇒ (4, 6) = 10
2d6 ⇒ (1, 2) = 3 2d6 ⇒ (1, 3) = 4 2d6 ⇒ (5, 1) = 6 2d6 ⇒ (2, 2) = 4 2d6 ⇒ (1, 6) = 7 -2 overall mod, so rerolling. 2d6 ⇒ (3, 6) = 9
-1 2d6 ⇒ (4, 6) = 10
-3 now. 2d6 ⇒ (4, 3) = 7
0 2d6 ⇒ (4, 3) = 7
-1 again. 2d6 ⇒ (4, 1) = 5
-3 2d6 ⇒ (3, 2) = 5
-1 2d6 ⇒ (3, 3) = 6
+1 finally! ![]()
![]() Sorry for the delay. I've been sick all weekend. The books and scrolls are almanacs, starcharts, and philosophical treatises, mostly written in Druidic. The larger chest is locked with a good lock, but Merisiel is able to locate the key to the lock hidden within the smaller chest. It was DC 19 Perception, but I will just assume someone could get her an Aid Another. The large chest contains a birch wand and a patterned leaf. Min begins an examination. Spellcraft DC 18:
It's a wand of eagle eye with 12 charges remaining. Spellcraft DC 22:
The leaf acts as a scroll of grove of respite. Having cleaned out the useful items, the Pathfinder approach their final destination: the Megaliths. This wide area on the east side of Briar Henge has a roughly circular shape. Four tall, thin spires of ancient stone thrust up from the ground at irregular intervals like malformed teeth. To the west, two thicker stones are capped with a third horizontal stone, forming a crude gateway. A thick piece of charred bark is suspended in this gateway by a web of crackling energy. The crackling energy pulses outward from the bark into the dolmen stones, and from there into the ground. These megaliths predate the construction of the thorn walls and hold a special connection to Gozreh. Four standing stones (menhirs) stand near the three stones forming the gateway (dolmen stones). The megaliths resonate with Gozreh’s blessing, which improves lightning effects in this area. Any creature adjacent to a megalith deals an additional 1 point of damage with any spell or effect causing electricity damage. The menhirs are 12 feet tall and about 3 feet in diameter. The dolmen stones are 10 feet wide and 10 feet tall. The archway is currently blocked by the waves of energy radiating outward from the Atavistic Splinter. The dolmen stones fill their squares almost completely, and creatures can not squeeze into squares occupied by dolmen stones as they can into squares containing menhirs. Four druids chant and circle the stones as a part of their enigmatic ritual. Go ahead and place yourselves on the map- you can approach from whichever direction you wish. ![]()
![]() Six hammocks hang suspended from the thorns here, crisscrossing along the thorny walls. Two oaks provide shade and shelter from wind and rain. A few clothes hang from the thorny walls. The hammocks and clothes seem simply made. Near one of the tree trunks is a large, sturdy chest. Near the other is a smaller chest, whose open lid reveals several scrolls and tomes. Gaps in the walls allow exit to the northwest, north, and northeast. Have a look around here then we'll move on to the final encounter! ![]()
![]() I really enjoy exploring unique mechanical elements of settings like this, so I'm trying to combine several of them. Character Name: Feguk
Character Background: Feguk is a full-orc distant relative of Leska. Possibly? It doesn't mention her race in the Player's Guide. If not her than another prominent person in Ragesia. He showed a particularly un-orcish knack for diplomacy. Among his local tribe, unfortunately, that was not looked upon favorably. He was expelled and began to wander. Before long, Feguk encountered a monk from the Monastery of Two Winds who saw promise in the young orc. Invited to come study as an apprentice, Feguk quickly began absorbing all they had to teach him. When the current crisis began, Feguk received word that he was needed to help sustain the Ragesian Empire- the first he had heard from his family since his ostracism. Reluctantly, he left the Monastery, vowing to continue his training whenever possible. He was assigned to Gate Pass where he now works as an unofficial ambassador for Leska, shoring up support for the Empire. Plans for the character mechanically: I plan to take monk at 2nd level and the commander class from the player's guide at level 3. I will level up all 3 classes as needed based on how the game progresses. Starting stats will be something like Str 16, Dex 12, Con 14, Int 11, Wis 8, Cha 15 (after racials). Civic minded. Plans for the character’s own story: Feguk isn't particularly ambitious but circumstances are setting up for him to become a military leader, assuming Leska succeeds in consolidating power and he can get over his family issues. If not, who knows what might become of him. ![]()
![]() The group proceeds through the two clearings Itami has already explored. Abdul finds the goodberries and Garren is able to decipher the assorted banners. @Garren: That's fine with me. Now there are two remaining areas within Briar Henge for the group to explore. They must be very close to finding the druids! Which way? ![]()
![]() Sorry Itami, wasn't sure if you meant the left on the map or the character's left as you came in. Itami sneaks his way to the center of Briar Henge. This open space is roughly oblong, with three gaps in the thorny walls to the south, west, and north. To the east is a rough wooden table with a leather satchel lying atop it. The table is surrounded by six cut logs planed flat and turned endwise to serve as stools. Two stiff linen banners hang on stands placed along northwest and southwest walls, carefully placed a few inches away from the thorns to prevent tearing. The leather satchel contains a wax tablet with a crude map of this area of the Verduran Forest. The map is marked with overlapping circles radiating outward from Briar Henge in no discernible pattern. The logging camp and Wispil are both clearly indicated on the map. Various unintelligible symbols also dot the map, but there is no key on the tablet to indicate what the symbols mean. The two tapestries are coarse linen saturated with beeswax and then dried to render the linen waterproof. The banner between the north exit and the west exit contains a skillfully painted image. The left side of the picture depicts several dejected humans crowded by buildings (mills, inns, houses, and similar structures). On the right side, as though stepping out from the claustrophobic alleys on the left, are several bestial humanoids, standing tall and proud in an open meadow surrounded by blooming vegetation. This painting has been defaced by someone who scrawled a trio of cavorting stick-figure twig jacks in the background of the meadow. The banner between the west exit and the south exit depicts a complicated lunar calendar. The calendar is covered with symbols that depict phases throughout the lunar year. DC 13 Linguistics check or Druidic or Sylvan: You are able to correctly match the banner’s symbols to the symbols on the wax tablet map. Together, the two pieces present a specific timeline for the ritual’s effect. In the first few weeks, the ritual expands slowly out from Briar Henge. In the last few weeks, it expands to encompass nearby logging communities (including the lumber camp the PCs passed through on their way to Briar Henge). In the final day, the ritual is powerful enough to affect residents of Wispil. ![]()
![]() Min^2 sees Itami go invisible and nothing else. Itami sneaks down the northern path into a clearing. This long, wide area is partially roofed by a sheet of woven bark. Under the bark sheet rest several casks, boxes, and simple pieces of furniture. Gourds dangle from the thorny walls as though hung on hooks. Three breaks in the bramble walls lead west, south, and east. Perception DC 18:
Searching through the stored goods, you find a large leaf folded around a dozen goodberries. Now what? ![]()
![]() The poor faerie doesn't even get a chance to escape and taunt the interlopers. She falls in a tiny heap. Her trusty mutt soon follows as Abdul splits it cleanly in half from snout to tail. COMBAT OVER! Once the guards are dispatched, the party is able to easily push the vines aside and enter. Once inside Briar Henge, they find three branching paths leading deeper into the thicket. Map updated. Which way?
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