Weekly Grind - The Order of the Brazen Harlot


Campaign Journals

Paizo Employee Director of Game Design

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Hi there Everybody,

This is a thread for the players here at the Paizo office to chronicle their exploits as they play through the once a week lunchtime campaign - "The Vault of the Wailing Prince".

This thread is for the Monday group, The Order of the Brazen Harlots, which includes:

Rob McCreary
Mark Moreland
Hyrum Savage
Will Chase

With the occasional mercenary assistance from Sean K Reynolds.

I will let them introduce their characters. Remember guys, no spoilers until after the Thursday group has played.

Members of the Angels of Absalom should STAY OUT.

For more information on this campaign, including links to the GM notes, follow this link.

Enjoy

Jason Bulmahn
Master of Deadly Ceremonies


Here's my background and stat block:

Quote:

Ananias was born on the island of Hermea, one of the few, the proud, the blessed. But for reasons known only to him and the island's ruler, Mengkare, he left. He took some money and the things they taught him, and went out into the world vowing to live life his way. He wound up in Absalom, like so many do, and found that quite a few others shared his passion for life, particularly the followers of the Drunken Hero. And so Ananias heartily embraced the worship of Cayden Cailean. Using some of the healing techniques taught to him on Hermea, Ananias started calling himself a Paladin of the Drunken Hero. He wasn’t really a paladin, not in the live by the rules and be a beacon of light kind of way, but he could bring men on the edge of death back from the precipice with a touch and he certainly could fight, and so the name stuck.

A few months after his 17th birthday Ananias crossed paths with Dulan Winterborn, a half-elf scoundrel and fellow follower of the Accidental God. The two would regularly work together to bring about their shared sense of justice, which put Ananias in touch with Jonar Redhammer. It was Jonar that gave Ananias the title “Scion of Azlant”, more as a joke than anything else, but Ananias took it to heart. If Aroden could ascend to godhood, and Cayden Cailean could do it too, then why not Ananias? Becoming a god would go a long way to proving that idiot Mengkare wrong, something that would make Ananias happy indeed. And so Ananias is doing what he can to learn about the Starstone, the Test, and anything he can about how Aroden and Cayden Cailean became divine. He might not pass the test, but he’s vowed to have a damn fine time along the way.

ANANIAS CR 1/2

Male Human (Azlanti) Fighter (Two-Handed Fighter) 1
CG Medium Humanoid (Human)
Init +1; Senses Perception -1
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DEFENSE
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AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 13 (1d10+2)
Fort +4, Ref +1, Will -1
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OFFENSE
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Spd 20 ft.
Melee Falchion +6 (2d4+6/18-20/x2) and Dagger, Punching +5 (1d4+4/20/x3)
Ranged Longbow +2 (1d8/20/x3)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2, Weapon Focus: Falchion
Traits Rich Parents, Sacred Touch
Skills Acrobatics -3, Climb +0, Escape Artist -3, Fly -3, Handle Animal +5, Intimidate +5, Knowledge: Religion +2, Ride -3, Stealth -3, Survival +3, Swim +0
Languages Azlanti, Common, Goblin
SQ Weapon Cord
Combat Gear Dagger, Punching, Arrows (20), Falchion, Longbow, Breastplate; Other Gear Alchemist's fire (flask), Ale (Mug), Backpack (48 @ 72.3 lbs), Bedroll, Caltrops (2), Chalk, 1 piece (5), Flint and steel, Hammer, Holy water (flask) (2), Iron Spike (10), Oil (1-pint flask) (5), Oil of Magic Weapon (2), Pole, 10-foot, Potion of Cure Light Wounds, Rations, trail (per day) (7), Rope, hempen (50 ft.), Signet ring, Tanglefoot bag, Torch (10), Weapon Cord
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SPECIAL ABILITIES
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Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature
Weapon Cord Attached weapon can be recovered as a swift action.

Sczarni

Awesome.

Can't wait to see the carnage.


psionichamster wrote:

Awesome.

Can't wait to see the carnage.

I find the name incredibly offensive, though.

Everyone knows that strumpets are brazen, not harlots.


“Drop it boy, I’ve got ya covered.”

That pretty well sums up the first words of many that passed between Jonar Redhammer and Dulan Winterborn.

They had spent the better part of two minutes with their gazes, and crossbows, locked on each other- Dulan barely hanging on to his rope and Jonar barely hanging on to his composure. Never before had Jonar seen such a brazen act of larceny as this young half-elf ruffian attempting to burgle one of the district’s most respected politicians. The fact that Jonar knew that this particular politico was tangled up in some rather unsavory trade practices was the only reason that Dulan was allowed to ‘escape’ capture that night and make off with a tidy sum of the house’s wealth. Jonar and Dulan were fast friends after that night and a common saying of “They gots it commin’ to ‘em” from Jonar, accompanied by a wink and a nod, is usually all Dulan needs to get tacit approval for moving in on a new mark.

In addition to engaging in systematic wealth redistribution, Dulan also has a healthy appetite for strong drink, and even stronger women. This preoccupation led him to cross paths some time ago with Ananias- The Scion of Azlant. A devout follower of Cayden Cailean, Ananias’ constant blathering about ‘The Drunken Hero’ eventually took root in Dulan and the two have since become stalwart carousing and adventuring companions. On a particularly hazily remembered excursion about town, the two hatched a plan to form a band of like minded folk and set out on adventures in and around Absalom. While it was agreed that hoisting a mug and some serious debauchery would be the primary objective the two knew that what they really needed was a catchy name for their new ‘order’.

And so it came to pass, in the early dawn hours as the pair emerged from their newest favorite house of ill-repute, they both laughed aloud as they read the name that hung on a plaque over the doorway.

“You know Ananias; I think we just figured out what to call our newest endeavor, The Order of the Brazen Harlot.”

STAT BLOCK
DULAN WINTERBORN CR 1/2
Male Half-Elf Rogue 1
CG Medium Humanoid (Elf, Human)
Init +6; Senses Low-Light Vision; Perception +6
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Bein Ohtar (Masterwork Elven Curve Blade) +5 (1d10+3/18-20/x2) and
Dagger +4 (1d4+2/19-20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
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Str 14, Dex 18, Con 12, Int 12, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Elven Reflexes, Rich Parents
Skills Acrobatics +8, Climb +6, Disable Device +9, Escape Artist +8, Knowledge: Dungeoneering +5, Knowledge: Local +5, Perception +6, Sleight of Hand +8, Stealth +8, Use Magic Device +4
Languages Common, Dwarven, Elven
SQ Elf Blood, Trapfinding +1, Weapon Cord

Combat Gear Crossbow, Light, Bolts, Crossbow (10), Masterwork Studded Leather, Bein Ohtar (Masterwork Elven Curve Blade), Dagger; Other Gear Backpack (13 @ 12 lbs), Chalk, 1 piece (3), Crowbar, Flint and steel, Grappling hook, Hammer, Mug/Tankard, clay, Oil (1-pint flask) (2), Piton (2), Potion of Cure Light Wounds, Rope, silk (50 ft.), Sack (empty), Scroll: Calm Animals, Thieves' tools, Twine (50'), Weapon Cord
--------------------
SPECIAL ABILITIES
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Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6
Trapfinding +1 +1 to find or disable traps.
Weapon Cord Attached weapon can be recovered as a swift action.


Ingrid Vargsdottir grew up in the city of Kalsgard in the Lands of the Linnorm Kings, the daughter of a wealthy and successful Ulfen merchant-raider. Ingrid was always a tomboy, more interested in hunting, riding, and swordplay than cooking, embroidery, and music, and she spent far more time among her father’s viking sailors than with her mother’s maids. Ingrid idolized White Estrid, the female Linnorm King of Halgrim, and dreamed of some day leading her own crew of vikings to raid and plunder the southlands before returning triumphantly home with heaps of treasure.

Unfortunately, Ingrid’s father had other plans for her daughter. When she was of age, her father brought her to Absalom to gain the education and training of “a proper southern lady,” so as to attract more wealthy and powerful suitors. Upon arrival in Absalom, however, Ingrid was far more attracted to Blackblade’s fighting school than to Madame Ghouray’s Preparatory Academy for Young Ladies. Ingrid took her application fee for the ladies’ academy and instead enrolled in Blackblade’s, where her classmates soon gave her the nickname “She-Wolf of the North.”

Class fees, equipment costs, rent, and other expenses soon depleted Ingrid’s supply of money, however. She dared not send to her parents for more, since she had not yet told them she had not enrolled in the ladies’ academy, and feared her father might take her back to Kalsgard and wed her to some fat, uncouth merchant just to be free of his troublesome daughter. As yet too unskilled to hire herself out as a freesword, Ingrid sought some other means to earn coin while continuing her training.

One day, while walking through the Ascendant Court, Ingrid happened upon a group of priests practicing swordplay outside the Seventh Church, Absalom’s temple of Iomedae. Curious, Ingrid went inside, wondering about this southern goddess, whose worship is not widespread in the north. She spent all day in the temple, and on the following day, Ingrid returned to say her vows and join the priesthood of Iomedae.

In the Inheritor’s temple, Ingrid found everything she had been seeking. A duty, a calling, a way to continue her training, and above all, a strong female role model she could follow as she forged her own path in the world. Ingrid has now dedicated her life to fighting evil, but she remains a trueborn Ulfen warrior. She can feel the berserker call in her blood, and thrills to the clash of swords. It remains to be seen whether her religious training or her natural inclinations win out in the end.


Ingrid Vargsdottir, She-Wolf of the North
NG female human (Ulfen) Cleric of Iomedae 1
Init +1; Senses Perception +3
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 dodge, +2 shield)
hp 12 (1d8+4)
Fort +3, Ref +1, Will +5
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OFFENSE
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Speed 20 ft.
Melee mwk longsword +3 (1d8+2/19–20) or heavy mace +2 (1d8+3)
Ranged javelin +1 (1d6+2) or sling +1 (1d4+2)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, divine favor, magic weaponD
0 (at will)— detect magic, light, read magic
D Domain spell; Domains Glory (Heroism*), War (Tactics*)
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STATISTICS
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Str 15, Dex 13, Con 12, Int 8, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Dodge, Toughness
Traits Divine Warrior, Rich Parents
Skills Heal +9, Knowledge (religion) +3, Spellcraft +3
Languages Common, Skald
SQ seize the initiative* (6/day), touch of glory (+1, 6/day)
Combat Gear alchemist's fire, liquid fire, smokestick, scrolls of comprehend languages, magic stone, sanctuary, and shield of faith, wand of cure light wounds (50 charges); Other Gear breastplate, heavy wooden shield, masterwork longsword, dagger, javelins (4), heavy mace, sling with 10 bullets, backpack, bedroll, belt pouch, explorer's outfit, healer's kit, silver holy symbol of Iomedae, sacks (2), signal horn, signet ring, smelling salts, spell component pouch, torches (2), waterskin, whetstone, clay mug, jug of ale, hunk of cheese, loaf of bread, trail rations (4 days)
* See Advanced Player’s Guide.


Azract was born the fifth son of a powerful sorcerer, and each of his elder brothers showed incredible talent in the arcane arts. Yet when Azract reached adulthood, he had yet to manifest innate magical ability. He was all but outcast by his father, and went into self-imposed exile to hide his shame. As he wandered northern Garund, he continually found solace among the faithful of Nethys, drawn to their dedication to knowledge and the respect and reverence with which they held all magic. Eventually, Azract came to the realization that if he were to join his brothers and father as mighty arcanists, he would need to work to do so, but he firmly believes that through diligent study and the persistant quest for knowledge he will someday surpass their magical power.

Thus Azract entered a remote temple dedicated to Nethys, and took up the mantle of a lay priest. While he has no interest in divine magic, he nevertheless hopes to spread the faith that so changed his life to any he encounters, and he takes every opportunity to proselytize those with whom he travels, and wields the symbols of his god proudly and prominently.

When his travels took him from the shores of his native Osirion to metropolitan Absalom, Azract was understandably overwhelmed. Between the sheer size of the city, its teeming population and the wealth of hidden arcane lore within Forae Logos, the Grand Lodge of the Pathfinder Society, the Arcanamirium, and the ruined siege castles in the Cairnlands, Azract needed someone who knew where to start. And thus he acquainted himself with Jonar Redhammer. While not necessarily the type of person Azract would normally be drawn to, Jonar knew the city and had enough contacts that Azract was willing to overlook their differences. That Jonar seemed not to mind when the young wizard regaled him with tales of the All-Seeing Eye was simply a bonus.

While Azract has little invested in his relationship with Jonar, he nevertheless hopes to find the dwarf in good health, if only so he can continue to act as a liaison between the eager arcanist and his goals of ultimate magical mastery.


1 person marked this as a favorite.

Heh - a party without tengu, half-drow/half-dragons and changelings? How do you guys expect to survive with nothing more than humans, elves and dwarves???

Seriously, good to see a party made up of player characters rather than cartoon characters. Look forward to hearing how things go.

You know, if I wasn't newly married having just bought my first home, I'd seriously consider moving up there and interning just to get in on some of these games...

Paizo Employee Director of Brand Strategy

I'd love to get in on one of these games sometime, myself, and I'm in the Order of the Brazen Harlot. We haven't played since before Thanksgiving! But we'll get back to it at some point, and Jason posts updates on his Facebook page when we do play.

Scarab Sages

Mercurial wrote:

Heh - a party without tengu, half-drow/half-dragons and changelings? How do you guys expect to survive with nothing more than humans, elves and dwarves???

Seriously, good to see a party made up of player characters rather than cartoon characters. Look forward to hearing how things go.

You know, if I wasn't newly married having just bought my first home, I'd seriously consider moving up there and interning just to get in on some of these games...

heh...You and me both sister!

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