PbP: Ashes at Dawn

Game Master AoW_GM



WC Map

Caliphas - the capital city of Ustalav and many would say the region's beating heart.

Knowledge: Local for any checks about the city.


HP:80|BaB:8/3|AC:25 T:13 FF:23|Fort:9 Ref:6 Will:16|Init+8
Resources:

Knowledge Local: 1d20 + 19 ⇒ (2) + 19 = 21

An ill omen if I've ever seen one...

It had been a long and arduous journey for Zengi'a. Crossing across Golarion always was. It had been worth it though. The experience had taught him much about the world outside the Mwangi Expanse. And he had learned some new tricks along the way. It would not be as hard to return as it had been to get here.

He shook his head. He had studied up on Ustalav. Being next to the Worldwound, a matter of serious concern for any druid, he had learned about it in his studies. But right now, he was tired, and could barely remember anything. Perhaps a night's rest, and he'd be able to recall information about the city of Caliphas in the morning. Sighing, he drags himself to an inn, mask tucked under an arm as to avoid alarming anyone.


HP 160/160 Nonlethal 0/160 | AC 29 T 22 FF 23 | CMB +12, CMD 22 | F: +14, R: +10, W: +10| Init: +13 | Perc: +13 | +1 Furious Adamantine Earth Breaker: +13/+8 (3d6+7/×3) | Speed 40ft | Stamina: 14/14 | Martial Focus: 1/1 | Active Conditions: *None* | Special Abilities Extend Rod: 3/3 |
Spells Per Day:
Level 1: 8/8 | Level 2: 8/8 | Level 3: 6/6 | Level 4: 4/4

Know (local): 1d20 + 12 ⇒ (17) + 12 = 29

Few secrets can hide from the allknowing eyes of the spirits... I shall have a real post up whence I return from walking my dog.


A dwarf dragged himself into the tavern. He had a sour look on his face. He wore a suit of plate armor, despite the fact that he was in the safety of a major city. The armor was immaculate, without a single scrape, dent, or even a trace of dirt on it. On his back was a strange combination of spear and shield. A close look it revealed that the metal seemed to ‘flow’ as if though it was made out of some sort of liquid steel. Nobody looked up when he came in, proof that he was a well known sight. Plopping down on a chair which groaned under the weight he rubbed his eyes. He had slept horribly, having had a nightmare about…well…it was another nightmare. And at least it was different than the others. He didn’t call out to be served, knowing that the innkeeper would get to him.

Knowledge Local: His name is Sven. Several months ago he dragged himself into the city on the brink of death, though curiously enough while he was close to bleeding out, his armor was as immaculate then as it is now. Since then he has gone from being a curiosity to just another feature. He keeps to himself well enough, and while it is curious that he never goes unarmored (it is rumored that he even sleeps in it), the guard think him harmless enough. For any person that he talks to, though, it seems like the only topic that really gets his attention is that of necromancers and the undead


WC Map

You're not at Caliphas yet. I just posted an introductory post so you can all dot and to give you some background information on they city. You can post your thoughts as you make your way to the city, if you wish. The real intro to the game is coming soon.

DC 20 check nets you the following:
Caliphas is a large city, population a little over 15,000.
It is primarily human (85%) with some dwarves and elves sprinkled about.
The city is divided into seven districts.
It is currently ruled by King Reneis Ordranti.
The city is prosperous due to its strategic location to Lake Encarthan with a booming shipping industry.
The population is known for its rumor mongering, superstitions, and decadence.

DC 25 check:

The city is primarily Lawful Evil and known for its corruption.
The wealthy citizens of the city have an obsessive (some may say crazed) fixations with vampires and their lifestyles - rumors of nightclubs in the city that cater to this pseudo-vampiric lifestyle.
Some rumors of actual vampire clans live in the city.
There are also numerous rumors of kidnapping, hidden slavery, underground fighting bouts, mysterious murders, and rumors of terrors lurking amid the city’s labyrinthine sewers.


HP 160/160 Nonlethal 0/160 | AC 29 T 22 FF 23 | CMB +12, CMD 22 | F: +14, R: +10, W: +10| Init: +13 | Perc: +13 | +1 Furious Adamantine Earth Breaker: +13/+8 (3d6+7/×3) | Speed 40ft | Stamina: 14/14 | Martial Focus: 1/1 | Active Conditions: *None* | Special Abilities Extend Rod: 3/3 |
Spells Per Day:
Level 1: 8/8 | Level 2: 8/8 | Level 3: 6/6 | Level 4: 4/4

Sorry, lost track of time yesterday. DOT!

As Sothis, the capital city of Osirion, had frequent airship traffic, Bhornkild's journey from the desert lands to the dead lands of Ustalav was not the most trying he had ever undertaken. It was the longest he had been on thus far. Most of his work was done in Osirion and Geb, lands almost perpetually under siege by the undead. The strange dream he had that lead him to Ustalav did not disturb him overmuch; such dreams had come to him for as long as he could remember. Pharasma guiding him to tormented souls, bound cruelly in undeath, that he may bring them to peaceful final rest. He was unsure what Pharasma wanted him to accomplish here. Fiere, the wise and all-seeing owl spirit, whispered to him of this land's corruption, their near-worship of undeath. He could not bring an entire nation to see the evils of of undeath, especially if they coveted it for themselves, erroneously believing it would grant them eternal life.

Not wanting to descend directly into the unknown capital city of Ustalav, Bhornkild disembarks the airship in nearby Vigil, and follows the Path River south, sometimes walking, sometimes finding passage on boat or raft. He nears the end of the long journey, the high walls of Caliphas looming in the distance. Do not stray too far, Máii iiłtsoí. The rage prophet cautions his constant spiritual companion in nightsong, the whistled language of Pharasma's sacred whippoorwills. If the people here look upon vampires with envy, who knows what necromantic spirits stalk these lands. The mischievous fox looks at him. With the twitch of an ear, the spirit animal disappears into the underbrush.


HP:80|BaB:8/3|AC:25 T:13 FF:23|Fort:9 Ref:6 Will:16|Init+8
Resources:

Sorry, that was my bad!


”Ye speak loud.” A nearby, heavily armored, dwarf said, regarding Bhornkild. ”Be ye not afraid that the servants of said vampires would overhear?”


WC Map

Ok, to clarify again....the first post was only for dotting and to give you some background information on Caliphas. You have not met each other nor spoken to each other. Also, there bas been no mention of vampires at all in this game yet, so you do not need to force or steer the conversation to that topic. Let it happen naturally. This is the official start to the game.

15th day of Rova
4712

A sense of déjà vu comes over each of you, as you close your eyes and soak in the warming rays of the sun, despite the cooling autumn breeze coming off of Lake Encarthan, some miles to the SW. You open your eyes and find yourself in Beacon Park, its hedges neatly groomed and maintained. The park is exactly five miles north of Caliphas, according the sign marker when you first entered the park. Each of you has taken your own lengthy journey to reach this place for your own reasons. Several benches are scattered throughout the park, occupied by noble citizens and families with children enjoying the beautiful sunshine and scenes of nature around them. You count about 20 or so persons in this small park. Strangely, there are no guards around either. In the center of the park is the monument of a soldier on horseback. Kids play in the grass, their giggles and laughter filling the air. The scene is identical to the one you experienced before.

You can rp walking around, approaching each other, if you wish, etc. Also, for the spellcasters, let me know if you have any ongoing buffs. It is about 2:00 PM in the afternoon and the weather is a little chilly, around 65 degrees F.


HP 160/160 Nonlethal 0/160 | AC 29 T 22 FF 23 | CMB +12, CMD 22 | F: +14, R: +10, W: +10| Init: +13 | Perc: +13 | +1 Furious Adamantine Earth Breaker: +13/+8 (3d6+7/×3) | Speed 40ft | Stamina: 14/14 | Martial Focus: 1/1 | Active Conditions: *None* | Special Abilities Extend Rod: 3/3 |
Spells Per Day:
Level 1: 8/8 | Level 2: 8/8 | Level 3: 6/6 | Level 4: 4/4

Máii iiłtsoí growls, ears flattened against his head when he sees the familiar park from the haunted dream. This is not the first time Bhornkild has arrived at a destination to find it identical to locations he has seen in dreams, but Bhornkild's usual destinations are desert tombs and sunken crypts nestled safely away in dark forests, not public parks in the heart of a city. There are no two ways about it: Bhornkild is an imposing figure. He is a giant, even amongst his fellow Shoanti. His massive adamantine earth breaker is far too large to be stowed in any way, so it is always carried in hand. The Rage Prophet makes his way towards the statue at the center of the park, doing his best to not look unfriendly. As he advances, he scans the edges of the park for encroaching undead. It was unrealistic to think ghouls and zombies lurked around here, but Pharasma did not send Bhornkild meaningless dreams.

Bhornkild's 29 on the know local check told him of the vampires :P
Bhornkild's SOP will be to use a round of rage and cast Magic Vestments at the start of each day. Lasts 18 hrs.

Perception (Undead hordes): 1d20 + 14 ⇒ (19) + 14 = 33
Know History/Nobility (The soldier statue): 1d20 + 14 ⇒ (14) + 14 = 28


Sven strode through the park, feeling at ease. He stopped to look at the monument of the soldier on horseback, taking but a moment to mentally critique the craftsmanship. But the humans, especially the younglings, seemed happy enough. Shaking off the strange sense of deja vu, he continued on.

Ongoing buffs are endure elements (24hrs) and longstrider (hr/lvl = 7 hour duration).


HP:80|BaB:8/3|AC:25 T:13 FF:23|Fort:9 Ref:6 Will:16|Init+8
Resources:

No buffs on Zengi'a

Zengi'a well knew from his time in the Mwangi Expanse that a seemingly tranquil scene could erupt into violence at a moment's notice. But more important was the vision. Divination were never set in stone anymore, not after Aroden.

Look for any anachronisms he told himself. What was different than his dream? Had that strange man with the earthbreaker always been here? What about that dwarf? Slipping on his mask, Zengi'a casts detect magic, and moves closer to them. Perhaps other people had been sent here as well. Although for good or for ill?

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