Haserton Lowls IV

karlprosek's page

Organized Play Member. 3,965 posts (10,526 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 53 aliases.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

"Ah! Thank you, Senemheb," Djehuti says as they write the information down in their notebook. Looking up from finishing off their notes, they make a face at the headless corpse sitting on the privy. "That looks like a warning. Or a trap. It seems unlikely they could have been burned and beheaded without falling off the privy."

If we could post gifs I'd do the Mad Max pointing up gif here.


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Malylev, the Little Lion wrote:
I really like this PC from a former Kingmaker campaign. He's strongly Game of Thrones coded and while not built to tie tightly into the Brevoy meta since that wasn't the focus of the game he was for I could easily change that. He's also a fey foundling that could tie into Rhoswyn or Nyrissa's backstory.

I like to lean into the Brevoy politics, so as long as that meshes with the story everybody wants to tell I'd love to modify this guy's background so he has more of a link there. Maybe as a castoff foundling he was befriended by the swordlords for insight into how his adopted House and the Medvyeds operate?

If people want to lean more into the fey storyline the fey foundling thing could mean he's a mortal scion of Rhoswyn or even Nyrissa.


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Shadow Dragon wrote:

I would file that (mechanics-wise) under Neutral Evil. You have a personal code of conduct but you aren't spreading evil as a philosophy. You just do what you think/feel needs to be done at the time.

Agree. Chaneha is Neutral Evil. No mustache twirling or virgin sacrificing, just find a crew, find a job, keep sailing.

Akosa Fola wrote:
To be fair, kicking a prisoner into an engine turbine so you can make peace and not have many violent deaths (on both sides), is arguably true neutral. Even good is not always nice.

Idk, I'd argue it's evil to knowingly, deliberately kill someone who is not a current threat to you. Mal could have left him tied up with the others, hoping that in spite of the threat he wouldn't really try to hunt them down no matter what or that Niska would call off the bounty when he got the money back. Instead he killed the guy. I'm not saying he was wrong or that he did it for no reason, just that I think it would be considered an evil act under the D&D alignment system.

Akosa Fola wrote:
I'm there with you. Really, it's just best for everyone.

That guy got it. :)


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Sensen wrote:
Because elf samurai pirate somehow being a legitimate idea is completely bonkers and I love it.

Now we just need an Aztec conquistador ninja and we'll be all set!


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This is the in-progress alias and profile for karlprosek's Steel Hound Investigator.

BACKGROUND:
Dad (a Mwangi elf known as an Alijae) is a former firearms artisan from Alkenstar, poached by the legendarily charismatic Prince of Pitax, Castruccio Irovetti. After spending years getting a gunpowder plant set up and a firearms workshop off the ground, Irovetti slyly maneuvered him out of his promised ownership position in both concerns. When he realized what had happened and how it was nearly impossible that he'd ever be able to recover, his dad decided to strike a blow against Irovetti and blew up the gunpowder plant and firearms factory. While he hadn't meant to blow himself up along with it, something must have gone wrong because (PC) never saw his father again.

When they realized what had happened (PC) and his mother (a human) and younger siblings fled for their lives, knowing Irovetti would punish everyone associated with dad. They jumped on the first boat that would take a woman with 3 children and headed south.

Mom (an accomplished alchemist) eventually settled in Absalom with PC's younger siblings. PC, always having felt called to the sea and a natural skill working boats and now nearly an adult, decided to go off and make his fortune. He spent the next several years bumping around the Inner Sea with his friends and eventually ended up in the Shackles, where his knowledge of firearms and way with ships is highly valued.

PERSONALITY:

In progress
-Very personable and friendly, always glad to meet someone new and make a new friend
-Believes that information wants to be shared and loves teaching and learning new things (based in the Alijae tradition of sharing knowledge)
-Hates people in power taking advantage of those they're in charge of (like a prince reneging on a promise to an engineer)
-Loves the water and sailing, has always felt a natural connection to moving water (rivers as a child and the sea as an adult)
-Doesn't believe the gods are divine beings; recognizes that they are supremely powerful magical entities but thinks they aren't "gods" per se (his father spent a long time in Rahadoum and taught him to be an atheist)
-Loves to tell stories, especially tall tales and legends, and loves an appreciative crowd
-Loves to tell stories where the gods or the powerful are embarrassed or tricked by a mortal
-Always has a little gunpowder on his fingertips, just enough that he can snap his fingers and make a small flame

APPEARANCE:
Tall, well above average male human height. Broad shoulders and muscular build but his height makes him look deceptively slim.

Typical elven features softened by human heritage, gorgeous, smooth, healthy glowing skin.


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Torgald Frostbeard wrote:
And with that...it's a ship's artillery in ogre form. :D

Haha, that looks awesome. Pretty sure there's already a big dumb guy on the ship in the first mod, though. I'll put that in my 'concepts for a future game' folder.

@Jacquelyn Shadowfire If this guy gets picked how would you feel about being buddies with a NE (or TN? Nah, I think probably NE/selfish type) rifle-maker from Pitax? Backstory would involve his dad being a rogue Alkenstar engineer poached by Prince Irovetti to set up a firearms workshop in his arts academy, then dad gets screwed over by Irovetti because of course he does and then this PC has to hightail it out of the River Kingdoms. They could have been traveling together for a while, two River Kingdoms Freedoms-loving folks out in the big bad world.

As far as ship role goes, from that list I guess he'd be a Mate since there's different kinds of mates. But if Sailmaker is important and nobody else is going for it I can always say he learned to fix sails at some point along the way.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti takes a step back as the bones start to move but looks on with interest as they notice Senemheb seems to be directing them. "Interesting! How do you do it?"

Insert "is it possible to learn this power?" "Not from a Jedi" here.


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Getting from the Yawning Portal to Trades Ward took hardly any time at all- the tavern was practically across the street from the commercial ward's bright lights, boisterous hawkers, and crowded streets. There was no restriction on entrance to Trades Ward. The Dragonmarked Houses wanted people to come in, to spend their money and time in their official establishments. It took a while longer to get down Soothsayer's Way, cross the High Road, and find the Court of the White Bull, though.

It was only early evening but Trades Ward was never empty. Trades Ward bustled day and night with activity, and while the streets weren't as crowded as they would get later it still took time to get through the throngs of people and to find your way through the streets all the way to the east wall. Locals swore that just a few years ago the roads in Trades Ward hadn't been as twisty-turny as they were now but between the exclusive Dragonmarked enclave buildings and some deliberate civil engineering it was easy to get in to Trades Ward but twice as difficult to find one's way out. And that was just on ground level.

The buildings here towered over the rest of the city; there had been a construction race since the signing of the Treaty a few years back and the Houses were throwing money into making their enclaves the best, the most beautiful, the tallest, the most attraction-packed. Balconies ringed most buildings to let folks inside watch the energy down on the street and more importantly let everyone outside know exactly what they were missing out on by not being in there.

This was where the Houses put their best foot forward. Glittering stores stood next to elaborately themed restaurants on the first floors of the city's best inns. Assisted by magic and artifice, in a very short time the Houses had been able to create a Ward that looks like it was lifted out of Sharn, except that Sharn didn't let stores have 5 story tall animated illusions for signage and zones of magically-assisted announcements telling passersby what was on sale inside "This week only!"

The first landmark they passed was the Lyrandar enclave. Sitting in between Blackhor Alley and Lathin's Cut, Cloudspire towered over the entire city, a building that couldn't have been built except with magic, scraping the clouds high overhead so the docked airships moored high overhead could safely avoid the buildings steadily growing taller up around it.

Across the High Road- a skyway soared over the traffic flowing by below with room enough for even the tallest dray to make it through with room to spare- the group faced the enormous bulk of the Bank of Throneport, the massive Kundarak enclave that had replaced an entire block of buildings in between Sleeper's Walk and Slipstone Street.

Turning down the Wide Way, the group eventually made their way to the Court of the White Bull, the only undeveloped land in Trades Ward. Everyone knew the hardpack dirt courtyard was prone to wild magic effects, making building here both dangerous and a waste of time. It was a well known landmark, though, and people often arranged to meet in the Court of the White Bull and brave or desperate peddlers sometimes risked putting up temporary tables to sell to the frequent passers by.

Just south of the Court of the White Bull, Brindul Alley was also famous- or infamous- for its weird magical effect, the Hand That Sings. A human-sized animate hand with a chest-sized mouth in its palm, the Hand That Sings was known to appear late at night, singing everything from ballads to popular songs as it drifted from one end of the curving alley to the other. Rumors said that it sometimes amused itself by mugging people walking through the alley and even sometimes choked people to death in the wee hours of the morning.

Luckily, though, the nameless back alley where the group was going was a cut-through from one side of Brindul Alley to the other, making the risk of being accosted by the notorious magical hand very low. The group found their target, also finding that it was right next to a meat-pie shop, Cuttle's Meat Pies.

Sorry for the block of text, I probably could have just said 'imagine Vegas, Hong Kong, and Manhattan all smashed together' because that's what this is. This is the cyberpunk part of the city. Neon lights and tall buildings and narrow alleys.

Encounter map linked in the header.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

DJehuti nods at Djedefre. "That does make sense. If we are going shopping we should know our next mission."

The elf doesn't add anything about Amal's father being a scroll merchant. Their own parents are a merchant and a madrassa scholar so they don't see anything strange in going to one for assistance or advice.

Dame Jolánka Graydon wrote:
"Then we have more in common than I expected," she says to Amal.

Secret half-sister??? ;)


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Gonna give people time to post. Aldrea blows her target away, though.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Sorry, work's a bear this week.

Djehuti does what they can to disable any traps on the sarcophagus.

Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21


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Sorry everybody but I’m slammed at work this week and won’t be able to get game posts out. I’ll be back on schedule next Thursday, after a deadline on the 15th.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti gapes at the mirror. "I see... it. But Luke, he has your face. I mean, your face. The man's face is on your face!" The elf points at Luke's face but keeps looking in the mirror. "His face is... overlaying your face. In the mirror." (Figured I'd throw that one in there since nobody else did. :))

Also, one of the shield users should decide who took the Scarab Shield before we have an encounter.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10 Jesus, ok. Could I just Take 10?

Djehuti flips back and forth in their book as Djedefre describes the aura.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

I updated the loot list with everything I think we've decided to take. I'm going to add the link to my stat line so it's easily findable along with it being in the Campaign tab.

I think it's editable by anybody with the link so if you claimed something feel free to put your name next to it.


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OOC Background for Sense Motive:
I kind of see this as him trying to pass off an undocumented migrant who also happens to be a semi-legal humanoid entity who he just made papers for. Warforged are classified as independent entities with legal rights and responsibilities. Clockworks and golems and nimblewrights are not, regardless of their level of sentience. Eyve, whatever she is, is a grey area. For what it's worth, her papers say she's an aasimar (planetouched of descent from Daanvi, the Perfect Order), who do have rights.

So 1, he's not used to asking Idrassa for favors- they don't have that kind of relationship and he's kind of scared of her and Tweety. And 2, he's trying to pass the buck of being caught with Eyve on to Idrassa. Not that he'd necessarily get in trouble for harboring Eyve, but he's not quite sure whether he would or not. He's stuck his neck out far enough to whip up fake papers for Eyve but really wants to get her off his hands.

Sense Motive, DC 12:
Gavrin's trying to pull a fast one here. Idrassa doesn't think he'd deliberately put her in danger but him "vouching" for Eyve indicates that he thinks taking her in would be of some level of risk to Idrassa. It would definitely wipe out the favor she owes him. It might even put him more directly into Idrassa's debt.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti turns to look over their shoulder, just to make sure this isn't a two-stage trap.

Just trying to justify why DJ isn't doing anything else. Truth is he's got a couple of Color Sprays that would hit the party and that's about it. Gotta love lvl 1 Wizards.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Here's a link to a blank loot list based on a template we use in most of my games.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

GM NK has kindly allowed me to post this shameless plug.

If anyone is looking for a new game, I've got 2 that need new players. You guys seem like great players and I'd love to have anyone from here join.

One is an urban Eberron game where the PCs are navigating a gang war and multiple NPC factions while they try to figure out the secret of some sort of maguffin that a bunch of rich and influential people are all looking for. Setting-wise, I envision Eberron as high fantasy Shadowrun where the dragonmarked Houses are basically megacorps and the ubiquitous magic has basically reached the level of near-future technology.

We use the Eberron Pathfinder conversion website for classes and feats and I have a setting wiki on Obsidian Portal here.

It's been going since 2020 and we've got 3 core PCs who are still involved; they own a bar together that they live/work out of. There's an eldritch archer magus, summoner with a clockwork couatl eidolon (which garners a lot of attention in this setting), and a psiforged aegis. Combat happens fairly regularly but the game also involves a lot more investigation and information gathering than most campaigns. There's also a ton of time for downtime activities, if you've ever been interested in having a PC with a side gig.

They're level 3 and here's the gameplay thread if you want to take a look.

The other one is Strange Aeons and the party just started book 3 of the path. I've been running that one since 2018 and it also has 3 active PCs: a mystic theurge Sarenite healer, a bloodrager tank, and a really really scary dread off-tank. They're level 7, so this is a good opportunity to get to play a mid-level PC; no need to take a Strange Aeons campaign trait since the game is so far removed from the beginning of the AP.

The group is currently on a boat on a months-long trip down the Sellen River, so we'd have to come up with an interesting way to get new PCs on board but I've got some ideas. Here's the gameplay thread if you want to check that one out.

In both games I'd like to get at least 1 more PC to get us back up to the standard 4 but I've run parties as big as 6 or 7 before so I'm open to adding multiple new folks.


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I know I just joined you guys but if anyone is looking for a new game, I've got 2 that need new players and this group is really good so I thought I'd ask here first.

One is an urban Eberron game where the PCs are navigating a gang war and multiple NPC factions while they try to figure out the secret of some sort of maguffin that a bunch of rich and influential people are all looking for. Setting-wise, I envision Eberron as high fantasy Shadowrun where the dragonmarked Houses are basically megacorps and the ubiquitous magic has basically reached the level of near-future technology.

We use the Eberron Pathfinder conversion website for classes and feats and I have a setting wiki on Obsidian Portal here.

It's been going since 2020 and we've got 3 core PCs who are still involved; they own a bar together that they live/work out of. There's an eldritch archer magus, summoner with a clockwork couatl eidolon (which garners a lot of attention in this setting), and a psiforged aegis. Combat happens fairly regularly but the game also involves a lot more investigation and information gathering than most campaigns. There's also a ton of time for downtime activities, if you've ever been interested in having a PC with a side gig.

They're level 3 and here's the gameplay thread if you want to take a look.

The other one is Strange Aeons and the party just started book 3 of the path. I've been running that one since 2018 and it also has 3 active PCs: a mystic theurge Sarenite healer, a bloodrager tank, and a really really scary dread off-tank. They're level 7, so this is a good opportunity to get to play a mid-level PC; no need to take a Strange Aeons campaign trait since the game is so far removed from the beginning of the AP.

The group is currently on a boat on a months-long trip down the Sellen River, so we'd have to come up with an interesting way to get new PCs on board but I've got some ideas. Here's the gameplay thread if you want to check that one out.

In both games I'd like to get at least 1 more PC to get us back up to the standard 4 but I've run parties as big as 6 or 7 before so I'm open to adding multiple new folks.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]
Amal El-Irfan wrote:
I use this one for reference if you need, Djehuti :)

Appreciate the link, thanks!

Amal El-Irfan wrote:


Djehuti of El-Shelad wrote:
Does Amal not have Kn:Local ranks? Unless Amal has a class ability or there's a houserule you can't make an untrained Knowledge check with a DC higher than 10.

He has a trait that gives him a +1 bonus on Knowledge (local) checks, and it's a class skill for him, but he has no ranks in it yet - and I think that his Wayfarer racial trait gives him an additional +2 on all rolls (which I forgot to count, oops).

I didn't know that they couldn't roll for DCs higher than 15 - mea culpa.

Lots of skills can be attempted untrained but ones like Disable Device and Use Magic Device can't. Anybody can try a basic Knowledge check (DC 10 or below) untrained but above DC 10 you can't unless you have a minimum 1 rank. That's why I try to put at least 1 rank in every Knowledge skill I can get, so I can at least make a roll.


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Excellent. A pre-plague tomb is exactly the kind of thing Djehuti is here for. They smile and nod at Djedefre. "Definitely."

Kn:History, also: 1d20 + 10 ⇒ (20) + 10 = 30 With that roll there will probably turn out to be no information provided in the adventure. :D

The elf shares what they remember with the group and looks at the others. "Is everyone ready? I have all my things with me."


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

"The Very Respectful Group Who Isn't Here Just to Rob Tombs," maybe. It will roll right off the tongue after they announce the Desert Lions, Shades of Nethys, and the Morning Light. ;)

Djehuti looks at the others, having not given a single thought to this topic. "The Hand of the Pharaoh, perhaps? Straightforward but implies what we are all here for. I would prefer to emphasize our non-destructive preferences."


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

"Wati actually has several excellent breweries." Djehuti switches back to Taldane for a moment. "Your people like beer, don't they? You will not find any better than in the place where it was invented. Unless you do not drink alcohol?"

As they wait for the food, Djehuti reaches down into their backpack and pulls out a small wooden box with squares cut into the top. "Does anyone play senet?


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti inclines their head to Luke, a smile tugging at the corner of their mouth. They seem amused at being called a beanpole, if anything. "If everyone knew everything there would be no need for books or schools. I begrudge no man the opportunity to learn." The androgynous elf gestures in the direction of the necropolis. "In fact, if I may, would you mind learning something now? About the... nonsense."

The elf actually waits for Luke to indicate his assent before continuing. "Forgive me if you already know this. While I understand your viewpoint, the items in the tombs are not merely there for decoration. The ancients," Djehuti gestures at Djedefre, "believed in the Ka, a spiritual double that needed sustenance after death. Providing food, drink, and other necessary items in the tomb ensured the Ka's well-being in the afterlife. To provide for the well being of the sadly passed loved ones, tombs were filled with everyday objects, furniture, clothing, and even food and drink, reflecting the belief that the deceased would need these things in the afterlife. Protective amulets, sculptures, and other objects were included to safeguard the deceased from evil spirits and other dangers on the other side. And of course, the wealthier and higher status deceased require more- and more ornate- items to accompany them into death."

"So while you can look at it as wasteful hoarding, to the deceased's loves ones it is a sign of respect and a show that they can provide for the needs of those going on into the afterlife." The elf sighs and smiles at Luke. "And now after all that I say that none of that applies here." Djehuti chuckles.

"Because here in Wati, the city of the dead is actually a consecrated memorial to a two thousand year old tragedy that killed most residents of this city, a plague that so depopulated Wati that the powers that be decided it best to simply wall off the abandoned portions of the city and declare it off limits. So this is more in the way of a reclamation than an exploration."

"Does that do anything to assuage your concerns, my friend?"


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti frowns at the mention of ghouls. "Nasty creatures," they say as they turn to see if their handler has any specific information about these cabals.

Seems like the DM is trying to get us to finish this scene. :)


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M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Thanks! Excited to play this AP. I will fill out the profile and buy gear asap.

Djehuti is basically a library on two legs and at this level will rely mainly on Color Spray for debuffing and will try to be imaginative about using Silent Image as cheap Invisibility ("no, you're looking at a wall").

He also has Disable Device from the Trap Finder trait but it's not optimized since he's only got +2 from Dex and I can't afford to put a point into Perception, have no Wis bonus, and Perception isn't even a class skill so finding the traps will be a problem.


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It took Aiko the whole afternoon to gather information so the party could sell stuff offscreen while she's doing that.


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Conceptually, Djehuti qualifies for the Blood of Pharaohs campaign trait based on his background and pact. His whole background is about being descended from a pharaoh whose name was blotted from the histories. I just took a different trait.


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Here's a new profile for Djehuti of El-Shelad, elf Osirionologist/secret medjai hunting some kind of macguffin in the necropolis. Just needs gear but the stats, feats, skills are all set.

High Int walking library, Trap Finder feat with mid bonus, spells will tend toward control/debuff and feats will go into item crafting.

Stat Block:
M Elf Wizard (Exploiter/Pact), Level 1, Init +1, HP 6/6, Speed 30, AC -, Touch -, Flat-footed -, CMD 12, Fort +1, Ref +2, Will +3, CMB +0, Base Attack Bonus +0
Abilities Str 8, Dex 14, Con 10, Int 20, Wis 11, Cha 13
Conditions None

MELEE

RANGED

MODIFIERS

BACKGROUND:
Elves are rare in the hot, dusty lands of Osirion. There are the oasis elves, but those nomadic elves have little interaction with the Osiriani other than the Yerbira in the western desert or the Shemtej caravaneers. However, there are a few elves scattered throughout the cities of Osirion and among them lives a long secret tradition open only to those who possess the blood of the Witch Pharaoh.

Back near the beginning of the First Age of Osirion, the medjai served as the Witch Pharaoh's bodyguards but when she was thrown down and erased from the histories their purpose changed. They pledged to first carry her name into the future so she would not be forgotten, second to hide those of her works they could preserve, and third to protect what could not be hidden. It has been nearly 7000 years since they first took up their task and while for humans that may be an insurmountably long time to keep a pledge, that is not so for elves with their long lives and longer memories.

The medjai throughout Osirion religiously track down artifacts and holy sites they believe were significant to their Pharaoh, because in spite of their efforts many have been scattered to the winds, stolen from under their watch or simply mislaid in the first place. Many of the medjai are warriors but every one has to also be a scholar, dedicating their efforts to learning the history of their secret society and knowing the significance of that which they protect.

Djehuti's mother is an antiquities merchant in El-Shelad on the Scorpion Coast and his father a teacher at Shelad Madrassa, the famous spellcasting academy in the city. Both of them are full members of the medjai and frequently go into nearby Tumen to follow this or that lead or to recover or prevent the loss of a treasure. He and his sister both grew up learning the medjai's lore along with their letters and loving books and trips into ancient ruins in equal measure.

He has always had a clever mind and his trips as a youngster revealed he also has a way with the many traps one finds in Osiriani ruins. With his father a teacher of magic, it was also no surprise he developed an interest in the arcane arts. What was a surprise, however, was the deep, personal connection he always felt to the Witch Pharaoh. While his parents believe in their mission, Djehuti believes in their patron, to the extent that he even derives some level of power from her.

When the Ruby Prince announced the reopening of the Half-Dead City of Wati, Djehuti jumped at the chance to go and catalog the necropolis's many treasures. The order believes an amulet that once belonged to the Witch Pharaoh can be found in the necropolis.

THE WITCH PHARAOH:
In ancient times, far back in the First Age of Osirion, there once was an elf Pharaoh. She was only a few generations descended of one of those elves that stayed behind during Earthfall, from Mwangi. Most of Osirion didn't even know what an elf even was. Records fail to record why she arrived at the court of Pharaoh Neb-se-mennu II. What they do record is how alien beauty and wisdom captivated the middle aged man, and how he took her for his fourth wife.

As did Pharaoh Neb-se-mennu III. And Pharaoh Janais I. When Janais died under mysterious circumstances, his first wife became The Witch Pharaoh while her latest child to adulthood. Strangely enough, she WASN'T responsible for killing him. Freak ibis accident. But people suspected...

The real trouble began when her older children, sons and daughters of the other two pharaohs, got jealous.

Though the Witch Pharaoh governed with an uncanny grace, her reign was fraught with suspicion and discontent. The eldest children of Neb-se-mennu III and Janais I—already seasoned in courtly intrigue—resented their half-siblings, born of the strange elven queen, whose ageless beauty seemed to mock the passage of years. Rumors whispered through the gilded halls of the capital: that she enchanted the Pharaohs, that her blood was not merely foreign but divine, cursed or blessed by gods forgotten.

As her youngest son from Janais approached his coronation, the Witch Pharaoh bore three more children—two sons and a daughter. These were fathered not by mortal hands but, it was said, by the stars themselves, for no mortal consort was known. Each child exhibited peculiar traits: the eldest son bore eyes like molten gold, his voice a commanding resonance that could demand obedience from even cows. The second son was wreathed in an aura of shadow, moving with the silence of an assassin, while the daughter possessed a preternatural affinity for healing, her touch mending flesh and bone as though time itself heeded her will.

These children became both a boon and a threat. The Witch Pharaoh sent her daughter to the Mwangi Expanse, ostensibly to seek allies among the elf enclaves that still lingered there. Her shadowed son vanished into the deserts of northern Osirion. The golden-eyed heir remained by her side, a towering presence in court, whose very existence deepened the enmity of his elder half-siblings.

Jealousy turned to outright rebellion. The scions of Neb-se-mennu III and Janais I conspired to overthrow their enigmatic mother, spreading tales of her dark sorcery and her inhuman offspring. Their plotting culminated in a bloody uprising, known in the annals of Osirion as the War of the Obsidian Lotus. She won, barely.

But the Witch Pharaoh's downfall was inevitable. As the years stretched into decades, the court's whispers of her unnatural longevity became cries of outrage. How could an immortal elf—a being most Osirians barely believed existed—legitimately rule over their land of gods and men? The seeds of dissent, planted by her elder stepchildren, found fertile ground in the hearts of Osirion's nobles and priests.

Her reign ended not with a grand war, but through insidious betrayal. A distant, fully human descendant of Neb-se-mennu, one who had avoided the bloodshed of the War of the Obsidian Lotus, emerged as a unifying figure for those who yearned for a return to tradition. He presented himself as a restorer of Ma’at, the divine order, and claimed the Witch Pharaoh's rule was a cosmic aberration. His name was Ankhesemnihu, and under his leadership, a cabal of conspirators rose in a coup.

On the eve of her exile, the Witch Pharaoh was seized within her own palace. Her accusers desecrated her memory even as she lived, declaring her a false queen and a seductress who had bewitched their noble Pharaohs. Ankhesemnihu declared her rule and her lineage a blight upon Osirion. Statues of her likeness were toppled, her name struck from official records, and her once-glorious reign rewritten as a dark chapter of Osirion's storied past. Even the most Osirionologists consider knowledge of this period, even to the names of her husbands and children, to be lost to the shifting sands of time.

Taken pretty much entirely from this Reddit post, with just a few tweaks.

PERSONALITY:
TBD
Curious to a fault

APPEARANCE:

Djehuti is androgynous in appearance, tall and willowy with a build that is neither masculine nor exactly feminine. He has pale skin with a bluish undertone that he keeps covered to escape the desert sun and platinum hair so light it is nearly white, which he likewise tends to keep covered to keep the sun off his head. Regardless, people tend to find him attractive though the uncertainty of his gender sometimes makes people uncomfortable.

A sign of his close connection to the Witch Pharaoh (and along with his bluish skin perhaps a hint that she was one of the first drow elves), Djehuti's eyes are a shade of purple so light they are nearly white; people tend to find their coloration unsettling so he usually covers them with some sort of colored lenses.

He has a complex tattoo inked on the inside of his left wrist.

RACIAL TRAITS:

+2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Medium.
Speed: 30 feet.
Languages: Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Illustrious Urbanite: Spell Focus (Illusion), spells can ignore damage to buildings.
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Proficiency in longbow, longsword, rapier, shortbow, and all "elven" weapons are martial
Arcane Focus: +2 racial bonus to concentration checks to cast defensively. Replaces Weapon Familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Darkvision: 60 feet. Dazzled in bright light or within a daylight spell. Replaces low-light vision.

CLASS FEATURES:

Club, dagger, heavy crossbow, light crossbow, and quarterstaff, no armor or shield.
Spells
Cantrips
Arcane Reservoir (Su): 4 (3 +wizard lvl; restores 3 +1/2 lvl every day). Used for exploits or +1 to CL or save DC when casting a spell. Replaces arcane bond.
Exploiter Exploit: 1 (+1/4 levels). Replaces arcane school.
Effortless Magic (Ex): Can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute. Alters spellcasting.
Patron Spells: Shadow Patron. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. 1-silent image, 2-darkness, 3-deeper darkness, 4-shadow conjuration, 5-shadow evocation, 6-shadow walk, 7-shadow conjuration (greater), 8-shadow evocation (greater), 9-shades. Replaces scribe scroll.
Great Power, Greater Expense (Ex): At 5th level, choose an Oracle curse, using 1/2 CL as Oracle level

SKILLS:

Adventuring Skills 8 (2 +5 Int +1 FC/lvl)
Disable Device +7 1 +2 Dex +3 CS +1 trait
Kn: Arcana +9 1 +5 Int +3 CS
Kn: Dungeoneering +9 1 +5 Int +3 CS
Kn: Local +9 1 +5 Int +3 CS
Kn: Religion +9 1 +5 Int +3 CS
Kn: Planes +9 1 +5 Int +3 CS
Spellcraft +9 1 +5 Int +3 CS
Use Magic Device +10 1 +5 Int +3 CS +1 trait

Background Skills 2 (+2/lvl)
Kn: Engineering +6 0 +5 Int +1 trait
Kn: History +10 1 +5 Int +3 CS +1 trait
Linguistics +9 1 +5 Int +3 CS

Languages
Common (free)
Elven (free)
Celestial
Ignan
Kelish
Osiriani (Modern)
Orisiani (Ancient)
Terran

TRAITS AND FEATS:

Trait (campaign): Trap Finder
Trait: Dangerously Curious
Trait: Pragmatic Activator
Trait: Osirionologist
Drawback: Family Ties (parents and sister in El-Shelad)
Elf: Spell Focus (Illusion)
1: Scribe Scroll

SPELLS:

SPELLS KNOWN
0: All
1: Burning Sands, Blood Money, Color Spray, Grease, Mage Armor, Protection from Evil, Silent Image (p), Vanish 7+
2: Darkness (p)
3: Deeper Darkness (p)
4: Shadow Conjuration (p)
5: Summon Evocation (p)
6: Shadow Walk (p)
7: Shadow Conjuration (Greater) (p)
8: Shadow Evocation- Greater (p)
9: Shades (p)

SPELLS MEMORIZED
0 (3): Dancing Lights, Detect Magic, Ghost Sound
1 (3): Color Spray, Protection from Evil, Silent Image
-can spontaneous cast Patron spells

GEAR:

WEAPONS

ARMOR

GEAR
Spellbook

Total weight: lbs.
-without pack: lbs.

Light load lbs.
Med. load lbs.
Hvy. load lbs.
Lift (over head) lbs.
Lift (off ground) lbs.
Push or drag lbs.

MONEY 120gp to start


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karlprosek wrote:
Monkeygod wrote:

Questions for both the GM and Lord Christian(as it have been answered in game):

What's the deal with the three other groups that are also supposed to found fledging nations? I was thinking perhaps my PC could be a member of one of those groups and something happened that caused him to leave and eventually make his way to Charis?

Alternatively, maybe he was just among the original large gathering of 'heroes' and didn't make the cut, so he just 'hung around' the general area?

I don't see any reason why your guy couldn't have been with the Varnlings, the group on the east side in the Nomen Heights. They're just mercs who were loyal to Maegar Varn, a nobleman adventurer. You could have had a disagreement or decided you wanted to do something else or wanted to have better opportunities somewhere else.

Actually, let's do this. Your guy was with a band of rangers who were Varnlings but broke off to help a group of settlers build their own town on the frontier up on the Nomen Highlands, with Varn's blessing (since he figured he'd eventually roll them up under his rule and wouldn't have to dedicate any resources to the town). This group worked for Varn as his field scouts and they called themselves the Foresthawks. Other than Zarrin there was Elyin, Dorin, Galadon, and Izora (all human rangers). Elyin decided to retire in that town and Zarrin moved west into the Greenbelt.


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M High Elf Bard 2 [HP: 22/22 | AC:18 (Shield Raised:19) | Fort:+4 | Ref:+6 | Will:+7 | Perc:+7 (Low-Light) | Spd 30 | ☘️ | Investigate]

Rail nods, picking up on Celenton's approach. He sighs melodramatically and cracks his knuckles. "I'd hoped we wouldn't have to do it this way, O Amazing One. But you did just try to steal from my friend there."

The elf starts to circle around the table, looking at Menenclair. "Menenclair, what do you normally do to people who try to pick your pockets?"

He looks back at Zograthy. "Of course, he might forgive you if you do us a favor, like answering our questions."

Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20


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I usually do 25 point buy, background skills, and the Elephant in the Room feat tax skill streamlining but since we've got 2 already existing PCs lets just stick with whatever the creation rules were for the original game. So let's see what that was:

Material Allowed: Paizo only. No 3rd party material.
Races: All Core and Featured Races allowed
Classes: All Paizo classes will be considered
Alignment: Good characters are preferred. Neutral characters will be considered, but Evil character are a No-No
Feats: All Core Books
Traits: Choose 2 traits.
Ability Scores: 20 point buy, no ability beyond 18 none below 9 before racial modifiers. (Don't forget to add the ability increase for level 4).
Starting Wealth: 6,000gp (standard for level 4) 23,500 (standard for level 7) - for CDE and Cenna, look at your sheets and see if you're at standard WBL. If you're not, go ahead and buy items up to 23.5k; if you're over, leave your gear as-is.

It does look like they were using background skills, so use those too.

I'll need to look over the gameplay to see where we are in the story but at level 7 we should be at the end of mod 2 or the beginning of mod 3.

Approved Party:
Christian D'Elagante: Cavalier (Jovich)
Cenna Proviso: Sorcerer/Monk (Shadow)


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M High Elf Bard 2 [HP: 22/22 | AC:18 (Shield Raised:19) | Fort:+4 | Ref:+6 | Will:+7 | Perc:+7 (Low-Light) | Spd 30 | ☘️ | Investigate]

Are we planning to split the party for this next part? I'm generally against that.

Rail grins. "Not that first guy I've met with problematic parents. I just figured you might want to talk about it before we all walk into the Watch's HQ with you. Otherwise the rest of us might be standing there with our mouths hanging open when you reveal you're Queen Abrogail's nephew." The elf chuckled at the little joke.


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pauljathome wrote:
I think that Starfinder covers essentially the same ground (Orcs in Spaaaccceeeee!!!") and does it much better.

They're different. Starfinder is closer to scifi than pulp fantasy. Spelljammer is more swashbuckling corsairs in space than Jedi or serious aliens in D&D. There's no attempt at realism or attempting to justify why silly things exist. There's a whole race of spacefaring penguin merchants because why not? It's great.


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Ah, sorry for the miscommunication. I'm still here. I've read through the first mod and it looks like you're working on transitioning into Night of Frozen Shadows.

Let me know when you're ready for me to start and I'll request to take over the campaign thread.


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I haven't run or played Jade Regent but I think I could pick this up. Let me look at the modules and see where you are in the story.


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Whoops, posted to the wrong game.


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Idrassa Quill wrote:
Urk, sorry, I got confused about who the gnome used to work for. It should have been ir'Nelview. But Illendur did have some connection with the family, right? He seemed to know Renaer.

Let me make this more explicit. Dalakhar wanted to meet with Renaer for some reason.

Dalakhar worked for Renaer's father, Dagult ir'Nelview. Renaer thinks Dalakhar was in Throneport to keep an eye on him but doesn't actually know if that's true, it's just his perception.

Dagult ir'Nelview is a somewhat notorious figure in Throneport politics; he served on the Stewards Council for 20 years and was ousted as the head of the Council recently, about 3 years ago, when the Council voted him out without public explanation. It was quite a scandal, and Dagult left the city afterward.

Rumors say Dagult stole as much as 500,000gp from the treasury and hid it away and that's why he was kicked off the Council. Renaer has all but confirmed that his father stole the money (or at least he said he thought he'd been kidnapped by the Tarkanans in order to find the money, and something called the Stone of Golorr) but doesn't seem to know where it is.

I can give you a whole precis on Dagult ir'Nelview if you want it but he's only relevant in that people think he stole this money and powerful people are looking for it in the city. For a rough idea of how much 500,000 galifars is worth, I like the ratio of 1GP is around $200 so that's about $100M rumored to be stolen and possibly hidden somewhere.


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The group headed back into the throne room, ready for another fight. But the sorcerer was no longer there.

Bas Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Kellen Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Day Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Levn Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Bas thought he heard the faint sound of footsteps to the south.


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Sorry it's been a tough January for me. Trying to catch up now.


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Sorry you're right I missed the Glitterdust.

Will save, DC 19: 1d20 + 10 ⇒ (5) + 10 = 15 Nice!

Bite miss chance, low is bad: 1d100 ⇒ 7
Claws miss chance, low is bad: 1d100 ⇒ 45

OK, barghest missed Alfric with both attacks. Thanks for keeping me honest, Daymar!

Kellen, it did save against the EE. The 1 round effect has ended.


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I also want to make sure everybody knows there's a map of Trollskull Alley locations here. During the daylight hours, the Alley is filled with an open-air market with temporary market stalls.


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I'll give it the weekend for 15-20 minutes to pass then Cleon will show up on Monday.


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Male Human Fast/Smart 3 | HP 27/27 AC 21 (22 vs melee/25 vs ranged) | Perception +4 Init +3 | F +5 R +6 W +5 | Action points 18/18

Just a suggestion- if most of these rooms are empty, maybe face to face it's atmospheric and tension building to go room to room not finding anything but in PbP it just kind of draws things out for no benefit. Could we skip to something to interact with? Maybe describe all the rooms where we don't find anything or just find more goo and move us to somewhere there is something?

Stringer directs Snoop to fly on to the next room. "Next room," he says as he pilots the drone from the back of the group.


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Sorry all, I'm slammed with a deadline. I'll be back to posting regularly next week.


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I've got someone using it in another game, it seems cool. Be my guest.


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Male Half-Orc Bard (Arcane Duelist)/Oracle (Lore) 6/1 [HP: 54/54 | AC:23 | T:14 | FF:19 | CMB:+10 | CMD:23 | Fort:+6 | Ref:+10 | Will:+7 | Init:+0 | Perc:+0 (Darkvision) | Spd 20]

Hello fellow old people! I started with the red Basic box in... 86? 87? Something like that. Had all of those colorful box sets up through the one with rules for playing demigods. Unfortunately I don't have them anymore; I'm sure with the current resurgence in popularity they'd be pretty expensive to try to buy now.

I've collected a bunch of 1E books through the years but never really played it. I think the only 1E book I actually had back in the 80s was Oriental Adventures, which I still have (complete with a paper I was supposed to have my mom sign and send back to school tucked in the back).


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Male Half-Orc Bard (Arcane Duelist)/Oracle (Lore) 6/1 [HP: 54/54 | AC:23 | T:14 | FF:19 | CMB:+10 | CMD:23 | Fort:+6 | Ref:+10 | Will:+7 | Init:+0 | Perc:+0 (Darkvision) | Spd 20]

I'm about to go post there, I'll do it right now.


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So... I'll be nice and take Jixel's roll as the check. And she is only Indifferent, so that offer of a bribe will put you over the top. :)

Blaze looked skeptical at Illendur's assertion that there was only upside for her people, a bit more interested at Ash's blatant offer of money, and even more interested as Jixel started making sense. "We own everything down Burnt Inn Street to Soot Corner but we don't mess with the Brands that close to their turf." There weren't any signs in Field Ward indicating street names or locations, but that had probably been where the population of shifters had started increasing as the group walked toward Twelvedog Court. (I'm thinking that's where the white dot for Burnt Inn Street is on the map of the city.)

"That clinic you're talking about's pretty far out of our territory." She looked back at Illendur and Ash. "But if you're going to deal with the Brands and you're going to pay me to guard the clinic," Blaze grinned at Ash, sharp canines flashing, "who am I to look a gift horse in the mouth?"

"When do you need us to start?"

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