Chronicles of the Silver Rose Company

Game Master Patrick Curtin

This campaign is my attempt to play a canonical Planescape campaign using the updated Pathfinder ruleset. The game actually predates the release of Pathfinder, but we have managed to update as we have needed.


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Probably human Bard/5, (tech)wizard/9

So we are talking Future, Faction, Friends...

1) Future

Spoiler:

Ffethpaar came to Sigil more on an impulse than anything else. His driving force is 'interesting things' so he will hope to find a number of gadgets and other items that take his fancy. These need not be all-powerful, although some nice powerful artifacts will be appreciated. He will probably send some of these home to his tribe (if there is some way to do so).

He has done no research, but expects his formal politeness will stand him in good stead. He wants to explore and have interesting things to say to those back home. If he can find a postal service (or anything equivalent) he will be writing letters home.

So, generally, as long as the Company gives him enough curious or powerful items, or the means to procure them, he is likely to stay.

2) Faction

Spoiler:

Being a complete novice in the art of surviving in Sigil, Ffethpaar has not done an awful lot of research. He has made a couple of friends since he arrived since he looks like an easy touch and some people can't help trying to help him. The brief discussions he has had with these people indicate that the Sensates would be the faction to join and he will definitely want to seek them out. Whether he will like what he sees depends on what he sees...

3) Friends

Spoiler:

Argus Wattle Itinerant no-good human. Attached himself to Ffethpaar because he saw an easy mark. However, after several hours of verbal fencing, he discovered that Ffethpaar was not to be taken in that easily - having only gained a couple of drinks and a plate of fish for his efforts. During the exchange, though, we found himself drawn to the odd lizard person and he will now happily run around finding things out for him. An odd experience for him as he is not used to liking people. It was Argus who suggested Ffethpaar try his luck with the Silver Rose Company.

Tenkala Female Githzerai. A taciturn lady of uncertain age (at least Ffethpaar can't guess). They share a mutual delight in strange devices. This is one of the few topics that will cause her to open out. Something happened in her past that has had a profound effect on her, often causing her to break off in the middle of a sentence as some unconscious trigger brings forth unwanted memories. The good thing (for Ffethpaar) is that these usually result in her remembering some other interesting fact about some strange item she has heard of.

Bedlar Thork The dwarf who runs a small booth that sells, amongst other things, fishing tackle. They struck up a conversation when he visited the booth and took to each other instantly. Bedlar is well versed in the ways of Sigil and can be guaranteed to give Ffethpaar good advice and an honest answer to anything he knows about.

Sovereign Court

Male hu-man Paladin
Patrick Curtin wrote:
1) I would like everyone to post a sort of long-range vision for their character. What do you see you character evolving into as time goes on? As a player do you desire fame, fortune or power (or a combo of the three?). Do you want to try some prestige class or earn an epic weapon? The more I know of your desires, the more I can tailor the scenarios to help you gain them.

Spoiler:
Karrin has no great long term goals yet. She hopes to do good, she wants to get home, and she wants to get into heaven. Because of her chaotic nature she has a hard time seeing the big picture. None of these goals are things that Karrin would view as long term, each one is day by day thing, and she’s very much about the quick solution. If she could find a sort cut into heaven (for example) she’d take it in a second without thinking of the consequences. Ironically Karrin isn’t exactly 100% clear on why she wants into heaven, she only knows her ‘father’ insisted on it, so that‘s what she wants as well.

Doing good is something that comes very natural to Karrin, she can be greedy, selfish, and treacherous when she wants to, but she’s also likely to give her last crust of bread to a starving man without a moment’s thought. Karrin is a good person but she also recognizes that she has a very chaotic nature. Ideally I’d like for Karrin to get a spiritual advisor (maybe even a ‘conscience’ à la Jiminy Cricket) to help keep her in line. If that’s a PC solution or an NPC solution remains to be seen. Karrin strives for lawful good behavior but often fails on with the lawful part.

Going home is hopefully not an end quest for Karrin, just a minor side quest, Karrin is far too much of a free spirit to ever settle down in the monastery again, but if she could return from time to time that would be ideal (perhaps Kron the kind could resume the roll of Karrin’s long suffering spiritual advisor). Karrin would also want to see the priests looked after and or rewarded for their kindness, if that be gold or holy relics or something entirely different remains to be seen. If Karrin found a reliable reusable portal home, the monastery of Rao could be used to create plot hooks related to Greyhawk or the gods attached to that material plane, as Karrin would be very eager to help the monastery in any way she could.

One plot device or plot hook you might want to exploit is Karrin’s real parents. Karrin has no memories before she was delivered to the monastery. It’s possible for some of those early childhood memories to awaken, maybe she unknowingly part of some major plot, maybe she’s the daughter of someone important, or perhaps she’s merely viewed as an escaped piece of property. Whatever you want really. Keep in mind though: Karrin will never thing of looking into this on her own, she considers her parents as dead or likely evil, and would never go looking into that sort of thing of her own accord.


Patrick Curtin wrote:
2) I would like to know if anyone is interested in joining a faction. The factions were outlawed in 3rd Edition's Sigil, but I have home-ruled that they are still extant in Sigil ATM. Whether the events of Faction War transpire in the future is a bridge I will burn when I come to it. Assume for now that the factions are in full effect.

Spoiler:
Karrin, being a devote worshiper of Rao, would likely join with the forces of heaven if she had to choose sides, but it’s highly unlikely she’d ever get the idea on her own. In the long run Karrin would make an excellent paragon or agent of good. If she somehow attracted the attention of Rao and found her way into his service that would also be an ideal fit for Karrin, but remember Karrin has no idea how the planes work, and she’d never think of petitioning the god herself.

Patrick Curtin wrote:
3) Third (remember the Rule of Three!) I would like at least a couple of NPC names that you want your character to know. Make them helpful to your character, a merchant/drinking buddy/fence/parole officer. Whatever you think would fit your character best. This will help me a bit and give you some say in your contacts.

Karrin has lead a very sheltered existence up until this point. She grew up in a monastery, then when she started traveling, her boyfriend / lover shielded her and kept her from any meaningful interactions. When he was killed Karrin fled and instantly found herself in a strange new world. With the exception of a few monks in the world of Greyhawk Karrin really doesn’t know anyone.

Kron the kind – this is the long suffering adopted father of Karrin. He is a kindly man with seeming endless supply of patience . . . making him the perfect father for Karrin! The young tiefling was always getting into some kind of trouble and mischief and Kron was always willing to follow his god’s creed and forgive her and try to teach her a better way. Karrin was very strongly influenced by the man, to this day most of her goals and dreams are shaped by his teaching, and Karrin still has a strong desire to please him.

O.L.L.I. – a drinking buddy.

Sadly Karrin, being in a strange new plane of existence, doesn’t know anyone else in sigil yet, but I’m thinking any new contacts Karrin would welcome would be of a kindly good hearted nature. I’m thinking of a waitresses or a cooks (Karrin does have a big appetite), perhaps some fellow followers of Rao, and perhaps (although it’s unlikely) fellow good hearted mercenaries. Karrin might also form a relationship with merchant, but this would have to be someone that Karrin could come to respect or trust, otherwise Karrin would likely view this sort of a relationship as purely business.


female Tiefling 12th level Duskblade
Zigel Za Elric wrote:


"Indeed,lass a few weeks now" zigel chuckles "ah clueless ya stand out in the cage like a dust man at a party" he motions to a seat near him "come on lass don't stand around like a leatherhead, the strews not bad wines ok had better.can'na learn the chant if ya not listing now can ya" he pours karrin a glass of wine.

"I'm sorry, are you speaking common?" Karrin asks, "it sounds a bit like it, like I can understand a few words, but the rest is . . . different."


"You'll understand everything in a few hours once you're in the cage. Speaking the cant is quite easy, really, and rather common - and I mean that in the worst way."

Weird, my first post just disappeared.


female Tiefling 12th level Duskblade
Eir Haakonen wrote:

"You'll understand everything in a few hours once you're in the cage. Speaking the cant is quite easy, really, and rather common - and I mean that in the worst way."

"Oh Eir, thank goodness, I didn't think I was going to see another friendly face," Karrin says, clearly glad to see her old teammate from her first job with the golden lord, but still slightly distressed about the whole bariaur incident, "you mean chant? Like what the monks do? I know a couple chants . . ."


Male Lizardfolk Lizardfolk/2, Cleric/1
Patrick Curtin wrote:

Clarion looks up from his forge and wipes his sweaty brow with a well-used rag.

"Should be easy enough cutter. Let me see yer claws so's I can get a feel fer what size I'll need to make them."

Clarion does some examining of the claws and calls out some numbers to his apprentice who marks them on the wall in charcoal.

"Should be able to make 'em fer about 100 gold. Tough part will be the chains, ye'll have to be peery about them an' watch the welds as time goes on."

Solomnly, as if making a pact

"That is good, it is 100 gold. I will watch the chains"

"When may I be able to have them?"


DO NOT STICK FINGERS IN CAGE

Hi all! Just checking in to see what's been going on while I have been slaving away at my fief. Thanks everyone for posting the NPC lists, I will incorporate them into the game fer shure. I'm sure Eir will get a good whip somewhere, we'll just have to find a maralith to arm wrassle for it or something. I love the fact that Shactal and O.L.L.I were named as contacts, I think I might have to wiggle them into the game at some point.

Yet another valuable NPC contact:

Marion Therweddis: Marion runs the Snail Exploration Outfitters, a shop dedicated to the little items that make traveling in rough areas all the easier. Marion is a tall skinny woman of late middle age, who carries an air of expertise around her like a shawl. She keeps Arborean Giant Snails as pets, and there are often several of these brutes wandering her shop at any time of the day. The snails are harmless, they have teeth but you'd need to be paralyzed to sit still long enough for them to do damage to you. The shop lies off the Great Bazaar, and is very clean and ordered (except for the 3' tall blue iridescent shelled snails). Items like silk rope, pitons, adventuring clothes, backpacks and other miscellaneous items that have to do with travel over rough area can be found here. Marion is assisted by her husband Ferenk, who is tall, skinny and wiry like his wife. Ferenk isn't a talker, and he rarely shows his beezer in the main shop area unless there is a crush of people.

Thanks for all the input guys, I am putting the last touches on yer first mission (we'll see how the shakedown cruise goes) and I will have more to post in a while.


DO NOT STICK FINGERS IN CAGE
Ffethpaar wrote:

Solomnly, as if making a pact

"That is good, it is 100 gold. I will watch the chains"

"When may I be able to have them?"

Clarion looks like he's about to stick out his hand to seal the deal, takes another look at the claws Ffethpaar sports, and gives him the thumbs up instead.

"Shouldn't be much of a much cutter. Give me two full Peaks and I should have them sorted out. 50 down fer good faith jink, 50 upon satisfaction."


Male Lizardfolk Lizardfolk/2, Cleric/1
Patrick Curtin wrote:
Ffethpaar wrote:

Solomnly, as if making a pact

"That is good, it is 100 gold. I will watch the chains"

"When may I be able to have them?"

Clarion looks like he's about to stick out his hand to seal the deal, takes another look at the claws Ffethpaar sports, and gives him the thumbs up instead.

"Shouldn't be much of a much cutter. Give me two full Peaks and I should have them sorted out. 50 down fer good faith jink, 50 upon satisfaction."

Lays down 50 gp

"I will return in two... peaks?".

Turning to leave he gives the traditional valediction of his tribe

"May your fears be unfounded. May your burdens be lifted."

Departs to return to the Silver Rose


DO NOT STICK FINGERS IN CAGE
seekerofshadowlight wrote:

niel wrote:

BTW, is planar common the same as prime common? I ended up with quite a few language slots.

Yes it is the same more or less new terms but its a dialect of common.Thats one of the great darks cutter why every world speaks common.

It's one of the parts of my multiverse that is a little shy of versimillitude. Indeed Common is spoken across the planes. Why? Cuz it was either that or stick goldfish in yer ear.


Male Tiefling Invoker/3rd
Karrin Kind wrote:


"I'm sorry, are you speaking common?" Karrin asks, "it sounds a bit like it, like I can understand a few words, but the rest is . . . different."

Zigel nods his head "Indeed lass the cant of the cage is common any berk can'a tell ya this"he chuckles again "thats how ya clueless stand out ,na understanding a proper common, well that and standing there with ya bonebox hanging open like some addle-coved hinjack under the gaze of a pack of moorehounds." Zigel sits back down " now stick with us lass and become a proper cutter ,befo' ya get bobbed ,peeled or whined up in the dead book"


male Human 8th level seeker/6th level gamer /4th level bad speller

Whips for Eir

I dug em up from a few places

EW
**Crescent Whip 10 gp 1d4 1d8 x2 -- 6 lbs. Slashing

A crescent whip is a standard whip with a crescent-shaped blade attached to the attack end. This allows it to do lethal damage instead of nonlethal damage.

The crescent whip is treated as a melee weapon with a 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Using a crescent whip provokes an attack of opportunity, just as if you had used a ranged weapon.

Because a whip can wrap around an enemy's leg or other limb, you can make a trip attack with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a crescent whip, you receive a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Stregth modifier to attack rolls with a crescent whip sized for you, even though it isn't a light weapon.

**Nagaika 25 gp 1d6 ×3 15 ft 4 lb. Slashing

Nagaika: The nagaika is a leather lash studded with glass. Unlike the whip, it deals normal damage and can damage armored foes. Although you keep it in your hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the nagaika can wrap around an enemy’s leg or other limb, you can make trip attacks with it. You can drop it to avoid being tripped during your own trip attempt.
You also gain a +2 bonus on your opposed attack rolls when using the nagaika to disarm an opponent (including the roll to keep from being disarmed if your attempt tails).

**Whip swords
Whip-sword, short: 350 gp 1d6 x2 10 ft 2lbs Piercing or slashing

Whip-sword, long : 375 gp 1d8 x2 10 ft 4lbs Piercing or slashing

Whip-sword, great : 400 gp 1d10 x2 10 ft 8lbs Piercing or slashing

Whip-sword: The whip-sword is a strange weapon that is extremely hard to master[EWP whip,weapon focus whip dex 17], rumored to have been devised by a gnomish weaponsmith for no other purpose than to compensate for gnomish warriors’ short height, but it soon began to be crafted for larger customers. The whip- sword is a series of interlocking blades
that, when retracted, look for all purposes like the blade
of a normal sword. The blades are held together by a strong but flexible
cable running through their center,pulled tight against the sword’s
guard. By throwing a switch on the handle, the cable is loosened
and all the interlocking blades separate, forming a cross between a whip and a spiked chain that the wielder can use for lashing. In locked
mode, the whip-sword is like any sword that does not require the
Exotic Weapon Proficiency feat to use, but it must be taken in order
to use the whip mode. Loosening the blades is a free action. The whip mode decreases the weapon’s damage by one die (the value between parentheses) but it has reach, so the wielder can strike opponents
10 feet away from him and it can be used against an adjacent foe as well. The character must have the Improved Trip feat to be able to make trip attempts with the whip-sword in whip mode; the user can drop the whip-sword to avoid being tripped if he is tripped in his own attempt. The character needs the Improved Disarm feat to make disarm attempts for which he has an additional
+2 equipment bonus to the opposed attack roll to disarm an opponent. A wielder may use a two-handed whip-sword with the Improved Grapple feat to make grapple checks against creatures of the wielder’s size
or smaller, adding the sword’s enhancement bonus (if any) to grapple checks.Wielders can use the Weapon Finesse feat to apply their
Dexterity modifier instead of the Strength modifier to attack rolls with a properly sized whip-sword, even though it is not a light weapon for them. Returning the blades to sword mode requires a full-round action, but the character can decide to do it as a move action
by making a Dex check (DC 15). He may also decide to try to retract it as a free action with the same DC dex check, but he must have the Quick Draw feat.

**Mighty whips

Whip, Mighty*
+1 Str bonus 200 gp 1d3+ x2 15 ft.* 3 lb. Slashing
+2 Str bonus 300 gp 1d3+ x2 15 ft.* 4 lb. Slashing
+3 Str bonus 400 gp 1d3+ x2 15 ft.* 5 lb. Slashing
+4 Str bonus 500 gp 1d3+ x2 15 ft.* 6 lb. Slashing

crescent whips mighty
+1 Str bonus 225 gp 1d8 19-20/x2 15 ft.* 6 lb. Slashing
+2 Str bonus 325 gp 1d8 19-20/x2 15 ft.* 7 lb. Slashing
+3 Str bonus 425 gp 1d8 19-20/x2 15 ft.* 8 lb. Slashing
+4 Str bonus 525 gp 1d8 19-20/x2 15 ft.* 9 lb. Slashing

Nagaika, mighty**
+1 Str bonus 225 gp 1d6 ×3 15 ft 5 lb. Slashing
+2 Str bonus 325 gp 1d6 ×3 15 ft 6 lb. Slashing
+3 Str bonus 425 gp 1d6 ×3 15 ft 7 lb. Slashing
+4 Str bonus 525 gp 1d6 ×3 15 ft 8 lb. Slashing


DO NOT STICK FINGERS IN CAGE

Good morning all:

I have a fairly busy schedule today, so I probably wont be on for the rest of the day. The whip info looks OK Seeker, I think Eir can find a good starting one from the ones listed. I like the whip sword, reminds me of something from a video game from back in the day. You folks look just about ready to roll out:

So what we have so far:

Neil: Greep-Rogue/wizzy Robbit
Seeker: Zigel-Invoker Tiefling. Also Kratos, puppy at large.
Thrugnipp: Ffethpaar-Cleric Lizardfolk
Kayos: Swift/Blacky -Rogue Tibbit
Guy: Karrin-Duskblade Tiefling
Kruelaid: Eir-rogue/cleric Human

Excellent mix IMHO. Considering how many rogues we have I can see a few black ops in yer future. Anyway, I will continue to get the rust scrubbed off my DM skills and you all keep on what you are doing.


male Human 8th level seeker/6th level gamer /4th level bad speller

Moring patrick.. the whips I dug up from here and there may have more some where not sure.and we do have a good mix this game should be much fun.


DO NOT STICK FINGERS IN CAGE

Indeed Seeker, I agree. I am champing at the bit to start up the actual game. My only fear is my mechanics proficiencies; as I have stated before I am a little rusty since most of my DMing experience was back in the halcyon AD&D times. I am sure that I will rise to the challenge with a little patience from y'all. The good thing about PbP is that there is a certain pause between actions where I can log off and go consult my many books.

Anyway, off to face the day.


male Human 8th level seeker/6th level gamer /4th level bad speller

Patrick if ya ever need help with anything like that feel free to drop me a line ya can email if ya like be happy to help.


DO NOT STICK FINGERS IN CAGE

Seeker, Thanks for the offer. I already consider you my go-to guy on mechanics, and I will definitely take you up on your kind offer. I can spin a mean story, and with some mechanics help we are going to kick it from Celestia to the Negative Energy Plane!

OK seriously signing off now :P


male Human 8th level seeker/6th level gamer /4th level bad speller

More whips for eir

**Whip, elephant 10 gp 1d4 1d6 x2 15 ft 7 lb. Slashing

Whip, Elephant: An elephant whip is a thick whip made from both heavy rope and links of flexible steel wire. It, along with the goad, is typically used to herd elephants and to direct them in battle.
Since it is so heavy and since its tip is capable of moving at supersonic velocity,it can also be used very effectively in combat.
Unlike a whip, an elephant whip deals normal damage and can damage
opponents regardless of their Armour bonus, or their natural Armour bonus. The elephant whip is treated as a melee weapon with a 15-foot reach,though it does not threaten areas into which it can make an attack. As with a normal whip, the elephant whip can be used to attack adjacent foes.
Using an elephant whip provokes an attack of opportunity,as though the wielder were using a ranged weapon.An elephant whip can be used to make trip attacks and the wielder can drop it to avoid being tripped in return.
In addition, the wielder gains a +2 bonus to all disarm attempts, including attempts to avoid being disarmed himself.Elephant whip wielders cannot benefit from the Weapon Finesse feat when using this weapon

**Whip of Thorns 10 gp1 1d2 1d3 x2 15 ft 2 lb. Slashing

Whip of Thorns: A whip of thorns is exactly that – a long leather or woven-leaf whip tipped with a claw of vicious recurved thorns. The whip is designed to tear strips of flesh from the target, although a twist of the wrist can leave the thorns painfully embedded in the skin.
The whip of thorns works just like a normal whip, with the following exceptions:

* It deals 1d3 points of lethal damage to creatures with an
Armour bonus of +1 or less, or to creatures with a natural
Armour bonus of +3 or less.

* It deals nonlethal damage to other creatures.

* The whip’s wielder may choose to leave the thorns embedded in a creature that was just struck with the whip.If this is done, the whip of thorns becomes a normal whip (nonlethal damage only, cannot injure armored creatures),and the targeted creature must make a Will save (DC 10 + the damage dealt by the whip in this attack). If the Will save
fails, the pain of the thorns causes the creature to suffer a –2
distraction penalty to all attacks. It may continue making one Will save each round to fight through the pain and remove this penalty.
The whip of thorns counts as a whip for the purposes of weapon proficiency

Whip, manticore tail 50 gp 1d3 + poison 19-20/x2 10 ft.2 lb. slashing

Whip, Manticore Tail: The manticore tail is an unusual whip that ends in a leather cocoon with long hooked needles protruding from the tip, giving it an appearance similar to the tail of the legendary manticore. This cocoon hides a deadly secret, for it is a reservoir for poison. Centrifugal force generated when the whip is spun overhead pushes the poison slowly through the narrow, hollow needles at the tip, which is then delivered to the victim’s blood stream upon a successful strike by the hooks. The needles are designed such that the poison can only run through them if sufficient force is applied, so the manticore tail does not leak when it is not in use. The leather reservoir is firm enough that it is difficult to squeeze the poison out by hand. Unlike the whip the manticore tail causes real damage. It can be used to make trip attacks and to disarm your opponent.


neuter Robbit (variant halfling with reptilian appearence) Rogue2 / Wizard (transmuter) 1

Contacts:

Sharinda ( at the World Serpent)- She thinks kindly of Greep, considering him one of her successes ( reformed from a ner-do-well to an enployed adventurer). Greep appreciates her interest in him but hates her fish stew- which she brings him at every oppertunity and he always eats, out of respect.

the Tread Alley Wyrm:
Thread alley winds its way through Market Ward and is used mostly by Bussiness owners and workers traveling between home and work. It is notable only for two reasons.
Frequenters of the alley use small signboards spread along it to leave messages (who's got what in stock or on sale, who's recently been in or out of town, whatever).
Locals have noticed an odd effect on these boards. Messages appear and disappear. They move from board to board or vanish. Locals call this effect the Wyrm, beliving it to tbe the action of a mischevious haunt or planar spirit.
Greep happened upon Thread Alley when he followed Robyn Allgood (Bess's third son) on an errand to pickup some ordered spices. He stayed to read the boards, fascinated by their glimpse of local life and bussiness. Apraised by the locals (who questioned Greep about his interest in their lives) of the existence of the legendary Wrym, Greep now believes the Wrym is his friend. And he believes that Viertz C'w (as he has named theWrym- after an uncle known for the quality of his gossip) feels the same. He claims V'c has helped him, sometimes speeding his passage along the alley, or leaving interesting info where Greep will see it.
Of course, Greep has shown signs of mental instability.


Cool whips all of them, seeker.


female Tiefling 12th level Duskblade
Zigel Za Elric wrote:


now stick with us lass and become a proper cutter ,befo' ya get bobbed ,peeled or whined up in the dead book"

"Cutter?" Karrin says finally picking up on some of the slang, "but I use an axe. You must mean chopper!"


male Human 8th level seeker/6th level gamer /4th level bad speller
Kruelaid wrote:
Cool whips all of them, seeker.

Glad ya like, them and the feats should make whips more fun for ya


male Human 8th level seeker/6th level gamer /4th level bad speller
Karrin Kind wrote:


"Cutter?" Karrin says finally picking up on some of the slang, "but I use an axe. You must mean chopper!"

Zigel chuckles "ah ya clueless lass ,a cutter is a person with a bit of resourcefulness in what they do,much better then calling a sod a basher A" seeing her confusion he chuckles again" a sod is a poor soul and well a basher is a basher " zigels deep booming laughter fills the room 'Now lass ya gonna keep standing there like a barmie or have some wine?"


neuter Robbit (variant halfling with reptilian appearence) Rogue2 / Wizard (transmuter) 1

OK, so now I get cutter, basher and sod. and clueless is plain, but how do you tell a berk from a dustman or a leatherhead?
And what's a faction?


neuter Robbit (variant halfling with reptilian appearence) Rogue2 / Wizard (transmuter) 1

More importantly- what's the 'cant' on the local cops and robbers? Should we be expecting shakedowns and payoffs? Or are we working in open territory?
And which of the weird types around here are the ones to watch out for when I'm strolling around town?


Male Tiefling Invoker/3rd
Greep wrote:

OK, so now I get cutter, basher and sod. and clueless is plain, but how do you tell a berk from a dustman or a leatherhead?

And what's a faction?

zigle turns to the lizard/halfling "well cutter,a faction ya say ,well my clueless friend there the high ups that run the cage, as much as the lady allows them to anyhow." he shakes his head 'and my little clueless basher , if ya don' wanna end up in the dead book you'll learn the chant fast.A leather head is a dullered and idiot ya would say.and the dustmen there a faction the bashers think everyone is dead ya just dont know it . they run the mortrey and collect the dead. he lights his pipe lively bunch of bashers they are."


Male Tiefling Invoker/3rd
Greep wrote:

OK, so now I get cutter, basher and sod. and clueless is plain, but how do you tell a berk from a dustman or a leatherhead?

And what's a faction?

Zigel lights his pipe a berk is a fool who shod'a known better a leatherhead is a dolt a dullard an idiot. a faction well know my clueless litter basher are the high ups the run the cage." he takes a drags and blows rings of smoke into the air' know ya bashers listen up and ya listen well if ya wanna keep out of the dead books, i'll give ya the chant on the factions" zigel seats back and strokes his goatee

'Let's start with the lost,the defilers ,there the athar.See the thing is basher them berks think all the powers are false and in fact there are no true powers.they make kip in the shattered temple in the lower ward.Next we have the gods men, the believers in the source.they think every thing is godly and any berk can be a power with enuff time and the right path.they make there kip in the foundry ya cant miss it churning out smoke and all.the next we have the bleakers the black cabal cherry bunch of barmies they are .they think there is no point to anything just give up. he takes another puff and smoke rolls out his nose into the air around him spinning off into curls 'humm lets see next we have the doomguard them cutters think every thing brakes down,dies or decays so why not speed it up they run the armory in the cage.,then the dust men barmies think evey one is dead and just dont know it always looking to true death..bunch of hinjack if ya ask me in the cage they run the mortuary.them theres the fated..bashers think your fate is your own if ya want it take it and if ya can keep it it's yours they run the hall of records ." he takes a moment to collect his thoughts puffs on his pipe and resumes speaking"now the low my little clue less basher is ran by 3 factions in the cage. the hardheads,the guvners and the red death. the harmonim thinks there always right peace and harmony is there goal and if they got to fight for it so be it..not called hardheads for nothing basher.they make the arrest and inforce the law in the cage.
the guvners they think there is laws for every thing there just not all known yet and if a cutter can master them he masters everything.they run the courts here .and the mercy killers they think justice is everything they run the prisons and such in the cage. stokes his goatee in thought then we have lets see the signers think there each the center of the multi vers..bunch of addle-cove barmies,ciphers act frist dont think..when ya know what to do without thinking your one with the multiverse.hump [i ]rolls his eyes[/i] then sensates belive a sod has the experience things to be and whats better then new experiences i ask ya basher?that leaves us with the last 3 the indeps are to independent to even thin there a faction.the anarchists what to over throw all laws and rule only then can a basher be free..always starting stuff they are.
and the choasmen that bunch are real barmies they think every thing is choas and they want to become one with choas..get enuff of em in one place odd things happen." he puffs the last few puffs of his pipe empty it and turns to the lizard/halfling'' any thing else else I can help ya with basher ya let me know wouldn't want ya to get your bonebox cut out or get put in the deadbook over being an leatherhead clueless if I can help it"


male Human 8th level seeker/6th level gamer /4th level bad speller

ignore the small post there I thought it got ate.the 2nds better anyhow


DO NOT STICK FINGERS IN CAGE
greep wrote:

More importantly- what's the 'cant' on the local cops and robbers? Should we be expecting shakedowns and payoffs? Or are we working in open territory?

And which of the weird types around here are the ones to watch out for when I'm strolling around town?

There is no Theives Guild in Sigil. With 2/3 of its' 1,000,000+ population non-native and in transit there's just no good way of enforcing theiving rules. This doesn't mean there is anarchy. The Harmonium keeps a tight leash on the Knights of the Post. The Harmonium, known to canny Sigilians as the 'Hardheads', patrol the six wards of Sigil, dedicated to maintaining law and order as best it can. They wear distinctive red armor, and often travel in groups of five or more, especially in rougher territory. They are very common in the Lady's Ward, and their presence slowly diminishes as you slide down the scale until you get to the Hive, where the patrols are few and far between. Getting on the bad side of the Harmonium is a good way to earn yourself a free swing on the leafless tree.

As for weird types, there are a few factions to watch out for. The Doomguard are worshippers of entropy. Their namers (low-level faction members) are vandals at best, murderers at worst. Helping entropy along is what they are all about. The Xaositects are a weird bunch. They are totally random, a Xaositect namer might beat a bubber one day and buy him an ale the next. The namers hang in roving gangs that issue from the Hive and cause anarchy across Sigil. They are often easy to spot because they favor very outrageous dress and hairstyles (think punks in armor and you're not far off). The Revolutionary League is a faction dedicated to overthrowing the current order (what they'd replace it with hasn't really been figured out yet) These cutters don't go in for random violence or formenting chaos for chaos' sake. They are dangerous because they lurk in the shadows and strike at their perceived enemies with ruthless skill. They are extremely secretive, and they will never openly acknowlege their affiliation (often they assume places in other factions as spies)

As for shakedowns and payoffs, you are covered. Renkar has put you under his protection when you wear that silver rose brooch. He is a well-respected member of Sigil's mercenary community, and has many contacts in the Big Three: The Harmonium, the Mercykillers and the Fraternity of Order.


male Human 8th level seeker/6th level gamer /4th level bad speller

man i had a massive post go missing very sad


male Human 8th level seeker/6th level gamer /4th level bad speller

hey guys is my massive post from 4 hours ago showing up for you I found it on my history page but not showing up now? I can repost but need to know if its there


DO NOT STICK FINGERS IN CAGE

Seeker, I don't see one on my board, but you might want to give it a bit to see if it appears. Sometimes the posts do a limbo thing for a bit. I blame the Slaadi.


seekerofshadowlight wrote:
hey guys is my massive post from 4 hours ago showing up for you I found it on my history page but not showing up now? I can repost but need to know if its there

It may be at the end of the last page.

Here is a thread regarding recent bugs.


DO NOT STICK FINGERS IN CAGE

Yup. I'm seeing Zigel's guide to factions on previous page. Odd that


male Human 8th level seeker/6th level gamer /4th level bad speller

odd the board magic at work its ran by chaosmen i think. it wasnt there b4 dont know why it would be way back there lol. anyhow I reposted it in the game thread I figed it belonged there now that where getting going we could just move in charter stuff over there. hope ya dont mind.


DO NOT STICK FINGERS IN CAGE

Ok folks, how are we set up? It looks to me like we are about ready to roll out, I need a show of hands who is all set. I am going to post a bit of Game intro >>HERE<< at the game thread, and we will move forward using this thread for Metagame discussions or other problems.


male Human 8th level seeker/6th level gamer /4th level bad speller

all ready but spell components will have them by end of day


Probably human Bard/5, (tech)wizard/9

My claws won't be ready for two peaks (whatever they are), but I am sure I can get without them until then.

Onto the main thread...


DO NOT STICK FINGERS IN CAGE

Thrugnipp, we will most likely be doing a bit of intro roleplaying first anyway. If you like, we can assume that Clarion talked to you two days ago and you can pick up your claws today before we all head out to whatever we will do first.

PS: Peak is a function of time in Sigil. There is no sun and moon in Sigil, so there are 12 hours of light and 12 hours of dark. The light is called Peak, the dark, Anti-Peak. The light is not truly bright up until the couple of hours before and after Peak. Time is measured like this:

Peak: Noon time (brightest point of the light cycle)
After-Peak: 6 hours after noon
Before Anti-Peak: 6 hours before Anti-Peaak
Anti-Peak: Midnight (darkest point of the light cycle)
After Anti-Peak: 6 hours after Anti-Peak
Before Peak: 6 hours before Peak
Light begins to increase at the 1st hour of Before Peak (BP)
Darkness begins to increase at the 1st hour of Before Anti-Peak (BAP)

Also: Peak and Anti-Peak are used by Cagers to denote Day and Night. If Clarion tells you two Peaks time that bascially means two days.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

I have to agree about this being a good group. In fact I just stole the party to base an encounter on in my Mutants and Masterminds adventure for this weekend.
I present the Order of Rosa Argenta:
Err- costumed dectective with deadly blades and an entangling whip, whose beauty wards off attacks
Zero Kelvin- cryonentic blaster and cold controller
Kindness- weapon master with a variety of carrier attack spells
Blacky- a skilled agent, able to morph into a mighty beast
Fete'd- celebrated powerhouse and team brick
and the Greeper- tiny sniper whose blasting wands have many odd effects
They are joined by Salrenna- a local weather witch who alerted the team to the presence of the heroes.
Of course, they are a villian group, but only because of the circumstances of the encounter. If all goes well (if the player heroes survive the encounter), the Rosa Argenta will be returned to the side of good.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Looking back and reading a previous post , I remembered something- I suck at npc names. Could we call the Thread Alley Wrym something simpler- like TAWn. Tawn is much better, even if it doesn't use all the letters of Vic Wertz's name.

In a similiar vein, Ffethpaar- would you accept some form of nickname? I am ackward repeating and typing a name I cannot pronounce. And Thrugnipp is affecting me the same, but I would prefer not to offend.

Patrick, my apologizes if this has already been answered, are we using the max-hit-die-plus-racial-mod-at-first-level and then rolling at 2nd and 3rd for hit points, or one of the other methods?

I still need to update Greep's profile to include hit points, daily spells, and adding a description of the 'cull wand essence' feat (since you don't have a copy of 'Magic of E.), but it sounds like we're off! Loose the Hoounds!


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

In regards to weird postings and such- My intention in creating the Tawn npc was that if we leave it sacrifices and such, he may be more cooperativ. I must point out that as soon as I posted that bit, I lost the Paizo site for a while. Maybe we need to figure out what tribute Tawn wants?


We're having a meeting? It's like real life.


Male Human - dash of elf Miniature painter/ Heroic

Didn't you get the memo?

Oops, sorry, wrong door.

*Leaves sheepishly*


DO NOT STICK FINGERS IN CAGE

Not a lot of time to post, I'll make it quick :)

niel wrote:

Patrick, my apologizes if this has already been answered, are we using the max-hit-die-plus-racial-mod-at-first-level and then rolling at 2nd and 3rd for hit points, or one of the other methods?

I still need to update Greep's profile to include hit points, daily spells, and adding a description of the 'cull wand essence' feat (since you don't have a copy of 'Magic of E.), but it sounds like we're off! Loose the Hoounds!

That's exactly it on HP gen Niel. Use Invisible Castle to roll and link rolls past 1st level please! :) As for updating bits and pieces, I imagine it will take a few days meat time before we are ready to roll out. I'd like to do a little meet and greet in the Copper Cauldron and then maybe a little travel till the goal is reached, so don't stress.

Kruelaid wrote:

We're having a meeting? It's like real life.

Well, no one will be boring you with a Power Wand presentation. I just wanted everyone to come down and get to know each other. I figure they can all introduce themselves and the Renkar will show them the Silver Rose. I guess that the setup is a little jobby, but I am tired of the old "let's hang out in a tavern looking for a mysterious man" lead in. Having Renkar approach you with jobs to perform brings the flow along.


We're using these HP rules?

In regard to hit points, PF RPG wrote:


Favored Class
Each race has a favored class, representing its natural affinity
for a specific set of skills and abilities. Whenever you take
a level in your race’s favored class, you receive +1 hit point.
Humans and half-elves frequently get this bonus, unless they
multiclass. You do not gain this bonus for taking levels in a
prestige class, regardless of its focus or theme. (p.7)

Hit Points
[b]Racial: Maximum hit points for 1st level plus your
Constitution modifier and any other bonuses. In addition,
you get a number of bonus hit points based off your race.
The frail races (elf, gnome, and halfling) receive 4 hit points.
Standard races (half-elves and humans) receive 6 hit points.
The hearty races (dwarf and half-orc) receive 8 hit points. (/b)(p. 11)


male Human 8th level seeker/6th level gamer /4th level bad speller

though we was useing max + con mod


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Not a meeting- a "I-suppose-you're-wondering-why-I've-gathered-you-all-here" moment. (I've always wanted to have one.) Meetings involve someone asking to be informed of things they already know and won't pay attention to anyway, someone asking why you did it like I told you instead of right, or cake.

Patrick, I've done everything I haven't forgotten except "roll hit die on Invisible Castle and post the link". Which I'd be happy to do if I knew how. ( I wasn't kidding about the lack of computer skills) I also haven't worked out the spoiler thing ( as you can see on Greep's profile), but I can use ( & )- (alot) I would appreciate some advice- as long as you use small words and have patience with a fumble-fingered carpenter. Thanks- niel


male Human 8th level seeker/6th level gamer /4th level bad speller

neil spoiler tag is you use [spoiler] at the font,put your text then [/spoiler at the back. I left the ] off the last one so you could see it


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Thanks Seeker- I just tried it and it worked just as you said- Now I understand that stuff under the 'spoiler' tag at 'edit profile'.
I'm off to clean up Greep's sheet. May you recieve tenfold all that you have given. -niel

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