In light of the new requirements, I am going to withdraw Zuwena's application. I simply do not have time or energy to make a pitch. In addition, out of her section, Zuwena has the least amount of skills, as I had built her to be more of a melee switch hitter. Thank you for the choosing me for round two DM DoctorEvil, and I wish you luck in this endeavor. Everyone else, good luck!
I would like to present Tara Eliade, a changeling cleric of Pharasma. Tara is a positive channeling cleric, who can heal, but she also can help identify magical effects, spells, and items. I plan on her continuing to go straight cleric throughout the entirety of this adventure path. Any feedback would be greatly appreciated.
Tara Eliade:
Tara Eliade
Female changeling cleric of Pharasma 1 N Medium humanoid (changeling) Init +1; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 natural) hp 9 (1d8+1) Fort +2, Ref +1, Will +6 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +0 (1d4/19-20) or . . light mace +0 (1d6) or . . 2 claws +0 (1d4) Ranged light crossbow +1 (1d8/19-20) Special Attacks channel positive energy 5/day (DC 12, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +5) . . At will—lore keeper (20) . . 7/day—bleeding touch (1 round) Cleric Spells Prepared (CL 1st; concentration +5) . . 1st—comprehend languages[D], ray of sickening (DC 15), sanctify corpse . . 0 (at will)—detect magic, mending, read magic . . D Domain spell; Domains Death, Knowledge -------------------- Statistics -------------------- Str 10, Dex 12, Con 10, Int 13, Wis 18, Cha 15 Base Atk +0; CMB +0; CMD 11 Feats Combat Casting Traits spirit guide, teacher's pet Skills Acrobatics -5 (-9 to jump), Bluff +2 (+4 vs. creatures sexually attracted to her), Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +5; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her Languages Aklo, Celestial, Common Combat Gear potion of cure light wounds, acid (2); Other Gear leather armor, crossbow bolts (10), dagger, light crossbow, light mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 1 gp -------------------- Special Abilities -------------------- Bleeding Touch (1 round, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage. Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead. Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white vision only). Green Widow (Green Hag) (Ex) The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her. Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20. Teacher's Pet (Knowledge [arcana]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. Background:
Tara was raised by her father, a merchant living in the Heights district of Korvosa. Although money was tight, Tara had a carefree childhood, playing with other children from her neighborhood and helping her father sell his wares. Tara grew into a beautiful young woman, helping her father out with the family business, and trying to identify strange magical nick knacks that adventurers would bring in. When Tara was about eighteen, she caught the eye of a Amin Jalento. They saw each other for a few months before tragedy struck. While her father was cataloging some newly acquired items, he collapsed. What he and Tara did not know, was that one of the items was cursed with a powerful magic that would drain the owner of their life force.
Tara called upon the local clerics for help, but by the time they arrived it was too late. Grieving over the loss of her father, Tara took it upon herself to learn all that she could about identifying magical items, so that no one else had to suffer the way she had. Hearing about Professor Lorrimor, she traveled with a group of Varisians to Ustalav, before sitting in on one of the Professor's lectures. Professor Lorrimor saw something in her that sparked his interest and she began studying under his tutelage for several months. About a week after the Professor left to give a speech on the historical importance of Ancient Osirion, Tara began having strange dreams. The dreams were all the same, it was some woman, whom Tara had never met, calling to her. However as Tara went to follow, she became lost in a swampy mist lost and left to wander. She tried to ignore the dreams, but the dreams became so pronounced that the young woman would rather spend time studying than sleeping. After a few weeks of little sleep, she finally went to visit a temple of Pharasma. In the temple of the Lady of Graves, Tara felt something inside her calm. She converted to the religion and has been working quietly and patiently studying all forms of magic. Though she occasionally still has the same night terror, she tries to ignore it and focus on her studies. Dark Secret: When Tara was younger, she had a tryst with an Korvosan noble and conceived a child. Instead of carrying the child to term, she had the pregnancy terminated before leaving Korvosa to come to Ustalav.
I'd like to submit Zuwena, a human ranger. I am currently encountering some difficulties with creating a new alias and I am awaiting a response from the web development team, but as soon as I am able, I will create one for her. Any feedback would be greatly welcomed.
Character Stats:
Zuwena
Female Human Ranger 1 NG Medium Humaniod (Human) Init +4; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) hp 12 (1d10+2) Fort +3, Ref +7, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee handaxe +3 (1d6+2/x3) or light mace +3 (1d6+2/x2) Ranged longbow +5 (1d8/x3) Special Attacks favored enemy (animals +2) -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 10 Base Atk +1; CMB +3; CMD 17 Feats Point-Blank Shot, Percise Shot Traits Deft Dodger, Fast-Talker, Stowaway Skills Handle Animal +4, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +5, Survival +5, Swim +6 Languages Common SQ track +1, wild empathy +0 Combat Gear alchemist's fire, acid; Other Gear backpack, bedroll, belt pouch, flint and steel, handaxe, leather armor, light mace, longbow with 20 arrows, mess kit, pot, rope (50 ft), soap, torch (10), trail rations (5), waterskin, 14 gp -------------------- Special Abilities -------------------- Bonus Feat: Humans select one extra feat at 1st level. (Percise Shot) Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Fast Talker:You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Favored Enemy(Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains +2 bonus on Bluff, Knowlege, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Stowaway: Not all passengers on seafaring vessels are legal or even known to the captain and crew, and the Jenivere is no exception. Whether too poor to book legal passage on the ship or fearing discovery by customs officials in your home port, you or an ally stowed away on the ship in secret. This may mean that the crew doesn’t know you’re on board, or perhaps they do now but didn’t when the ship set sail. You gain a +1 trait bonus on Stealth checks and Survival checks to find food. Characters with this trait might have boarded the Jenivere at any port, but especially in the cities of the Shackles. Track(Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy(Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Backstory: From a young age Zuwena has always felt more at home in the jungle, than in the pirate town where she was raised. Her parents, both former pirates, had raised the rambunctious young girl the best they could, but with six other children, Zuwena’s antics quickly were overshadowed by someone else. While not the sneakiest of her siblings, her brothers often relied on their big sister to get them out of trouble, especially with the street gangs. When not running with her siblings, the young girl would wander into the jungle and explore for hours.
As she reached adulthood, Zuwena began to spend more and more time in her beloved jungle, showing up in Port Peril only when she required more hunting supplies or to sell any game that the local butchers have requested. Although content to stay by herself, Zuwena occasionally hires herself out as a guide for curious adventurers that need passage to Bloodcove by land. However her recent expedition landed her on the wrong side of the Aspis Consortium. Unbeknownst to her, the latest group of adventurers was a group of Pathfinder Society agents, looking for a way to sneak into the Aspis city. When the Pathfinders were caught one of them sold Zuwena out in order to save their own skin. As her obvious escape route would be through the jungle, Zuwena went to the docks and snuck aboard a vessel bound towards Eleder, to throw the agents off.
bear-owl
When Frederik approaches the crowd, five men go to intercept him. "Oh, what have we 'ere? 'Nother one of the Queen's stooges coming round to push us 'round? Why don-" Interrupted by Tatyana, the men look worried at the conjurer. The leader sizes up the group, and looks at the young nobleman before throwing down his iron pipe before leaving. Sniveling, the young man pulls himself up to his feet. "T-thank you, brave souls. It is good to see that not all of the city has dissolved into chaos and fear. I am Amin Jalento." Pulling out a small coin purse he hands it to Frederik, bowing "I shall make sure that all of Korvosa hears of your gallantry and bravery. Thank you kind sir and madame! Thank you!" With a final bow, Amin turns on his heel and begins to briskly run further into the heights district, heading presumably towards home.
bear-owl
Hey guys, after a lot of thought and reflection, I have decided to end this AP. I am ending this game because with the dropping of two players and the sporadic one-sentence posting, it has simply become too much effort for not enough enjoyment on my end. In addition, I was completely disheartened when I found out that at least one of you had previously ran this adventure path, without informing me during recruitment. I am sorry for the disappointing news, and I wish you the best in all of your future endeavors. -AlsoBoris
bear-owl
ROUND I RECAP Velius moves into action. Taking a quick step to get back in line with the thug, and throwing a flurry of blows at him. Alika grins at the chaos from Velius' surprise attack. "Simply wonderful! I knew this was going to be a blast when I joined up with all of you" Giving Velius a wolfish grin, the young sorceress recites an incantation, as a rippling wave of energy covers her. Katrina moves to follow behind Velius moving to see if there is anything she could do for the unconscious man Velius attacked. Cassiel spins on his heel and moves up behind Velius, prepared for more trouble. A sickening crunch is heard when Velius' fist connects with Baldrago's shoulder. Gritting his teeth, the former guard draws his longsword and brings the weapon down on the monk. However, Baldrago's weapon is unable to pierce the monk's conjured armor. Cursing profusely at his inability to land a solid blow on the monk, Baldrago scans his shop for a fast escape route. Everyone, you are up! The Baldrago is still standing from Velius's attack. What will you all do?
bear-owl
<<Encounter: "The Shopfront Boys"| Round I | Hazards: none |Encounter Map: All the World's Meat>>
A sickening crunch is heard when Velius' fist connects with Baldrago's shoulder. Gritting his teeth, the former guard draws his longsword and brings the weapon down on the monk. However, Baldrago's weapon is unable to pierce the monk's conjured armor. Cursing profusely at his inability to land a solid blow on the monk, Baldrago scans his shop for a fast escape route. Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Round recap coming up shortly.
bear-owl
The night passes with a tense quiet. Occasionally during the night a scream can be heard along with sound of heavy footsteps, as guards run to the source of the calamity. When dawn breaks, the city has settled into silence. Leaving the small shop, the owner helps to see you out, telling you all to be careful and to watch yourselves. Outside, a giant hole to the sewer is already being worked on by several scared looking workers. As you all turn down the main street, it is obvious as to why. A mob of men have cornered a young nobleman. One of the men, a fat bald man with greasy muttonchops framing his rotund face, jeers and address the young man in a booming voice. "Bet'cha never worked an honest day's wage in your life, eh, Queen's Man? M'brother had his arm crushed by a barrel on the docks when he was younger than you. Never raised a mug of ale with that wrist again. Wanna know what it feels like?" With each sentence the rotund man smacks an iron pipe against the palm of his hand, before approaching his victim. In the center of the mob, a high pitch shriek is heard.
bear-owl
Velius steps past the man into the hall, ensuring that the door won't be closed on him. Facing away from the man he had been intimidating, Velius pulls a vial out of his pocket and drinks it. "Say, Cassiel. There was something else we were supposed to look into while we were here." He said slyly with a nod. "Do you remember what it was?" Looking between her companions Katrina mutters a series of soft prayers to the Dawnflower and promptly displays her holy symbol. Cassiel stares at Velius for a moment before blinking and stepping in front of the door to the shop. "Oh, yes. There was something else. You're under arrest for deserting the Korvosan Guard. You have the right to remain silent." He draws his scimitar in the blink of an eye and swings it at Malder's gut! Malder falls down, knocked out cold by the force of the paladin's blow. Baldrago looks at the party with wide eyes as he watches his friend gets cut down before him. "Malder!" He shouts out, shocked at the apparent death of his friend. Alika raises an eyebrow at the grisly display of violence against the man. "Ah, I suppose this is how we're dealing with these ones?" she says with a miscevious gleam in her eyes. <<Encounter: "The Shopfront Boys"| Surprise Round | Hazards: none |Encounter Map: All the World's Meat>>
Initiative:
Alika: 1d20 + 2 ⇒ (17) + 2 = 19 Cow Hammer Boys: 1d20 + 4 ⇒ (1) + 4 = 5 Cow Hammer Boys Group II: 1d20 + 4 ⇒ (10) + 4 = 14 Velius: 26 Alikia: 19 Cow Hammer Boys II: 14 Katrina: 12 Cassiel: 10 Cow Hammer Boys: 5 ----------- Everyone, you are up! You have dealt with one guard, and the other guard is stuck between the wall and Velius.
bear-owl
Physically tensing as Velius enters his personal space, Baldrago grips the counter in front of him while drilling a hole in Velius' forehead with his eyes. Sharing a look with Malder, the ex-guard opens the door behind him and steps aside. With the door swung open, it reveals a small hallway with a heavy steel door to the east, a double door to the south, and a set of stairs that wind up to the second story. "Oi, Karrlo, Parns, the guard sent a couple o' inspectors to go over our meat. Can you show'm the livestock?" Malder shouts to the back room, alerting anyone on the first floor. Map updated! You can find it under my link in my username, or on the campaign tag.
bear-owl
Hidden Rolls:
1d10 ⇒ 10 As everyone prepares, Zellara vanishes with a flourish. Tobar feels an inner pocket gains some weight, as the harrow deck situates itself on his person. Outside Frederik can see a mob pass by, chanting something that is lost among the cacophony of terrified screams and explosions. As everyone takes what they wish from the supplies found at the old fishery, Frederik leads them onto the street. The Marine leads you all through side streets, sticking mostly to the shadows. He pauses only when a mob or a group of Hellknights appears. In the sky above, several pseudodragons are locked in combat with half a dozen imps. It appears that in the chaos of King Eroded's death, another war has erupted between the native dwelling dragons and the Acadamae's summoned imps. Just as Frederik can see the low raising ramp up to the castle, the ground underneath his feet begins to tremble, foretelling only one thing. Quickly fleeing the impending Otyugh attack, the group is ushered into a building by a shop owner as the great abberation bursts from the ground. "What are you lot thinking? It's the middle of the night and the whole city is in chaos! Hell, Castle Korvosa is surrounded by mobs that the guard can barely keep back." Wiping his forehead with a handkerchief, the man glances at his shuttered windows, as a mob with pitchforks and torches moves by. "I can't in good conscious let you all out on the streets tonight. Rest here, and you can be on your way in the morning."
bear-owl
Hidden Rolls:
B Bluff: 1d20 - 2 ⇒ (6) - 2 = 4
M Bluff: 1d20 - 2 ⇒ (6) - 2 = 4 V Sense: 1d20 + 6 ⇒ (5) + 6 = 11 C Sense: 1d20 + 3 ⇒ (9) + 3 = 12 K Sense: 1d20 + 4 ⇒ (2) + 4 = 6 Sending a sneer Velius' way, Baldrago cracks his knuckles. "We get our meat from the pigs and cows. Everyone sees us loading them into yard in the morning, and we slaughter them in the afternoon when business dies down. Now, seeing as you lot ain't with the guard, I don't got nothing more to say to yer. Kick off." Slamming his fist down on the counter, Malder straightens up, looking interested at the turn of events. "You folks might want to get out of here, before it turns ugly." Malder says in a surprisingly high pitched voice, opening the door for everyone. "We are just trying to help out our community. Gods know the Queen won't." As Velius presses Baldrago for information, and Cassiel stares down Malder, it is obvious to everyone that the two former guardsmen are hiding something. What their secret is, however, is not as easy to discern.
bear-owl
Tobar Kobzari wrote:
Okay! Recap's up! :D
bear-owl
Picking through the small bundles, Fredrik uncovers a narrow teak cigar case inlaid with tiny bits of jade, a 2-pound ingot worth 100 gp bearing the Cheliax coat of arms, a miniature gold crown, a fist-sized scrimshaw carving of a kraken with garnets for eyes, a highly realistic and scandalous ivory figurine of two entwined succubi, a masterwork shuriken, an adamantine arrowhead, an abalone-shell holy symbol of Shelyn, a tiny glass tube containing a magical oil of some sort, an obsidian wand, and a crystalline vile containing a does of an alchemical agent of some sort. More important to Cassiel, however is a silver ring, worth 150 gp bearing the inscription "For Emmah - the light in my nights". However, the final bundle contains something far more elegant than any of Lamm's other fine treasures: a bejeweled brooch with a broken clasp. The jewelry is a circular gold brooch that depicts a pseudodragon and an imp coiled around each other in an almost yin-yang pattern. The pseudodragon's eye is an amethyst while the imp's eye is an emerald. The wooden lid flips off the hatbox easily enough. However the stench of rotting flesh and decay is enough to make everyone gag. Inside the box sits the severed head of a familiar fortuneteller. Zellara's head is poorly preserved and decorated with unsightly makeup in a crude attempt to give her sagging flesh a semblance of life. With a quick glance, Tobar is able to estimate that the fortuneteller has been dead for weeks. The half-orc is also able to see a smaller wooden box under the stump of Zellara's neck. Carefully extracting the box from the hatbox, Tobar is able to grab the small box. Inside, he finds a beautifully preserved harrow deck. The Hand-painted images that decorate this Harrow deck, the frames gilt in silver so that under lighting they sparkle and flash. Despite the worn condition of the card backs, the images on the faces are so vibrant they seem to move when viewed out of the corner of the eye. The deck itself handles with surprising ease, almost suffling itself. Everyone leaves from the front entrance into the street. As soon as the doors open, it is apparent that something terrible has happened. Korvosa is in flames. Smoke rises somewhere from the Heights district. The frantic clang of alarm bells sing out in harmony with a multifarious cacophony of screams, the clash of steel on steel, moans and ever the periodic detonation of arcane power. A wind of Sable Company griffon riders swoops overhead, angling toward Castle Korvosa at breakneck pace. One of the badly wounded mounts rains blood down on the street, sprinkling some of the children and the party, before it succumbs and crashes headlong into a statue, taking its rider and itself to a bone-crushing demise. The others in the flight do not pause to check on their fallen ally. Amid the chaos, the voice of a Korvosan herald cuts through the din "The kind is dead! Long live the queen!" The caller is immediately met with open hostility. "Hang the queen!" A man shouts, followed by another disembodied voice screaming "The usurper wh**e must die!" You all begin to move towards Zellara's home, when suddenly a rumble begins to issue from below, and a moment later the city streets cracks apart, with long fissures appearing in the bricks. The road bursts upward, casting chunks of rock into the air and raining bricks on the surrounding area. The stench of sewer filth and garbage belches forth, hearlding the approach of a loud and hungry beast. A large monster uses two of its tentacles to drag itself up to the surface. It reaches out and slaps Aldot before a group of Hellknights approach to intersect the aberration. "Get off the streets!" One shouts as another Hellknight is struck hard enough to knock him off his feet. Using the Hellknights as a distraction, you all are able to quickly enter into 3 Lancet Street. The home you entered into this afternoon is gome. It appears to be abandoned, looking as if it has been empty for weeks. There is no sign of food, the wall hangings, the rugs, or Zellara can be found. All the furniture is in pieces scattered throughout the room. As you all start to inspect the room, Zellara's harrow deck suddenly springs to life. The well loved harrow cards start to spin and dance abut the room. Suddenly, everything is as it was this afternoon. The rugs and tapestry have returned, sparkling to life, as well as the table reassembling with the five chairs. In the center of the room, Zellara stands, smiling proudly at the four of you. "Welcome, my friends. Congratulations on your victory against Lamm. I sense that there are many questions you have for me." For a moment, Zellara's harrow deck flits around its former master, much like a cat wanting affection, before returning to Tobar. At Fredrik's accusations, Zellara raises an eyebrow. "I wasn't entirely sure that everyone here would trust a ghost." Zellara straightens her outfit of non-existent wrinkles before speaking again. "My harrow deck that you possess has several important powers. First and foremost, it is what keeps me tethered to this realm, which I am most appreciative for. Secondly, it has the ability to create a major image once per day, which was how I was able to keep my secret from all of you this afternoon. Finally, up to three times per day, it can help identify items, either magical or mundane." Ignoring Fredrik's jabs at her ethnicity, a look of annoyance crosses her features. "My friends, while I understand your willingness to help me move on, I simply cannot while my beloved Korvosa is in such chaos. No, I will stay in this realm, helping you when and where I can, until she is back to normal." She states stubbornly, before conjuring her deck back to her. "If you would like, It would be my pleasure to read your fortunes." As Tobar and Tatyana take a seat, Zellara is able to eerily pick up on both of their trouble pasts. In addition, the fortune teller is offers warnings to both of them about what could come to pass. Despite her offer, Fredrik turns down the chance for a card reading. Tatyana and Tobar both gain four more Harrow points in addition to the one from earlier. Aldot has a chance for his fortune to be told, if he would like. Know. Nobility or Local DC 15:
This brooch belongs to the Queen, her majesty Queen Ileosa Arabasti. Craft Alchemy DC 15 on Crystalline Vial:
In the vial is a dose of silversheen Spellcraft DC 16 on Wand:
It is a wand of Magic Missile (23 charges caster level 1) Spellcraft CD 18 on Oil:
It is an oil of Keen Edge Loot gained from The old Fishery Fights:
Leather Armor, Light crossbow with 10 bolts, a dagger, a wand of Acid Splash (26 charges), 3 containers of Acid, 2 tanglefoot bags, a Thunderstone a garnet worth 100 gp, a small sized Kukri, studded leather armor (small), disguise kit, two keys to the same cabinet, studded leather armor (Medium), light wooden shield, light flail, masterwork dagger, masterwork hand crossbow with 9 bolts, and a ring of keys (For all locks in the fishery), 100 sp, 200 cp Lamm's Hidden stash breakdown: teak cigar case: 25 gp*
2 pound gold ingot: 350 gp* scrimshaw carving of kraken: 200 gp* silver ring: 150 gp* ivory succubi statue: 450 gp* masterwork shuriken: 300 gp 2 sp adamantine arrowhead: 60 gp 5 cp abalone-shell holy symbol of Shelyn 300 gp* Oil of Keen Edge Wand of magic missile (23 charges) crystalline vial: 50 gp* dose of silversheen Queen Ileosa's brooch: 1000 gp or reward of 1200gp* *= can be sold for full value (as art)
bear-owl
Tobar Kobzari wrote: Are we picking up where we left off for the pbp? I figured, but wasn't sure if there was a fast-forward you had in mind or something. I was actually working on a recap, since Zach was telling me that he didn't catch everything that was going on. I will try to have it posted (along with the loot sheet) tomorrow.
bear-owl
It takes less than ten minutes to travel from the tavern to All the Worlds Meat. Just as Alika reported, a small two story shop located at the end of Stirge Street. Outside the shop, a sign bearing the image of a fat, smiling cow hangs above the entrance to this shop. Inside, a long counter runs over half the room's width, beyond which a door stands ajar. A low bench sits against the east wall, while to the north a marble-topped table displays cuts of meat before a wide, grimy window. A few flies crawl and circle in the air above the slim pickings of meat. The shop front is mostly empty, with two men making idle chit-chat. When you all enter the shop, Baldrago, a man with bushy eyebrows that merge into one just above his large flat nose sneers at you, as he leans against the counter. "Oi, kick off. We don't serve yer kinds in these parts." The other man, Malder doesn't really move from his position by the door, mainly looking bored and uncaring. --------------
bear-owl
Soon after Aldot swaggers into the room, the door swings open. In the door frame stands an middle-aged Varisian woman, fairly attractive, with long dark hair. She smiles at everyone saying in a soft but clear voice, "Thank you for coming, my friends, and for putting up with my unconventional method of contacting you. I am Zellara." As she moves into her home, she draws from a hidden pocket, a deck of harrow cards, all that appear to be the matching deck from the cards that everyone found this morning. "Please take a seat. We have much to discuss." Pausing a moment while everyone makes a decision on whether to stand or sit, the fortune-teller continues, "I have reason to remain hidden, you see- a terrible man, would see great harm done to me if he knew I was reaching out for help. This is a man you know, for he has done something terrible to each of you as well." As she speaks, the woman shuffles her deck with an ease an familiarity that makes it seem like the cards float and dance over her hands and the table. "I speak, of course, of Gaedren Lamm, a man whose cruelty and capacity to destroy the lives of those he touches are matched only by his gift for avoiding reprisal." Pausing a moment, a flash of pain crosses the woman face before she continues, "You see, a year ago his thieves stole this, my Harrow deck, from me. It is important to me, an heirloom passed down through a dozen generations, and also my sole means of support. When pickpockets stole it, my son, Eran, tracked them down. The thieves were in the employ of Geadren Lamm, and in reward for finding them, Gaedren murdered my son." Pausing from shuffling her deck, Zellara takes a moment to steady herself. "I sought help from the Guard, but they turned me away. And so I asked around. I paid bribes. I consulted my Harrow deck for advice. And recently, I was rewarded-I found out where Gaedren dwells. He can be found in an old fishery north of here at Westpier 17, where he trains his abducted children to be pickpockets and counts his stolen treasures." "And now, I need your help. I cannot hope to face this man on my own, and the Guard moves so slowly that if I were to go to them, Gaedren would certainly know of their coming well in advance. Even if they did arrest him - what guarantee would I have that he would be punished? This criminal has evaded the law for decades. But you know of these frustrations as well, for word on the street has it that Gaedren has wronged each of you, too. So there we are. It is time for him to pay." Slamming her deck down onto the table, Zellara looks expectantly at everyone gauging reactions.
bear-owl
Alika nods at both of their suggestions, before pulling out a small sheet of paper and a charcoal pencil. She quickly draws a rough outline of a rectangular building. "When I stopped by this morning, I only saw two floors, with two exits on the first floor." Drawing a roughly square building, Alika makes two x's. "This one," she says while tapping a small x on the eastern side of the rectangular drawing. "is where they bring their livestock through. I presume it leads to some sort of holding cell for any animals until they slaughter them. While this one," Tapping to the x on to the north, "is their main shop front. They always have someone watching the shopfront, with another one hanging around nearby. I didn't see Verik or the other two when I stopped by, but they could be resting or somewhere else in the shop." Touching her rabbit, the animal vanishes in a weave of smoke and on Alika's arm a tattoo of the animal appears. "It is nearing lunchtime now. I am ready to go, when you all are, just let me know." Offering a cheerful smile, the female varisian stretches her arms, causing a feint popping noise to sound before standing up to grab a small amount of food from the barkeep.
bear-owl
You all manage to find without too much trouble a small home located in the West Dock neighborhood of Midland district. Fredrik finds the door to the home open and makes his way inside. He finds a cozy chamber within the small home filled with the fragrant haze of flowers and strong spice. The haze comes from several sticks of incense smoldering in wall-mounted burners that look like butterfly-winged elves. The smoke itself seems to soften the edges and gives the room a dream-like feel. The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling men's hears, another showing a pair of angels dancing atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall hooded figure shrouded in mist, a flaming sword held in a skeletal hand. Several brightly-colored rugs cover the floor, but the room's only furnishing are a wooden table covered by a bright red throw-cloth and several elegant tall-backed chairs. A basket covered by blue cloth sits under the table. As Fredrik is the first to arrive, he finds a simple note on the table, weighed down with a stone paperweight. Shortly after Fredrik finishes the note, Tobar arrives, followed a few minutes after by Tatyana. After about ten minutes a devilishly handsome elf finds his way to the home. Feel free to look around and introduce yourselves. There is food and wine in the basket and enough chairs for everyone plus the mysterious host.
bear-owl
Alika strides into the tavern, carefully holding a small rabbit in her arms. Offering a smile to the barkeep, she takes a seat with Katrina and Velius, setting the small animal on the table. She hums faintly, before speaking up. "It seems that this task was not as clear cut as before. I stopped by the butchery today and it was packed. However there was something... off." Alika pauses to check the tavern to ensure that there was no one listening in before continuing. "The amount of livestock in with the amount of food coming out does not add up. Normally for a butcher to be doing this well, they would need to have several large animals, not just the skittish-looking cattle and pigs that they parade around every morning." Resting an elbow on the table, Alika worriedly looks at the cleric and the monk. "When do you think we should visit these way-ward guards?"
Hi! I had created a discussion thread for an upcoming play-by-post with a private group of my friends and I received a prompt for creating a campaign page/thread for it. I clicked yes, and populated the Campaign Info tab, then went back to check on the discussion thread. However, when I clicked on the discussion tab, it told me that I had not yet connected the discussion thread for this campaign. That was when I realized that my original discussion thread had been populated on the gameplay tab. Is it possible move my discussion thread to where it is suppose to go? Thank you! Play By Post where I done goof'd
bear-owl
This is the discussion thread for our Curse of the Crimson Throne Game. I will use this thread for moving involved out of character questions, special rules that are campaign specific, dates for the next Skype session, and if I am going to be absent for a period longer than 3 days. Once everyone has posted their characters, with their alias' (aliai?), I will private message everyone the campaign setup. I plan on rolling all initiative checks for combat, and grouping like monsters together in the pbp, that way combat can go faster. If you have an issue with this, please let me know and we can discuss other options to keep things fair while helping keep combat quick.
bear-owl
Okay, if you sell everything, including the silversheen, wand of magic missile, and oil of keen edge, plus weapons, minus the ring, everyone gets 1076 gp Katrina:
Katrina, you are able to gather from some locals that Vencarlo Orisini owns and teaches at the renowned Orisini Academy fighting academy, located in Old Korvosa. Vencarlo has recently been in trouble with the Korvosan guard because of his outspoken disdain of the government. While talking with several local merchants, it seems as if Verik Vancaskerkin and the Cow Hammer Boys (As they have taken to call themselves) and are handing out free meat during this time of unrest. As this is keeping most of the families in the North District from going hungry, they are considered local heroes. You are also able to figure out that traffic to All the World's Meat is highest during the early morning, and by noon the shop is practically empty of both customers and free meat.
bear-owl
Katrina:
You are able to gather that Vencarlo Orisini is the owner of the renowned Orisini Academy fighting school. Vencarlo has an outspoken disdain for Korvosa's government that has earned him trouble on several occasions. The Orisini Academy fighting school is located in Old Korvosa. You are all able to find the Three Rings Tavern easily enough. It is located in the middle of the North Point district, about a block and a half from the All-the-World's-Meat. The small tavern is quiet and peaceful when you arrive, as the tavern owner Theandra Darklight welcomes you all. What will you all do next? You can take this time to visit the marketplace to sell and buy supplies before you go to recapture Verik and his crew. Everyone gains 225 XP for Dealing with the Mob from earlier.
bear-owl
DM Hidden Rolls:
K. Percep: 1d20 + 6 ⇒ (19) + 6 = 25 V. Percep: 1d20 + 6 ⇒ (2) + 6 = 8 C. Percep: 1d20 + 4 ⇒ (8) + 4 = 12 A. Percep: 1d20 + 1 ⇒ (15) + 1 = 16 Looking taken aback, Alika furrows her brow at Cassiel, "Well, I can create a protective barrier that functions as armor for myself, and I can evoke a missile made out of force that can strike whomever I decide with surprising accuracy. May I ask what, specifically you can do with your sword?" Huffing slightly, Alika begins to fidget with a bright orange scarf tied around her waist as a belt. Cressia stands, "Alright then, You all have your assignment. Good luck. This should be a relatively lax mission, but they are trained guards after-all, so be careful." With that, Cressia shoos you all out of her office. Katrina: You notice as Cressia shoos you out, she has a list of the deserted guards. In addition to Verik and his gang, there is one other person listed: Watch Sergeant Grau Soldado. In different handwriting than whomever wrote the list are two words next to Grau's name. Vencarlo Orisini. You can try a Diplomacy or Knowledge Local to learn more information, if you wish.
bear-owl
Cressia rubs her brow and concentrates. "My sources say that Vancaskerkin has four other former guards working with him. None of the others particularly stood out as great soldiers, so there is not much to tell about them." Pausing a moment, the Field Marshal slides a slip of paper across the table to all of you. "If you need to use this, I have set up some accomadations at the Three Rings Tavern in Five Corners, along with a line of credit for you to eat and sleep while you remain in service to the Guard. You don't need to take me up on this offer, but just know that some parts of Korvosa are more tame than others." Alika gives a surprised look at Cassiel, as if she hadn't thought to be called upon. "Ah, I focus mostly in the arcane arts of handling raw magical power and shaping it to my needs." Smiling pleasantly, she subconsciously rubs the tattoo of a rabbit, as a coping mechanic. "However, I could also attempt to speak with him? I'm sure Mr. Vancaskerkin can be reasoned with." With this, the Sorceress comically bats her eyes, while cracking a smile. Yeah, I debated mentioning Cassiel's avatar when we started, but I thought the look-a-like thing would be amusing.
bear-owl
Nodding and offering a small smile to Katrina and Velius, Cressia finishes off a vial of something, looking slightly less haggard, before continuing. "Korovsa's got enough troubles as it is without my own men losing their way and going rogue. As much as it pains me to admit, though, this has happened several times already. Many guards have deserted their posts, more concerned about friends and family than the city. I can understand this, yet not all of the deserters have family -some of them are simply using the riots as an excuse for personal gain. One such man is Verik Vancaskerkin." Sliding a small portrait across the table, a young Celaxian stares up at you all. "Worse than a lone deserter, he's convinced a small group of fellow guards that Queen Ileosa is going to ruin the city. Whether she does or doesn't isn't the point-right now, we've got a city-wide crisis on our hands, and I need all of my guards working with me to see us through. A deserter is worse than a lost resource-it's an infection. I can't afford to pull any of my other patrols off duty to deal with Vancaskerkin, and I'd rather not expose any of them to him anyway, since I neither want Vancaskerkin to infect more guards with his talk of secession, nor do I want some overly patriotic guard killing Vancaskerkin outright. I need impartial, skilled talent. Like you." Meeting everyone's eyes, Cressia pauses to allow her words to settle in, before pulling a map out and pointing to a location a few blocks north of Zellara's home. "Vancaskerkin and his men have holed up in an abandoned butcher's shop up in Northgate -the place was called All the World's Meat. I need you to check out the place. Try to avoid killing any of the deserters if you can, but if you must, they brought it upon themselves when they threw their lot with Vancaskerkin. For him, I'd really prefer it if you could capture him alive and return him to me for interrogation, but if he makes that impossible, I'll accept his body as well. Finally, see if you can find out why Verik deserted -if there's more to it than simple personal politics, I need to know immediately. Bring me Verik alive, and there's another thousand gold in it for you. Dead, he's worth half that."
bear-owl
The walk over to Castle Volshyenek is blessedly uneventful. As you approach the the base of operations for the Korvosan Guard, it is obvious that the Castle is using a skeleton crew to keep things centralized. Two nervous guards stand at the entrance to the Yard, but as the queen promised, you are all expected. You are all quickly waved through and one gaurd escorts you all into the central keep, where a harried and tired-looking woman rises from her desk to greet you, "Cassiel, it has been a while. I'm glad to see that you are ready to return to the guard. Cassiel, who are your companions? For those of you who do not know me, my name is Cressida and this," Gesturing to a young Varisian woman standing in the corner of the room, "is Alika Vyush'baro. Please, take a seat." Waiting for all of you to sit Cressida sighs heavily. "Now, you've all been on the streets. You know better than me how bad things are out there. It's breaking my heart to see Korvosa tear herself apart like this. Every little bit of aid we can get from upstanding citizens like you helps. If you're willing, I'd very much like to retain your services as agents of the Guard. I don't need to say, of course that you'll be well compensated for these services." Alika for her part looks mostly uninterested until the prospect of money is brought up. "Well, if there is payment involved, I am all too happy to help. After all, Korvosa is my city too." she says with a slight accent that has her rolling her r's. For the time being I have introduced a GM NPC Sorcerer to take up the missing arcane slot. I am hoping that Emmanuel will decide to return. If this does not work out, I am open to other suggestions. ^-^
bear-owl
Nodding as she leads you around the last corner, with a clear voice, Sabina says "Presenting the heroes, Katrina Tyir of the Dawnflower, Cassiel Hawke of Sarenrae, and Velius Kross." With the announcement, Sabina steps aside to allow you to enter the throne room. Queen Ileosa sits upon the Crimson Throne. Where Sabina is beautiful, the Queen appears to have been created by Shelyn herself. The Queen is a vision of celestial beauty despite the black mourning dress and veil she wears. In her lap a small silver coffer rests. The throne room itself is pristine, but strangely empty -- an open area with a vaulted ceiling, stained glass windows of past kings and queens looked down from the eastern wall, and crimson tapestries hang along the others. An immense fireplace offers additional light and heat to the hall, and a silk carpets provides a gently arching path to the throne's base. Sabina takes the brooch from Cassiel, and with a flourish hands it over to the queen before taking a position at the throne's left side while Queen Ileosa beings to speak with a soft, almost musical voice. "This brooch was stolen from me some time ago --I had not expected to see it again, truth be told. And yet, here on my darkest day, you come before me with kindness. The return of this brooch is much more than an honorable deed. It is inspiration. It is hope." Taking a moment to compose herself, Ileosa continues. "I love Korvosa, as my husband did before me. His death has shocked the city as it has me, but I will not see his legacy destroyed in death, and I shall not see my city torn apart. All Korvosa stands at the precipice of a disaster wrought by her citizens --these riots cannot continue. You have already done my heart a great service in returning this bauble to me on this dark day, and you shall be rewarded. Yet, perhaps you can server your city more." "If you so choose, I shall have Sabina see to it that you have an escort of guards when you leave here --they can see to your safe journey to Citadel Volshyenek. I shall send word ahead of you to Field Marshal Cressida Kroft to let you know you are on your way -the Korvosan Guard is stretched thin, and it can certainly use the aid of heroes such as yourself. Now, I need to retire to my personal quarters --my grief has drained me. Again, I thank you for the kindness you have shown me, and I hope your days of serving the crown are only just beginning." With her parting speech, the queen motions with her hand, and Sabina swiftly presents the small silver chest to you. With a whirl of the hem of her mourning dress, Queen Ileosa is gone from sight. Sabina escorts you all back out of Castle Korvosa, and if you all wish, she will assign you an escort to the Citadel before bidding you farewell. Inside the red-velvet lined interior rests 12 gold ingots imprinted with the royal seal of Korvosa --each bar is worth 100 gp, while the box itself is worth 50 gp. TLDR: The queen thanks you. She has requested that you all go work for the Korvosan Guard to stop the riots and you all got paid.
bear-owl
Relaxing a bit as she sees the brooch, the brunette smiles and steps aside, holding out a hand to welcome you. As the guards move to follow, she steps in. "You may return to your pots. These heroes pose no threat to the queen." Once the guards have left, she turns to you all. "I am Sabina Merrin, Queen Ileosa's personal bodyguard. Welcome to Castle Korvosa. How would you like to be introduced when you approach the queen?" She asks curtly while she escorts you through the halls of the castle quickly and efficiently.
bear-owl
Nodding and accepting your weapons, the guards place them safely in the weapon rack before allowing you all forward. You are all escorted into the courtyard by a nervous group of guards all armed with heavy crossbows and swords. As you reach the top of the pyramid where the wide stairs curl up to the castle's third floor, you are all greeted by a beautiful woman dressed in magnificent full plate armor. As she descends the stairs she nods curtly to all of you. "Greetings. They tell me you've something that belongs to the queen. Is this correct?"
bear-owl
Bill Lumberg wrote:
I'm sorry to hear about that, please let me know if you are interested in re-joining this campaign. I wish you all the best. -a.Boris
bear-owl
The guard, who at first looked annoyed, frowns heavily at Cassiel's insubordination. Opening her mouth to respond, she is interrupted by someone unseen. Holding her hand up, The guard disappears for a few minutes, with a speckling of faint murmurs that can be picked up, but nothing understood. When the guard reappears she indicates that you all can head up the stairs into the courtyard. However, before you proceed, you are all stopped by a Sable Company Marine. "In light of the recent events, we request that all visitors leave any weaponry here at the base of the stairs. Once your business is done, you can pick up your weaponry on the way out." The marine also waves over a group of nervous looking guards armed with heavy crossbows and swords, who all wait patiently for the group to decide what to do.
bear-owl
As you move towards the castle, it is noticeably calmer than it was last night. Long before you reach the Heights, the Castle Korvosa's long shadow looms over the city. A magnificent achievement of architecture, the castle walls and spires rise high into the sky above. The entire structure looms even higher for its ancient foundation, an ancient ruin in the shape of an immense flat-topped pyramid. Although one corner of this impressive foundation has fallen into ruin, the additions built onto the sides by eager and talented Korvosan masons have created one of the most recognizable landmarks in all of Varisia. As you approach from the Great Ramp, it is obvious that the Castle is locked tight to protect itself. On the ramparts, a female guard calls out for you all to halt. "In the name of the Korvosan Guard, state your business!" She calls out, as other guards bristle with crossbows and those outside the castle lower their pikes, prepared for an attack. Knowledge History DC 15:
The ancient ruin is said to be from Thassilonian empire. Thassilon spanned all of what is today Varisia,as well as parts of the Hold of Belkzen. Thassilon was founded during the Age of Legend around -6530 AR. Image of castle Korvosa
bear-owl
For a moment, it looks as if the ringleader will lash out at Cassiel, before he deflates and backs away. The remaining mob members, seeing the piss and vinegar washed out of their leader disperse, most likely going home. The young nobleman stands shakily, white as a sheet but otherwise unharmed. "Ah, thank you, noble sir." Brushing off his tunic, the man pulls out a small pouch handing it to Cassiel. "Take this as a token of my appreciation. I shall let everyone know of your bravery and gallantry during these trying times." With a wave over his shoulder, the nobleman sprints off towards his home obviously not waiting around for another group to take notice of him. In the pouch Cassiel finds 5 platinum pieces. The pouch is also embroidered with the name Amin Jalento.
bear-owl
Hidden Rolls:
1d10 ⇒ 9 Zellara vanishes as quickly as she appeared, taking all of her decorations with her. Silently Cassiel repacks all of the treasures before everyone heads out of the ruined home. Once on the street, it is clear that something is happening on Harborview Boulevard. As you all approach, It is clear to see that a mob of six men wielding shovels, chair-legs and lengths of iron pipes surround a beardless young nobleman. One of the laborers, a fat bald man with greasy muttonchops framing his rotund face jeers and addresses the young man in a booming voice. "Bet'cha never worked an honest day's wage in your life, eh, Queen's Man? M'brother had his arm crushed by a barrel on the docks when he was younger than you. Never raised a mug of ale with that wrist gain. Wanna know what it feels like?" The man stats, and with each sentence smacks the iron pipe against the palm of his hand. In the center of the assembly the young nobleman shrieks in fear.
|