GM ShadowLord's Rusthenge

Game Master The Rising Phoenix

Maps
Qatar - Investigate
Pickle Tooth - Detect Magic
Kragga - Search
Zarzuket - Investigate
Krachxton - Scouting



The ruins of Rusthenge have stood silent vigil over the southern coastline of Chakikoth Isle for eons, dating back to the era of the runelords of ancient Thassilon. The town of Iron Harbor was built in Rusthenge's shadow, but now that New Thassilon has risen from the depths of the distant past, the old ruins are coming under unexpected scrutiny. Something sinister is afoot in Rusthenge, and it falls to a brand new band of adventurers to learn the truth of the ancient evil that stirs deep within its long-abandoned halls!

Hello! I am recruiting a party of FOUR characters for the newly released Rusthenge adventure!

* RECRUITMENT CLOSES: Sunday, 11/12/23, 11:59 PM EST
* SUBMISSION REQUIREMENTS: Completed character profile to include crunch, short backstory, and description.
* POSTING EXPECATIONS: Daily.
* GAME LOCATION: The game will be played on the Paizo forums.
* COMMUNICATION: A discord channel will be established for OOC chat.
* MAPS & HANDOUTS: This will be done on either Google Slides or FoundryVTT.

Your characters will be from the village Osprey Cove (Population 120, 85% human, 15% other). This adventure starts at level 1 and concludes at level 4. We will use standard build rules for 2E characters with any official Paizo 2e content available to you. I'd like to keep Ancestries to Common/Uncommon. We will use the Free Archetype rules at level two.

BRIEF HISTORY:

The Kindred Coast, part of Chakikoth Isle in western New Thassilon, was once unsettled but became the home to two villages founded by escapees from Riddleport after the Age of Lost Omens began in 4606 ar. Dartanious and Santwi, siblings who fled from servitude, established Osprey Cove and later Iron Harbor after a disagreement. The two villages, separated by their founders' differing visions, thrived independently without cooperating, fostering a longstanding feud.

While the rise of New Thassilon under Runelord Belimarius introduced new power dynamics, the Kindred Coast's villages were largely ignored deemed too insignificant as Belimarius was preoccupied with greater threats and her capital's affairs. The villages preferred this oversight, enduring light taxation and minimal interference.

Osprey Cove's leaders now contemplate relocation to avoid future entanglements with New Thassilon's rulers, desiring to stay unnoticed. However, an emerging threat in the hinterlands risks disturbing this delicate balance.

RUSTHENGE BACKGROUNDS - Choose one:

OSPREY BARNRAISER BACKGROUND
A person cannot live on fish alone, which is why you work with Elder Bo’Mel on her farm. Elder Ordwi asked you to accompany her to Iron Harbor because she values your input in evaluating how the village might be making use of their natural resources.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.You’re trained in the Nature skill and the Architecture Lore skill. You gain the Natural Medicine skill feat.

OSPREY FISHER BACKGROUND
Fishing is Osprey Cove’s number one profession, and you’ve apprenticed under the best of them: Elder Anlorgog. You’re also a keen study of boats and ships, so Elder Ordwi wants you along on her trip to Iron Harbor to help her evaluate the strength and purpose of the village’s fleet—particularly if they’re building ships meant for war.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.You’re trained in the Crafting skill and the Sailing Lore skill. You gain the Quick Repair skill feat.

OSPREY SCION BACKGROUND
You are the birth or adopted child of one of the five elders of Osprey Cove, and your parent or guardian volunteers you to accompany Elder Ordwi on her trip to Iron Harbor, hoping to get an unbiased account of events. If your parent or guardian is Ordwi, then she values your companionship and insight and wants you along on this important mission.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.You’re trained in the Diplomacy skill and the Xin-Edasseril Lore skill. You gain the Hobnobber skill feat.

OSPREY SCOUT BACKGROUND
Though Osprey Cove is a quiet village, you’ve scouted the wilderness inland, watching for any dangerous wildlife or creatures in order to keep it that way. Elder Ordwi wants you along on this trip because she knows your knowledge about the Kindred Coast will help ensure the safety of the group on the day-long trip.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You’re trained in the Survival skill and the Scouting Lore skill. You gain the Experienced Tracker skill feat.

OSPREY SCRIBE BACKGROUND
Either as a punishment or because of political ambition, you work for Elder Vandous. On her trip to Iron Harbor, Elder Ordwi needs someone at her side who is a skilled observer and adept at keeping journals; she hopes to provide the other elders with accurate information about their sibling village upon her return.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.You’re trained in the Society skill and the Demon Lore skill. You gain the Streetwise skill feat.

OSPREY SPELLCASTER BACKGROUND
Whether by instinct or study, magic is one of your most notable talents. Your understanding of the traditions of ancient Thassilon has helped you learn languages associated with that nation. Elder Ordwi fears there may be some form of magical affliction spreading in Iron Harbor, and she needs your knowledge to help her determine the threat.

Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain Thassilonian as a bonus language. You also gain the Quick Identification skill feat.

OSPREY WARRIOR BACKGROUND
You’d always been the most athletic child of your play group, leading the other children in games of skill and strategy. As an adult, there are few opportunities for you to employ these skills in the village. Osprey Cove is a quiet community, with hardly any dangers or foes to fight. You occasionally break up pub brawls, or perhaps start them out of boredom. Elder Ordwi asks you to come with her simply because of your endurance and athleticism—the Old Coast Road is poorly maintained, and the physical aid you’ll bring on the trip will likely be invaluable.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.You’re trained in the Athletics skill and the Gorum Lore skill. You gain the Hefty Hauler skill feat.


Dot for interest. Will come up with a concept soon, probably a Gorumite.


Orc barbarian with Osprey Warrior background. Let's gooo!


You had me at Hello!

I will review, research, and re-read those initial two and come up with something.

Thank you for running!


I am thinkng Ratfolk Swashbuckler since this only goes 1-4th. Have some Melee fun for this one.

OSPREY SCRIBE BACKGROUND:

Either as a punishment or because of political ambition, you work for Elder Vandous. On her trip to Iron Harbor, Elder Ordwi needs someone at her side who is a skilled observer and adept at keeping journals; she hopes to provide the other elders with accurate information about their sibling village upon her return.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.You’re trained in the Society skill and the Demon Lore skill. You gain the Streetwise skill feat.

The visual of B's big badass Orc Barbarian Flanking with a small (loud mouth) Ratfolk is priceless!


Kragga is ready for mayhem!!!


Submitting Pickle Tooth the gnoll/kholo bard with the enigma muse.
I chose the Osprey Scion background.

Plans for the Free Archetype would be Eldritch Researcher.


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Ancestry: Human (Versatile)
Background: Osprey Scout
Class: Thaumaturge w/ Amulet Implement
Free Archetype: Cleric Dedication

Born of a hushed union between villages, Quatar came to live with his Mother or Father: 1d6 ⇒ 5 Father, but every so often, snuck out of the village to visit his poor mother, who pined for the father, who eventually, callously, came to adopt the prejudices that his own village harbored for hers. Leaving our plucky young hero betwixt. Spending a lot of time in the woods, Quatar mastered the skill of the boomerang, and carries a few around, and envying the creatures of their freedom, attempts now and again to capture the bobcats that roam wild in the hinterlands - a feat he has yet to accomplish. Perhaps if he can bring one home, his mother would be happy, and his father would be proud.

Word around the community is that they have their sights set on relocation. Pity. Quatar quite likes it where he is - the strange "Poofing City" neighboring his locale has never bothered him personally, besides, he's like his two parents to remain within visiting distance, for as well as he knows how to fend for himself, he also knows many beasts foul and strange make the Kindred Coast their home.

Today, he wonders what "Old Ordwi" wants with him - she is always trying to teach him something by getting him to think harder than he typically likes to...


Okay, here's Krachton. He's just that dwarf that everybody teases. But they also look him up when they want fresh oysters. Nobody believes the story about him controlling stone and water to protect some kids.

For party role, he's mostly a frontline tank, but he can do ranged as well. He's also got some healing ability.


This is Dorian Grey's work in progress.....


I thought I'd add that while Krachton doesn't have a traditional adventurer's spirit, he is loyal to people and to his home. That's more of a draw for him than money or fame.


I'm likely to apply to this; I have several interesting possibilities for builds in mind.


By the way, are we using Remastered rules?


I haven't read any of the remaster rules yet, but I'm not opposed to using them if the party wants to do it.


GM ShadowLord wrote:
I haven't read any of the remaster rules yet, but I'm not opposed to using them if the party wants to do it.

I'm fine either way; I'm just asking because I'm thinking about playing a Cleric, which I might build very differently depending on which ruleset we're using.


As a Kineticist, I'm good either way.


OK, here I am! A gnome Cleric of Nethys (using pre-Remastered rules), with the Osprey Spellcaster background. I plan to take Druid as my free archetype.

The other main character concept I was considering was an Imperial Bloodline Sorcerer, which seemed like a natural fit for a campaign involving the legacy of ancient Thassilon.


This being my initial thorough read of Swashbuckler, I do have a bit of confusion pertaining to Panache Benefits.

Panache :
Panache
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.

You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler's style. At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).

While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher can be used only while you have panache and cause you to lose your panache.

Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

As I read it, the bonuses to Speed and Skill(s) are NOT actually applicable to the roll to gain Panache.

So, if one were to gain Panache by rolling the appropriate Skill then gains bonuses, but immediately loses any bonuses by using a Finisher.

Example:
Swashbuckler Tumble Through successfully to gain Panache (and useless bonuses) in order to use Finisher for actually doing damage.

Not great writing there...unless I am reading it incorrectly (fingers crossed)?


I haven't yet played a Swashbuckler in 2e, but the way you outline it seems correct from my reading. You perform the daring deed to get panache, succeed, and get bonuses until you use panache for a finisher. I suppose the +1 to future tumble-throughs is to allow you to get better positioning and not to get panache again.

Verdant Wheel

Yeah, that's how I have played my swashbuckler in PFS.

You can "hold" your panache gaining minor bonuses (to skills, to damage), or "expend" it for a major bonus (finishers).

=)


Much appreciated from both of your responses.

I am still not 100% sold on this concept. As I am fortunate to be in games with most folks here, I shall step down from consideration at this time.

Thank you everyone!


I've heard that many swashbucklers play a continual cycle of panache-finisher, panache-finisher, panache-finisher.

I expect that's why this one is in core 2 of the remaster, in order to take the time to rejigger it.

Good luck to all!


Thank you for your applications. It looks like we've ended with five, so I might as well just take all of you and get this moving. Would the following characters please dot into Discussion:

Kragga
Quatar
Krachxton
Pickle Tooth
Zarzuket

I will get the Discord link and game setup sometime today.

Sovereign Court

Oh sweet.

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