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Undead_Narrator's page
221 posts. Alias of AoW_GM.
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Hello all, I have been away for the Memorial Day holiday weekend in the US and will update the thread tomorrow night. Thanks for the patience.

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Ok, to clarify again....the first post was only for dotting and to give you some background information on Caliphas. You have not met each other nor spoken to each other. Also, there bas been no mention of vampires at all in this game yet, so you do not need to force or steer the conversation to that topic. Let it happen naturally. This is the official start to the game.
15th day of Rova
4712
A sense of déjà vu comes over each of you, as you close your eyes and soak in the warming rays of the sun, despite the cooling autumn breeze coming off of Lake Encarthan, some miles to the SW. You open your eyes and find yourself in Beacon Park, its hedges neatly groomed and maintained. The park is exactly five miles north of Caliphas, according the sign marker when you first entered the park. Each of you has taken your own lengthy journey to reach this place for your own reasons. Several benches are scattered throughout the park, occupied by noble citizens and families with children enjoying the beautiful sunshine and scenes of nature around them. You count about 20 or so persons in this small park. Strangely, there are no guards around either. In the center of the park is the monument of a soldier on horseback. Kids play in the grass, their giggles and laughter filling the air. The scene is identical to the one you experienced before.
You can rp walking around, approaching each other, if you wish, etc. Also, for the spellcasters, let me know if you have any ongoing buffs. It is about 2:00 PM in the afternoon and the weather is a little chilly, around 65 degrees F.
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You're not at Caliphas yet. I just posted an introductory post so you can all dot and to give you some background information on they city. You can post your thoughts as you make your way to the city, if you wish. The real intro to the game is coming soon.
DC 20 check nets you the following:
Caliphas is a large city, population a little over 15,000.
It is primarily human (85%) with some dwarves and elves sprinkled about.
The city is divided into seven districts.
It is currently ruled by King Reneis Ordranti.
The city is prosperous due to its strategic location to Lake Encarthan with a booming shipping industry.
The population is known for its rumor mongering, superstitions, and decadence.
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Gameplay Thread is linked above so you can dot.
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Caliphas - the capital city of Ustalav and many would say the region's beating heart.
Knowledge: Local for any checks about the city.
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I sent you all PMs to fill in your background a little and your reason for being near Caliphas.
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I will post the intro post tonight - will start you out as strangers though if you have ranks in Knowledge (local), you could have heard of each other.
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Either way works for me. I kind of like the fates/gods brought us as strangers to this exact meeting point at this exact time kind of start, but I will defer to you all. Either way, you will start at a park five miles outside of Caliphas.
As for the start of the game, I have an opening scene in my head (movie-like) and it kind of only works if you don't know the 4th character, so I have asked him to not post his character profile in the thread yet. Hope that is ok and that the scene works in the game as well as it does in my head. LOL...
Thank you for everyone who took time to plan out Level 11 characters and applied. I appreciate it. I am taking 3 characters as the AP is ideally made for 4 characters. Without further ado, the players selected are:
Sven the Shieldbearer – Dwarf Ranger 7/Sun Seeker 4
Bhornkild: Human Unchained Barbarian/2 Oracle 4/ Rage Prophet 5.
Zengi’a: Human Halcyon Druid 11
Players selected, please visit: Link
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Welcome to all selected! Let's have fun! Finish your characters and let me know if you want to start out as knowing each other or if you wish to start out as strangers.
Ruin Explorer wrote: ** spoiler omitted **
Character Sheet for August Blackwoood
I’ll need to finalize his spell list, which will be a majority of divination spells, and some minor equipment like adventuring gear.
Ruin Explorer, is the character sheet link working for you? It's not for me. Let me know.
Recruitment is closed. I will post the results later today.
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Thank you Azrael and Edelsmirge. 24 hours left!
Friday update!
Complete:
Sven the Shieldbearer – Dwarf Ranger 7/Sun Seeker 4
Zengi’a: Human Halcyon Druid 11
Bhornkild: Human Unchained Barbarian/2 Oracle 4/ Rage Prophet 5.
Beryl Gray: Human (Varisian) brawler (hinyasi, snakebite striker) 6/mortal usher 5
Morbury - Dhampir Paladin 11
Chalkou - Half-orc (mystic) warpriest of Pharasma 11
Malinor - Male Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 11
Incomplete:
Beojraek: Human Monk 1/Sorcerer 4/DD 6
Infomatic: Half-Elf Alchemist 11
Expressed interest:
WabbitHuntr
Ash
RHMG Animator
Ekatn (as close as I can get)
Azrael
Ruin Explorer
If I missed anyone, let me know. 2 days left!
RHMG Animator wrote: Undead_Narrator wrote: Ok, some responses are needed:
Azrael: Witch fits the setting.
Lapyd: Fun read.
Javell: Comment on Morbury: Trying to understand, he takes damage from positive energy, but he channels and he does not have selective channel, so he purposefully injures himself when he does so. Is that accurate?
RHMG: Remember the 4th player is playing a cleric.
Ruin Explorer: Welcome and look forward to it.
Ouachitonian: No drawbacks. I like the tie-in to the Palatine Eye.
I thought the reserve was going alchemist.
Also my cleric is bring the gift of immortality, using next to 95% core content.... Initially yes, but he changed his mind to a cleric. I posted it above - see Post #14.
Lapyd wrote: @GM: Thanks! It's fun to write about him too.
About Javell's Morbury, I believe that characters that channel can always exclude themselves from the burst, even without selective channel (it's more for other targets if I'm not mistaken).
You are correct. Thanks for the clarification. It's the last line: A cleric can choose whether or not to include herself in this effect.
Ok, some responses are needed:
Azrael: Witch fits the setting.
Lapyd: Fun read.
Javell: Comment on Morbury: Trying to understand, he takes damage from positive energy, but he channels and he does not have selective channel, so he purposefully injures himself when he does so. Is that accurate?
RHMG: Remember the 4th player is playing a cleric.
Ruin Explorer: Welcome and look forward to it.
Ouachitonian: No drawbacks. I like the tie-in to the Palatine Eye.
Okay, just to give everyone a summary of the the applicants so far:
Complete:
Sven the Shieldbearer – Dwarf Ranger 7/Sun Seeker 4
Zengi’a: Human Halcyon Druid 11
Bhornkild: Human Unchained Barbarian/2 Oracle 4/ Rage Prophet 5.
Incomplete:
Beojraek: Human Monk 1/Sorcerer 4/DD 6
Beryl Gray: Human (Varisian) brawler (hinyasi, snakebite striker) 6/mortal usher 5
Infomatic: Half-Elf Alchemist 11
Javell DeLeon: Dhampir Paladin ?
Expressed interest:
Ouachitonian
WabbitHuntr
Ash
RHMG Animator
Ekatn (as close as I can get)
If I missed anyone, let me know.
Deadline is: 5/15 at Noon EST.
RHMG: With a game this high level, gonna have to say no to templates on core races.
Kazmanaught: Don't need anything from you.
RHMG: Core races and Dhampir only. D-Kal was referring to the draconic bloodline.
Beryl/Lapyd: Look forward to reading the complete concept.
Bhornkild: Changes noted.
Responses to comments:
1. Infomatic: No, the party will not have gone through the prior chapters of the AP. The party will be hired for an escort mission at the beginning and then become aware of the larger plotline.
2. Ash: Eldritch Knight- interest piqued!
3. Lapyd: RP is welcomed so please submit. I have looked at the reserve player's cleric and it is not optimized - solid with good survivability but not OP.
4. Kazmanaught: Very cool. I was unaware of this druid concept, so thanks for the rundown.
4. Bhornkild: Very nice use of the PrC! Yes, you can use the Unchained version of the barbarian to qualify for the PrC. Anything in favor of easier math! :)
Great concepts everyone!
WabbitHuntr wrote: See PM for questions regarding a multi-class Bard that will be able to handle the Trap/Lock picker role that the Alchemist will no longer be filling Responded.
Ouachionian: Pharasmin followrs make perfect sense with this AP!
On another note, the reserved player could not make an alchemist to his liking, so now he will now try his hand at a cleric, in case this influences any player decisions.
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Thank you all for the interest. Here are my comments to your posts:
1. Sven: He makes a great tank and damage dealer. Like how the backstory ties into the WW.
2. Javell: Will say yes to Background skills. Thanks for asking. Look forward to updated version.
3. D-Kal: Background is kind of short and general.
4. Kazmanaught: Very cool background, look forward to the crunch.

Sven the Shieldbearer wrote: Race: Dwarf
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
* Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Traits:
* Enemy of the Undead (Region): You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
* Corpse Hunter (Religion): You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.
* Subject of Study (Campaign): You gain a +1 bonus on damage rolls against undead
* Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Classes:
1-7 Infiltrator Ranger
* Favored Enemy Undead (+4) Giants (+2)
8-11: Sun Seeker
12+ Ranger (Sun Seeker gives nothing else of value)
Heavy armor with Ranger abilities that also gives touch ac
Vs Undead: +5 Hit +5 Damage +2 AC +4 Saves vs spells (+6 saves with Hardy)
Vs Giants: +2 Hit +2 Damage +2d6 damage (probably won’t come up but it’s cool and will go with the backstory)
Feats designed so when he hits people it causes free bull rush, which if it works provokes AOO from every ally besides himself.
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So if there is an undead problem? Then he is the dwarf for the job! Can get the rest up later. But overall someone who will be very tanky
Great, I do love dwarves!
D-Kal wrote: What would you say to a draconic monk sorcerer who believes he's destined to be a god? Heck yeah!
Kazmanaught wrote: Quite interested, but I'm finishing up both my own recruitment and finals; I'll see if I can get something in by the deadline! Good luck on both and look forward to your submission.

Hey all, after being absent for awhile from the boards due to the pandemic, I am back on the boards for good. I have 20+ years of RPing, all different games and editions. I am a fan of horror and high level play, so no more perfect campaign than Carrion Crown. I want to try out the "Ashes at Dawn" module here in PbP, skipping over the lower level parts of CC, starting at 11th level. If there is interest, we can finish the AP too. Anyway, I have one slot reserved for a player who is interested in playing an alchemist, serving the trap disabler role. So I am looking for 3-4 other brave characters to round out the group!
Character creation guidelines:
20-point buy - no stat lower then 8 after racial adjustments.
11th level
No VMC
HPs: Max + 1/2+1 per level
2 traits, may be but do not have to be campaign traits from Carrion Crown
Wealth level for 11th level
Classes: No summoners or occult classes.
Races: Core and Dhampir only, since the latter fits the setting.
Application:
Be a team player.
Post your physical description.
Mannerisms, tics, personality...what makes you unique?
Personal achievements - why and how did you get into adventuring? What are your goals? The game starts near Ustalav - why are you in the region?
You don't have to create an alias, but I would like to see your crunch.
I will leave recruitment open for 10 days, but reserve the right to cut the recruitment short if enough applicants apply.
Any questions, let me know. Hope there's still interest. Cheers!
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I am a bit confused by Badabar's action but will interpret it as a move and readied action to attack the water creature.
The 3' wave appears sentient as it approaches and rises to attack Badabar! The watery spray wets the gnome's armor and shield, but not much else!
The gnome's readied action goes off and then the creature.
Round 1: Wave
Slam: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 - miss!
Cedric and Andros to finish Round 1 and then the rest of the party in Round 2.
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You go back up the stairs and break off the beetle's carapace or leg and return down the stairs. You throw the pieces in, while the party stands a healthy 10' from the surface of the water, just in case.
The beetle leg strikes the water, setting off vibrations in the water. Suddenly, you see an unnatural small wave of water breach the surface, about 20' away, coming toward the party in a zig-zag fashion!
Initiative:
Wave: 1d20 ⇒ 8
Andros: 1d20 + 4 ⇒ (2) + 4 = 6
Badabar: 1d20 + 4 ⇒ (5) + 4 = 9
Cedric: 1d20 + 4 ⇒ (3) + 4 = 7
Rik: 1d20 + 3 ⇒ (13) + 3 = 16
Badabar and Rik are up first.
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You head south and see some stairs leading down. However, halfway down the ramp, some 20 steps down, you realize the room ahead of you is completely submerged underwater. The water is dark and filled with debris making visibility difficult. What now?
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Cedric, your spell detected necromantic magic..i.e. the fatigue effect. You do not recognize the statue from your knowledge of history. Other than the fatigue and sleep effect and the corpse, there is nothing more of interest. Between Rik and Andros, you drag out the corpse, who you learn is wearing masterwork leather armor emblazoned with the eight-pointed symbol of the Seekers and a silver ring, which does not detect as magical.
Unless someone wants to sleep in the room to see if that causes anything, do you wish to go south?
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Apologies for delay.
Fort saves:
Cedric: 1d20 + 5 ⇒ (11) + 5 = 16
Andros: 1d20 + 5 ⇒ (10) + 5 = 15
Cedric and Andros enter the room and do not feel any fatigue for now. Badabar does not detect any evil in the room. When Cedric accompanies Rik back out of the room, his fatigue wears off immediately. You surmise there must me some magical effect that causes fatigue in the room. What do you do? And does anybody remain a prolonged time there? You must save every round.

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Cedric identifies the star symbol as belonging to the Seekers, a group of unscrupulous archeologists and pseudo-historians.
You investigate the western room. Eight man-sized stone slabs, about four feet off the ground, are arranged in two rows in this large room. A long-dead corpse, possibly a human, lays sprawled out upon one of these slabs, his red leather armor the only hint of color in the otherwise drab room. The north and south walls taper in somewhat, and the short west wall abuts a small stone stage. The red clay statue of a powerfully built warrior wielding a cylinder-headed greatclub stands tall upon the stage, its eyes surveying the room.
As Rik enters the room, he suddenly feels woozy, his arms and legs feel heavy, as he feels the burn in his muscles as he moves around. He starts blinking, as he feels an urge to rest. Rik is fatigued.. Badabar enters the room after the alchemist and does not feel any fatigue.
Only Rik and Badabar have entered the room. What do Rik and the rest of you do? You can reveal the western room, Rik, on the map.
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The four potions are Cure Light Wounds.
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In the eastern chamber, Rik and Andros notice the presence of three oblong lumps completely covered with orange sludge in the room’s southeast corner. These are the skeletonized remains of three long-dead human figures in soiled red leather armor. An eight-pointed star symbol marks the left breast of each moldy suit of armor. If you search the corpses, which I assume you do, you discover that one them has three intact potions and another has pretty looking pearl. You also notice a mummified hand wearing a ring. Cedric tells you all items radiate magic.
Knowledge history/geography/nobility to decipher the star.
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Cedric's spear pierces the beetle's eye and kills it. Combat over. The monk is wounded. There are rooms to east and west or you can head north to the stairs. What do you do now?
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Cedric misses followed by a miss by Rik, but Badabar and Andros land telling blows that kill the beetle in a disgusting crunch. However, the noise from combat draws the skittering of another bombardier beetle from the eastern room, which attacks Rik, but the alchemist dodges the blow!
Round 2: 2nd Beetle!
Bite: 1d20 + 2 ⇒ (11) + 2 = 13 - miss!
Party is up again. Map updated.
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Badabar and Rik combine to destroy the swarm with the bombs. The six-foot long bombardier beetle comes out of the corner and Andros misses with his flask of fire, as it smashes harmlessly against the wall.
Round 1: Beetle
The clicking beetle moves toward Andros and rips a chunk of his thigh with its bite!
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Party is up! Link to map has been updated.
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You head east toward the beetles. As you about to enter the room, the vermin skittering about the sludge coalesces into the form of an acid beetle swarm, and a Medium giant bombardier beetle, the cow of the colony, moves to attack!
Initiative:
Beetle: 1d20 ⇒ 6
Swarm: 1d20 ⇒ 10
Andros: 1d20 + 4 ⇒ (13) + 4 = 17
Badabar: 1d20 + 4 ⇒ (13) + 4 = 17
Cedric: 1d20 + 4 ⇒ (1) + 4 = 5
Riktik: 1d20 + 3 ⇒ (18) + 3 = 21
Riktik, Andros, and Bababar go first in Round 1.
Rik, please remove the blackness on map so I can add the swarm to map.

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Apologies for the delay.
To the west:
The north and south walls of this large chamber taper in somewhat, and in the nook of the far eastern wall rests a wide stone basin backed by a five-foot-tall shelf. A hardened orange paste spills out over the two-foot basin lip and covers much of the shelf. Thousands of tiny beetles with bright blue carapaces skitter and tunnel through the chalky substance. A keening insect chorus fills the room. A huge organic mass completely fills the room’s southwest corner. Judging by the beetles spilling from within, it appears to be an enormous nest.
To the east:
Eight man-sized stone slabs, about four feet off the ground, are arranged in two rows in this large room. A long-dead corpse, possibly a human, lays sprawled out upon one of these slabs, his red leather armor the only hint of color in the otherwise drab room. The north and south walls taper in somewhat, and the short west wall abuts a small stone stage. The red clay statue of a powerfully built warrior wielding a cylinder-headed greatclub stands tall upon the stage, its eyes surveying the room.
To the north:
A hallway leading to stairs heading down.
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Andros rushes down the shaft with ease, while everyone else takes their time and proceeds methodically. You descend to an alcove, from which you step into the following:
Dozens of bas-relief figures similar to the one on the sarcophagus lid in the room above stare disapprovingly from the walls here. Many sport crossed arms and stern expressions. A few of the statues’ heads are missing, and some have huge chunks torn out of them. Others have a weird melted appearance, as if they’d been sprayed by something terrible. A large glyph that looks like a stylized arrow points down a short corridor to the north that leads to a four-way intersection.
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You look down the shaft and you realize it falls 60'. As the walls are pitted and scarred, the climb down, if you wish, should be relatively easy (DC 5).
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Rik's alkahest bomb destroys the swarm, as the beetles die a fiery death! Combat over.
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Good to know, thought the swarm might be in trouble.
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Cedric's fire connects, as several hundred beetles burn to a crisp (-11 damage).
Round 3: Initiative 13 - Swarm:
The mindless swarms does not see allies - it just sees food! Thousands of insects rush forward overwhelming the severely wounded aberration, Andros and Badabar! The aberration squirms as the swarm bites and burns it with its acid; it falls on its back and is consumed by the swarm!
Damage on Aberration: 1d6 + 1d4 ⇒ (4) + (3) = 7 - DEAD
Damage on Andros: 1d6 + 1d4 ⇒ (1) + (2) = 3
Damage on Badabar: 1d6 + 1d4 ⇒ (5) + (2) = 7
Andros and Badabar must make DC 11 Fort saves or be nauseated for 1 round. Party is up after!
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Badabar's attack strikes wide of the mark.
Round 3: Initiative 16 - Aberration
The wounded aberration spins, extending its sharp claws at Andros and Babadar, but both miss, with Andros dodging out of the way, and Badabar allowing the claws to scrape harmlessly off his armor!
Attack vs. Andros: 1d20 + 6 ⇒ (8) + 6 = 14
Attack vs. Badabar: 1d20 + 6 ⇒ (8) + 6 = 14
Andros and Cedric are up.
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The oread monk stomps on the aberration twice, but it still lives, although it is very bloody! -20 damage.
Round 2: Initiative 13 - Swarm
The beetle swarm's clicking intensifies as it moves west over Rik, biting him and spraying acid on him!
The ratfolk takes 1d6 ⇒ 5 damage from the bites and 1d4 ⇒ 2 acid damage. He must make a DC 11 Fort save or be nauseated. Total 7 damage.
Rik and Badabar to end Round 2.
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When you target a square, treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. Thus, Badabar's alchemist's fire hit AC 5 and deals 1 point of damage to the swarm.
Rik's bomb causes 7 damage to the swarm.
Cedric's throw misses the aberration.
Andros is up.
Organized Play Characters
Aliases
Delbert Collins II
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SCARAB Gaming Convention
I am all that is man! A runner asks his wife: "What do you love most about me? My tremendous athletic ability or my superior intellect?" "What I love most about you," responded the man's wife, "is your enormous sense of humor." I have never been accused of having either.
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