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    Titan in the Playground
     
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    Default DrK Wrath Righteous Reboot OOC





    For several weeks, excitement has been building in Kenabres-Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 6th Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Sadly the party was soon interrupted!

    The city was attacked and the great silver dragon Terendelev, guardian of the City, slain by the feared Storm Tyrant. You all fell into the depths under Kenabares and were trapped in the caverns and dim underworld under the city whilst a battle raged above. Since then you have spent several days wandering the under city battling vermin, a vile undead creature in an abandoned shrine to Torag, an insane evil outcast dwarven necromancer and finally encountered the small underworld village of Neathholm - where the mongerlfolk dwell. There Chief Sull has welcomed you and asked a boon of you - to cleanse a nest of traitors in a nearby complex. Although a boon you desire as the traitor mongrelfolk have been taken over by Cultists of Baphomet the Brazen Bull! And further, the way back up to the light of city lies through the complex




    The Wrath of the Righteous Adventure Path begins with the launch of the Fifth Mendevian Crusade soon after a devastating attack on the Worldwound border by the demon armies. From this explosive beginning, a new group of heroes rises—heroes who are destined for legendary achievements. But will
    these heroes’ righteous wrath be enough to stop the full fury of the Abyss?

    This will pick up after the initial exploration of the caverns under Kenabres and be starting at Chapter 2 "Lair of the Vile and Viscious" to enable us to get to the break out into the City proper and meat of the storyline.

    So the Wrath of the Righteous adventure path. Ready to go Mythic!
    Please could all prospective players read the players guide

    An abbreviated 16


    Point buy 15pb (just like the archetypes) /18pb if a class that has no access to level 6+ spells
    Level: Start at level 2
    Hit points: max at first level, average + 0.5 on subsequent levels
    Races: standard pathfinder types. Please look at common races in Kenabres and choose accordingly.
    Classes: Paizo classes.
    Gold: Start with 1st Level equipment (when we start there will be a list of "loot" to supplement starting equipment and 1 Scale of Tenderev (choose 1 from below)
    Spoiler: Scales Tenderev
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    As you grasp the scales, you automagically learn what they do and how to use them. In all cases, the caster level is 19. If you ever possess multiple scales, they serve no function until all but one are removed.

    1: Terendelev's Scale of Cloudwalking: Three times per day, as a standard action, this scale can be used to cast levitate. In addition, a small pillar of clouds rises below the levitating object or creature, providing 20% concealment to any creature or object contained within.

    2: Terendelev's Scale of Cunning: Three times per day, as a standard action, this scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all bluff checks made against evil creatures.

    3: Terendelev's Scale of Protection: Three times per day, as a standard action, this scale can be used to cast resist energy- limited to electricity and cold. When damage is prevented in this fashion, half the value is stored within the scale. This energy can be discharged as a ranged touch attack with an increment of 50' within one minute.

    4: Terendelev's Scale of Grace:Three times per day, as a swift action, this scale can be used to cast grace. During this round, if you move 20 feet or more, and attack a creature previously beyond your reach, any standard attack is resolved against the target's flat-footed armor class.

    5: Terendelev's Scale of Retribution: Three times per day, as a standard action, this scale can be used to cast align weapon- restricted to good and law. When active, critical confirmation rolls receive a +2 bonus. This bonus does not stack with similar effects, beyond +4.



    Traits: 1 "free" and 1 campaign trait, you can take a drawback for a 3rd but if the drawback has zero impact it maybe vetoed

    Spoiler: Campaign Traits
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    Campaign Traits
    These traits explain your character’s link to the Worldwound, but each trait is also associated with one of the six mythic paths—your character doesn’t begin Wrath of the Righteous as a mythic character, but the results of the first adventure will catapult your character into this new realm of legendary power, setting her up for even greater challenges that await in the next five adventures of the campaign. Choosing a campaign trait that matches the mythic path you want to take will result in your campaign trait being enhanced when you do become mythic. In a way, you can consider the selection of your campaign trait as also selecting your character’s mythic destiny!

    Chance Encounter:
    Associated Mythic Path: Trickster. You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

    Mythic bonus: Gain a +2 trait bonus on Reflex saves. By expending on use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check

    Child of the Crusade:
    Associated Mythic Path: Marshal. Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.

    Mythic bonus: Gain a +2 trait bonus to Will saves. Whenever you successfully save against a mind-affecting effect from a demon, as an immediate action you can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to your mythic tier. The demon can reduce this effect to 1 round by making a Will save (DC 10 + your mythic tier + your CHA mod).

    Exposed to Awfulness:
    Associated Mythic Path: Guardian. When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

    Mythic bonus: Gain a +3 HP per level. When you are reduced to negative hit points by an attack or effect from a demon, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier. This healing occurs after the damage is done – if the damage is enough to kill you, you cannot activate this ability.

    Riftwarden Orphan:
    Associated Mythic Path: Archmage. You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

    Mythic bonus: Gain a +4 trait bonus on caster level checks to penetrate a demon’s spell resistance. Once per day, you can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + your mythic tier to the item, up to its normal maximum number of charges.

    Stolen Fury:
    Associated Mythic Path: Champion. You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.

    Mythic bonus: Gain a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, you can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon you wield against that demon by 1.

    Touched by Divinity:
    Associated Mythic Path: Hierophant. As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

    Mythic bonus: You can select a second domain granted by your deity. You can use the 1st-level spelss of both domains as spell-like abilities a number of time per day each equal to your mythic tier. By expending one use of mythic power, you may use any of these two domains’ spells as a spell-like ability, but my only use spells of a level equal to or less than your mythic tier.






    Kenabres
    Spoiler: Kenabres City
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    Kenabres is a city of glory, but not one of spotless virtue. The Mendevian Crusaders riding out from the city have slain countless demons, and many of them have been carried back to town on their shields to be interred in the catacombs beneath the Cathedral of Saint Clydwell. However, some of these same crusaders-many of them even immortalized in the Hall of Heroes-spent years hunting supposedly demon-tainted faiths and burning at the stake cultists and innocent Mendevians alike. The frequency and intensity of these programs have diminished, but the dark history of Kenabres remains ever-present in the minds of its leaders and many of its citizens.

    Kenabres hosts camps of crusaders who have come from all across the continent to battle demons. Though many of these crusaders are pure-hearted and noble of spirit, others are little more than fortune-seeking mercenaries. Still, none can deny the good deeds done by the knights of Kenabres under the direction of their zealous, strategically brilliant leader Hulrun.



    HISTORY
    Until the First Mendevian Crusade, Kenabres was a small town perched atop a bluff overlooking the West Sellen River. The townsfolk of Kenabres were an industrious, innovative people who constructed a complex system to pump water from the river up to the safety of the town. The townsfolk maintained a fishery and quarry as well, and traded their goods with their neighbors in Sarkoris and up and down the West Sellen.

    During the final dark days of Sarkoris, the people of Kenabres saw horrifying sights to the west. Foul, twisted creatures scraped their way across the land. The sky burned green, and plumes of acrid smoke drifted across the new wasteland. Hysterical refugees splashed across the river and sought safety behind the walls of Kenabres. At first these refugees were allowed in unquestioningly. In early 4607 AR, however, a lilitu demon named Minagho entered Kenabres magically disguised as a refugee. Once inside the town's walls, she revealed her true form and slaughtered 62 citizens before vanishing in a cloud of greasy black smoke. After the Red Morning Massacre, as it was called, Kenabres refused entrance to any except those who could demonstrate direst need. Those admitted were forced to undergo protracted and painful tests to demonstrate their mortality. Individuals who fell under suspicion were turned away or executed on the spot.

    Over the next decade, Kenabres became known as a safe but suspicious city to stop in when traveling through Mendev. The town swelled from 3,000 people to more than 8,000 due to the constant inflow of refugees, researchers, and adventure-seekers. Many new citizens went to work at Truestone Quarry as the demand for worked stone soared. Demons, such as hezrous and omoxes, occasionally attacked the water pumps, the life of the city, and the leaders of Kenabres sent out messengers declaring that they would pay a handsome reward to anyone with the skill to build a shield for the pumps. A half-elven stonesmith named Sibella Morond came to Kenabres to claim the contract. It took the city almost 3 years to complete her vision, and thousands of tons of stone had to be transported to the river to build the rising columns around the pumps.

    The demand for stone didn't end once the pumps were fortified. New districts and city walls rose to house and protect Kenabres's swelling population. In 4622, the Church of Iomedae launched the First Mendevian Crusade, and crusaders and knights poured into Kenabres. More than 2,000 people came to Kenabres in that single year. By the time the Second Mendevian Crusade began in 4638, Kenabres had been established as a launching point for successful crusades. The leaders of Kenabres agreed to house one of the wardstones to guard against the demonic hordes pouring from the Worldwound. This act assured Kenabres's role as a strategically vital city, key to the defense of Mendev.

    Strangely, Sibella Morond returned to Kenabres that year. She had left with her reward after the pump's defenses were completed, and hadn't been seen in Mendev in the 18 years since. The leaders of Kenabres asked Morond to construct a fortification to house the wardstone. She agreed, and oversaw construction of the wardstone's fortress in the Ring District at the base of the center pump's structure. When the construction was complete, Morond presented the city with an oversized stone shield engraved with the city's sigil.

    The next 50 years saw Kenabres swell to the size it is today, yet this growth was not always easy. The city's famed prelate, Hulrun Shappok, first gained the trust and admiration of Kenabres' citizens by organizing inquisitions against suspected demon-worshipers and witches. Hulrun and his force of elite witch hunters exposed dozens of cultists and spies-and, it is said, executed many more under suspicion but with no real proof. These events started the Third Crusade-widely accepted as the least effective and most self-destructive of the four crusades. Still, Hulrun roused respect and admiration in the populace as well as fear, and he agreed to guide the city as its prelate in 4682. Though Hulrun was forced to temper his obsessive witch hunts somewhat in his position as prelate, his inner zeal has only recently begun to truly diminish. Looking back on his actions has left him struggling with shame over how these events cast a shadow over Iomedae's church and the crusades for decades to come.

    GAZETTEER OF DISTRICTS
    Kenabres sprawls across a series of graduated tiers that rise from the plains in the east to a cliffs edge in the west. At the base of the cliff, the West Sellen River roars past. The central and westernmost districts of Kenabres are the oldest, and those radiating out and to the east are the newest, built only in the last hundred years. These entries are in order form the oldest, highest district out to the newer and lower ones.

    Old Kenabres: The original town of Kenabres perched on the edge of the cliff, looking down over the West Sellen. Many of those buildings now form the historic central district. The houses here are well constructed from heavy stone, with angled tile roofs and arched windows characteristic of architectural fashions popular hundreds of years ago. Houses and official administrative buildings-including the courthouse, city hall, and the garrison-make up Old Kenabres. The houses aren't the largest in the city and not always home to the wealthiest citizens, but the oldest families, who can trace their lineage back hundreds of years, live in Old Kenabres. Hulrun Shappok lives here in the Prelate's Manor.

    Ring District: The second tier of the city, circling Old Kenabres, was also a part of the original town of Kenabres. More homes and administrative buildings, including the hall of records and the maintenance building for monitoring the water pumps, make up the Ring District. At the district's eastern edge, a steep switchback road makes the transition between the higher-elevation Ring District and the lower-elevation districts of New Kenabres and the Gate District. The switchback is called Davon's Ramp after the architect and philanthropist who designed and paid for the structure as the town grew to a city. Heavy iron gates safeguard the top and bottom of the switchback. For security, these gates are locked an hour after sunset, and a guard is posted at each. Persons wishing to use the switchback must make their case to the guards and hope their business is deemed important enough. Some citizens have special, expensive passes that allow them to move back and forth without question, and some say that the Wallers (see entry 14) have their own methods of moving beyond the Ring District after curfew.

    New Kenabres: New Kenabres was built during the initial flood of refugees after the opening of the Worldwound. Buildings in this mostly residential district are stone, but the walls are thinner than in the older districts, and the houses are built in a more modern style, with flat roofs and square windows. New Kenabres also houses most of the city's warehouses. The eastern and southeastern sides of New Kenabres hold many of the largest manors in the city. During the construction of New Kenabres, many moneyed families chose to build new homes in the new district, as it offered just as much safety as the old city but without the claustrophobic density.

    Gate District: A decade after New Kenabres rose, the Gate District followed. City officials realized that the new housing units wouldn't be enough to support the city's growth, and in response constructed the Gate District, the largest district in Kenabres. The Gate District includes a mix of residential and commercial buildings, as well as wealthy family homes. Temples to Abadar, Sarenrae, Shelyn, and Torag sit alongside smithies, stoneworks, and woodshops. The city's two gates, Northgate and Southgate, lead into this district.

    Truestone Quarry: Truestone Quarry lies approximately 10 miles to the east. Caravans arrive weekly to supply Southgate with stone for constructing additional buildings and reinforcing the city defenses. Guards are always in high demand to protect these caravans from coordinated demon attacks, and to ensure the deliveries keep stone flowing into the city.

    GAZETTEER OF LOCATIONS
    Kenabres' locations are famous to crusaders and citizens.

    1. Alodae Amphitheater: Bradra Alodae helped defend Kenabres a century ago when the Worldwound opened. After an injury left her unfit to battle demons, she served as a city adviser. Alodae wrote a half-dozen songs about the Worldwound and the demonic invasion before she died, and the Alodae Amphitheater was named for her upon its construction. Her grandson, Nestrin Alodae, serves as the current high priest of the local church of lomedae and the Order of Saint Clydwell. Alodae Amphitheater stands in Truestone Park. Plays and recitals take place in the amphitheater monthly, if not more often. The citizens of Kenabres, in desperate need of entertainment and distraction, nevertheless prefer to see somber tales of sacrifice and duty. Endings where good triumphs over evil, even at great cost, are always well received. The Chelish playwright Hatherelm Arir (NG male human aristocrat 1/bard 8) is widely admired by the citizens of Kenabres for his work Dawn of the Crusades.

    2. Cathedral of Saint Clydwell: In the heart of the central tier stands the Cathedral of Saint Clydwell. Also called the Grand Temple, the cathedral honors Saint Clydwell, a champion of Iomedae who sacrificed himself to seal a horde of demons within an inescapable prison. The cathedral is a great stone building with a green copper steeple and stained-glass windows portraying the imprisonment of various horrific demons. Wounded warriors are taken to the cathedral to be healed, and the priests of the cathedral perform blessings on crusaders about to venture forth. Although the Temple of Iomedae serves the everyday needs of the people, the cathedral is used for important services and gatherings. Though Nestrin Alodae is technically head of both the cathedral and the Temple of Iomedae, demon-hunter and priest Eterrius Sunnestier takes on most of the leadership duties at the cathedral. Sunnestier is a more experienced warrior than Alodae and understands firsthand the horrific experience of battling demons. Adventurers looking to pledge their blades to Iomedae's service choose this cathedral over the temple, as do adventurers wishing to purchase healing items or pay for resurrections.

    3. Clydwell Plaza: This open plaza just west of the cathedral served as the town's traditional festival grounds. Now, other areas in the city cater to the common folk, and this plaza primarily serves those living in Old Kenabres. In the city's current dark days, festivals are rare.

    4. Crusader Camps: The constant influx of crusaders waiting for a chance to slay demons has created logistical issues in Kenabres. For a time, new inns opened daily to cope with the number of crusaders clamoring for rooms, but many of these "inns" were merely flophouses renting space on the floor for exorbitant amounts. Local law officers had their hands full examining and regulating these inns, and the close proximity of so many crusaders and disturbances every night. Eventually, the city declared that all crusaders were required to maintain their own camps outside the city walls, and designated an area against the city wall by Northgate for these camps. The area is now cramped with dozens of tents, small campfires, refuse pits, and horse pens. Though one would expect crusaders to be able to regulate their own behavior and get along well with their neighbors, the unfortunate truth is that violence and petty crime aren't uncommon. Kenabres guards regularly patrol the camp and encourage the crusaders to settle small disputes before they swell into real problems. Captain Chun Dawei (LG male human fighter 7), a Tian soldier who moved to Kenabres more than a decade ago, supervises guard patrols in the crusader camps and handles any major matters personally.

    5. Defender's Heart: The largest inn in Kenabres, this business caters to mercenary companies and crusaders coming to the city. Inside this squat stone structure are dozens of rooms for rent, hearty food, and a wide selection of refreshments shipped in from across the Inner Sea. It's owner, Kimroth Otai (LG male human expert 2/fighter 3) was a mercenary fighting against the World wound until he lost his right arm in a clash with demons. Now he spends his time overseeing his staff and talking wistfully with other, more ablebodied soldiers who spend time in his establishment when back from the front.

    6. Hall of Heroes: The people of Kenabres cling to stories of heroism and nobility to give them strength in the darkest of times. The Hall of Heroes immortalizes the most revered champions of Kenabres. Stone statues of laureled heroes line a central hallway. Behind the statues, plaques engraved with names of the dead cover the walls. The families of fallen crusaders often pay the city to display their loved ones' plaques more prominently, and cynical types doubt whether every name in the Hall of Heroes is truly one of a hero.

    7. The Kite: An engraved stone kite shield 18 feet long hangs from the end of the centermost artery protruding from the water pump, its curved surface directing the sigil of Kenabres toward the Worldwound. At the city end of the artery, a two-story stone keep houses the wardstone that helps keep demons from overrunning the Worldwound's borders. The keep is heavily guarded at all times, with at least one crusader and one priest of Iomedae marshaling the forces within. Locals refer to both the stone shield and the keep as "the Kite."

    8. Librarium of the Broken Black Wing: Thirty-six years ago, a caravan returning to the city from Truestone Quarry was set upon by a gang of vrocks. The caravan might have been outmatched if not for one of the recently hired guards, a wizard named Quednys Orlun (LG male old human wizard 6). Orlun had spent years studying demons, and his spellcasting turned the tide of battle in favor of the caravan. After serving as a guardsman for another few years, Orlun founded the Librarium of the Broken Black Wing, pinning one of the preserved vrock wings above the entrance. The Librarium, often called "Blackwing" by locals, has since become the premier library for demonology and planar travel research in Mendev. In addition to being a library, Blackwing is a museum of demon skulls, talons, and other grotesque trophies. An aged Orlun still oversees the collection of tomes and scrolls and is always keen to acquire new research material for the stacks.

    9. Northgate: The northern city gate leads into a residential district dotted with small shops and temples, including the temples to Sarenrae and Shelyn. A large market district known as Northgate Market sits not far past the gates. Vendors hawking textiles, jewelry, housewares, art objects, fresh produce, and handmade furniture gather there. Like all entrances to the city, Northgate is heavily guarded at all times. Visitors to the city can expect to be thoroughly questioned and potentially searched.

    10. Southgate: The southern city gate opens out into a residential district that's less prosperous than Northgate. Temples to Abadar and Torag border the main thoroughfare leading from the gate to Southgate Market. Armorers, weaponsmiths, animal trainers, sellers of enchantments, pennant designers, and scribes congregate at Southgate Market. A number of smithies dot Southgate, and the tang of iron and a haze of forge-smoke hang perpetually in the air. Caelda Halse (N female aasimar expert 3/fighter 2) holds the reputation as the best swordsmith in the city. Rumor tells that she drips an angelic tear into the molten metal of each blade, imbuing it with special powers against demonic foes.

    11. Temple of Iomedae: The Temple of lomedae is the largest temple in Kenabres except for the Cathedral of Saint Clydwell. Nestrin Alodae oversees the services at the temple, which include blessings, wedding ceremonies, and funeral services for those who pass from natural causes, accidents, or other reasons not related to the crusades. Twice-weekly services call the citizens of Kenabres to prayer.

    12. Tower of Estrod: Two decades ago, a historian and researcher named Niuna Estrod came to Kenabres to write a history of the crusades. Estrod constructed a tower of pale gray stone to hold the volumes of history he wrote, as well as other tomes and scrolls acquired from traders and returning crusaders. Ever since Estrod's death from food poisoning 2 years ago, researchers and wizards have occupied the Tower of Estrod for short periods of time, using it as a temporary library or laboratory. These temporary residents pay a small fee to the city in order to make use of the tower.

    13. Truestone Park: The original Truestone Quarry once stood just south of the town of Kenabres, but after less than a year of operation, masons realized it was too close to the cliff's edge. A new quarry site was struck well outside the town, to the east. As Kenabres grew into a city, the old quarry site was transformed into an artificial lake. A local druid known only as Crocris (N male half-elf druid 5) keeps the greenery, flowerbeds, and trees surrounding the lake healthy and flourishing. Truestone Park is a favorite destination for crusaders who return from the front, looking for a place of peace where they can forget the horrors of war with the demons. A monument of granite and rose quartz stands in the park in honor of the victims of the Red Morning Massacre.

    14. Waller Slum: A temporary district just outside the original city walls housed the first refugees to arrive in Kenabres. Over the years, a second wall was built to defend this district and the expanding spread of the city. Remnants of the original refugee camp still remain as a narrow slum between the central district and the outer wall of the city, overlooking the river. This slum houses the poorest and most desperate of the citizenry, those who have no option but to live on the edge of the cliff between Kenabres and the Worldwound. Individuals unlucky enough to make their homes in this district are called "Wallers" with a mix of derision and pity.

    15. Warehouse Square: Kenabres' location is strategically defensible, but makes it difficult to bring cargo into the city via the river-not to mention the fact that it takes a brave group of sailors to wind their way up a river that borders the Worldwound. A massive, winched crane stands in southwestern Kenabres at the end of Warehouse Street, and is used to lift cargo over the city walls. The largest warehouses fill up this yard, leaving plenty of open space to maneuver goods between them. Smaller warehouses sit on the sliver of land between the city walls and the docks, where they hold goods temporarily until they can be lifted up into the city. Kenabres has access to plenty of fish, fresh water, stone, and some agricultural crops and cattle, but must import lumber, ore, and textiles. The crane is therefore one of the most important structures in the city, and soldiers continually patrol the area. Julania Nalti (LN female human expert 2/fighter 2), a former caravan guard, fought in the crusades for several years before winning an appointment to oversee the defense of the crane and warehouses.

    16. Water Pumps: Three spiraling contraptions of steel and wood rise from the riverbed up the side of the Kenabres cliffs. Each of the three pumps draws water to a different reservoir: one in Old Kenabres, one under Truestone Park, and one in the north Ring District. Though it costs more to maintain three reservoirs, it also ensures the safety of the city's water supply if one reservoir becomes compromised. Each pump is sheathed in a stone column that buttresses a city wall, but can be accessed through cleverly concealed hatches. The hatches are secured with heavy locks and magical wards. Wide stone avenues extend out to each column, buttressed by a series of smaller stone supports. These avenues, called "arteries" by the locals, allow access to the pump mechanism and hold lookout posts.

    FACTIONS OF KENABRES
    Known as a city of demon slayers and witch hunters, Kenabres is home to dozens of groups and factions. Some of the more important groups operating out of Kenabres are listed below.

    Blackfire Adepts: The Blackfire Adepts are circumspect about their goals and activities. On occasion, a zealot dressed in trademark red-and-black robes ventures out across the river to explore the Worldwound, sometimes returning with tales of the furious energy of the planar rift. Those familiar with the group's philosophy believe the Blackfire Adepts desire to see the Worldwound ripped completely open, drawing all of Golarion into the Abyss. The truth is somewhat less dramatic, but not by muchthe Blackfire Adepts believe the Worldwound generates a unique, powerful ebon flame they long to tap into. The organization studies the Worldwound not to tear it open, but to siphon its power. One of the group's shadowy leaders, Veserda the Owl (CE female human oracle 6/Blackfire Adept 3), is a wizened woman with wispy gray hair. She poses as a devout, middle-class lady with a gift for interpreting dreams. Versada sometimes manipulates crusaders into bringing back samples of plants, tainted earth, or demon bones from the Worldwound under the pretense that she had a vision showing her the items. She promises to cleanse the items to fulfill the will of the righteous gods, then turns them over to her followers to dissect in hopes of unlocking the power of the Worldwound.

    Crusaders: The Mendevian Crusades have long drawn volunteers from righteous orders across Golarion. Not all these orders are large, well-established organizations, though. Smaller orders, some consisting of no more than a few dozen knights, arrive in Mendev by the droves. Some of these "orders" are no more than a few friends banded together under a name made up on the spot. However, there are a few well-known orders in Kenabres.

    The Everbright Crusaders allow only the most virtuous warriors, who live lives of temperance and restraint, into their ranks. Members scrupulously avoid drinking, gambling, and lying, and take any promises they make seriously. In addition to attending religious services once a week, members spend at least an hour a day in prayer. Among the crusader camps, the Everbright Crusaders garner respect for their conviction and battle prowess, but their rigidity and superior attitudes tend to alienate others. Commander Ciar Cobelen (LG male human paladin of Iomedae 10) maintains a humble, good-natured attitude that appeals to others, and is widely regarded among the camps as the most approachable of the Everbright Crusaders.

    The Order of the Flaming Lance believes in doing what needs to be done to triumph. They stay within the bounds of law and righteousness-but sometimes only by the narrowest margin. None doubt the fierce conviction of the order's crusaders, but some whisper that the order cares more about vanquishing evil than maintaining their own purity. The crusader Miammir (LG female half-elf wizard 7/paladin 3) is known as "The Scholar" for the time she spends at Blackwing researching all she can on demonfighting tactics.

    The Order of the Sunrise Sword is well established in Kenabres. They were once known for the great ballads and odes their members composed about the crusades, but after an incident in which several of their number were possessed by demons, they have altered their focus to exorcism. Commander Ashus Striegher (LG male human cleric of Iomedae 9/paladin of Iomedae 2), a somber and soft-spoken Taldan, specializes in recognizing and ending demonic possession.

    The Eagle Watch is a group of righteous crusaders who realized that though most of their enemies live in the Worldwound across the river, a great many walk the streets of Kenabres and make their camps north of the city walls. The group was founded by an Eagle Knight who felt that the greater threat to freedom wasn't Andoran's clashes with Cheliax, but rather the Abyssal rift spitting demons into world. Dismayed by the behavior of their brothers and sisters, the Eagle Watch seek to rid the crusaders of corruption and improper vices. Many other crusader groups see the Eagle Watch as a nuisance, and even Hulrun works to keep them marginalized.

    Riftwardens: The Librarium of the Broken Black Wing serves as the Riftwardens' base of operations. The secretive order renovated the manor house to contain several small libraries suitable for arcane and divine research, a modest laboratory for alchemy, and a grand meeting hall. Rune engraved flagstones encircle the house, each rune outlined in flickering, blue-green flame. From their manor, the Riftwardens research the Worldwound's effect on the surrounding land. The organization has sent its own agents into the Worldwound to gather firsthand research, but also pays crusaders to collect information for them. Though the identity of the Riftwarden leader in Kenabres remains unknown, the spokesperson for the organization is a popular figure in town. Beltran Ravenken ( CN male human bard 6/Riftwarden 3) is a friendly, gregarious man who remembers names and faces after a single meeting and always knows the latest bit of gossip. Beltran specializes in answering questions without giving any useful information away, and assuaging concerns about the Riftwardens while helping conceal the organization's secretive activities. The Riftwardens have an understandable interest in sealing the Worldwound, but not out of any altruistic desire to save the world. Their more inscrutable beliefs on the importance of sealing planar rifts guide them, and if the chance to seal the Worldwound rose, the Riftwardens would take it no matter what the cost in lives.

    Templars of the Ivory Labyrinth: The Cult of Baphomet has a strong but heretofore unsuspected presence in Kenabres. Pledging their lives to the Lord oft he Minotaurs, these cultists scheme to subvert the good works of the crusaders in the city. They cause trouble in the crusader camps, instigating fights and egging participants on to greater violence. They spread lies and sow the seeds of fear with voices sweetened by magic. Some have even assumed the roles of holy crusaders and risen in the ranks of other knightly orders, waiting for the moment when their treachery can be used to achieve a most foul end. The cult maintains hidden strongholds in the city, including the basement of the Tower of Estrod. The current leader of the cult's Kenabres chapter, Faxon (CE male tiefling witch 5), assassinated Niuna Estrod before taking over his tower. Faxon claims to be descended from one of Baphomet's favored glabrezu lieutenants, and hides his fiendish heritage when on the streets of Kenabres. Though Faxon is the highest-ranking Templar of the Ivory Labyrinth in Kenabres, he answers to more powerful superiors who communicate with him through coded messages.

    Witch Hunters: Prelate Hulrun might be the most notorious witch hunter in Kenabres, but he's hardly the first. In 4622, during the First Crusade, holy warriors streamed into Mendev, where they encountered Sarkorians practicing their unique druidic faith. The crusaders, goaded by their righteous fervor, mistook the wooden fetishes and rustic rituals for evidence of demonic influence. In that first year, more than 40 natives of the region died at the hands of ardent crusaders. As the years passed, formalized groups of witch hunters emerged from the disorganized chaos of the First Crusade. These witch hunters were often self-styled, their tactics little more than brutal trial and error. The least bit of " evidence" could mark a target for investigation-a club foot, a thick accent, or even a "suspicious" absence of abnormalities. The witch hunter groups gained reputations for being cruel and arbitrary, although these weren't always deserved. Demons ranged freely over the Worldwound and often spilled into Mendev. Demonic possession did happen, though not nearly as often as the witch hunters charged. Genuine witch hunters used divination magic and cautious investigation to draw out and destroy fiends, but they were rare compared to the inflamed inquisitors who burned innocent Mendevians at the stake.

    With the advent of the Fourth Crusade, the Order of Heralds took strong measures to end the bloody witch hunts of Mendev. The frequency of hunts has dropped substantially, but Prelate Hulrun remains an active and enthusiastic hunter. He maintains a troop of trained witch hunters he dispatches throughout the city to investigate rumors of corruption and possession. The power of the witch hunters isn't absolute, but the sight of their Iomedaean vestments edged with orange flames makes even the most pure-hearted citizen uneasy. Hulrun's witch hunters are led by the stone-faced Liotr Hawkblade (LN male human inquisitor of Iomedae 5), an Ulfen warrior who has served under Hulrun for the last 15 years.



    IC thread



    Player Character Sheet
    RCgothic Half-Elf Sorceror Tali Summers

    Please choose a colour.
    Please post your character sheet and make sure you have a portrait
    Last edited by DrK; 2021-08-01 at 04:11 PM.
    Thanks to Emperor Ing for the nice Avatar

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    NPCs

    Horgus Gwerm An aging and slightly overweight noble who speaks with constant condescension in his voice. His clothes are always of the highest quality and has numerous pieces of expensive jewelry on his hands and clothes. Is a noble of Mendev and owns a large manor in Kenabres. Is a known money lender, investor and trader in the city and very shrewd in his dealings. Was implemented in an investigation of corrupt nobles and clergy based on allegations from Aravashnial. He was spied upon and had his house broken into and searched by Anevia Tirabade. He was cleared of any wrong doing.
    [Aneiva Tirabade Anevia was at some point a man. It was a somewhat convoluted love affair that she is now married to Irabeth, the half orc paladin from Kenabres. Aside from that distraction, she has proven herself resourceful in counter espionage and information gathering, the positives of a misspent youth. She follows her wife where ever the crusade calls her.
    Before the fall of Kenabres, she was tracking insurgent activity. She believed Horgus was behind the funding of the cultist but was mistaken. He had secretly been fronting a large part of his businesses for the benefit of the crusaders. The shrewd merchant took the perceived profit and funneled it into stores, weapon caches, and reserves. She was at once disarmed with her suspicion and began having a greater respect for the lout.
    Arivishnal A tall, lean elven man with long silvery white hair and formally light blue eyes. With the terrible injury he took from the whip of Khorramzadeh, his eyes have been destroyed and his proud head hangs low in shame. A member of the arcane society, the Riftwardens. Very vocal about the Riftwardens joining the crusade to drive back the demons instead of just studying the portals for knowledge sake. Proud of his knowledge and keen intellect and revels in being able to enlighten anyone around him if given half a chance.
    Despite his arrogance he gives over to an almost childlike wonderment when he discovers something new or something that proves one of his many (conspiracy) theories correct.
    Put together a report for the Eagle Watch of people he suspected of funding hostile cults in the city. In his report, he mentioned Horgus Gwerm but it was based on a hunch rather than proof and was ultimately proven as false. He feels some shame about the incident.

    Loot
    MW Warhammer
    MW Chain shirt
    Potions: Cure Light (3), Lesser Restore, Invisbility
    Scroll: Shocking grasp (CL3), Resist Energy, Cause Fear
    Alchemy: 2 Flasks Oil, 2 doses holy water,

    Spellbook
    Detect secret doors, fog cloud, silent image, resist energy, grease, Invisibilty, mage armour, magic missile
    Thanks to Emperor Ing for the nice Avatar

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    Seira Santor
    Female Aasimar LN Monster Tactician Inquisitor 2

    Role: Meat Spawner / Reach Melee / Buffer
    Traits: Child of the Crusades, Crusader, Reactionary
    Drawbacks: Haunted
    Terendelev Scale: Retribution

    Spoiler: Description
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    Seira is tall and fair, with long silver hair tied back in a bun, and her perpetually stern complexion and faintly glowing orange eyes all serve to help her stand out in a crowd. Despite her relatively simple and unassuming clothes, she takes great care in maintaining a clean, flawless appearance. Some call her beautiful, but only in the sense that a sculpture or weapon could be—dispassionate and inhuman.

    Seira is never without her armor and weapon, which she carries in a sling over her back.

    Spoiler: Personality
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    Seira’s most deeply held belief is that chaos is the cause of all mortal suffering, and she has devoted her life to restoring order to the world. To her, the whole world is a machine, with every part having its place, and she is a mechanic. Magic, weapons, people—all are tools in her eyes.

    Seira’s natural demeanor is calm and polite. While she is conscious of most social customs, her general nonconcern with suffering and death can be off-putting to some. While Seira is perfectly willing to harm or kill in order to advance her goals, she takes little pleasure in doing so—bloodshed in excess is antithetical to order, but death is always a tool in the universe’s toolbox.

    Spoiler: Backstory
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    29 years, 6 months, and 5 days ago, Seira was born. Neither of her parents had been aware of any celestial heritage, but Seira’s aasimar status became apparent soon after she was born, when a halo appeared a over her head as she began to cry. Her parents were crusaders, and as hospitaliers, she didn’t see much of them when she was growing up. Still, with no siblings and few friends, she loved them more than anything else in the world.

    As Seira grew up, she began to assist her parents in various hospitals and infirmaries, and eventually blood and death became second nature to her. While she never learned the secret of magical healing, her skill at applying salves and poultices increased, an ability she has maintained over the years.

    At the age of 16, disaster struck. A crusading party had been caught unaware and ambushed, with many deaths and injuries. As Seira’s parents began to tend to the wounded, a demon that had been possessing one of the corpses revealed itself. Seira remembers every moment of what happened next: how the demon loomed over the room, blocking out all light save her little halo, how the demon first killed her father as he was drawing his spear, splattering his blood and brains in Seira’s face. How the demon next killed her mother, plucking out her eyes and her heart, how the demon proceeded to then massacre the injured soldiers as Seira watched helplessly. The demon rushed at her with open claws, and just before her face was ripped open, Seira blacked out.

    An indeterminate amount of time later, Seira heard voices shouting, and opened her eyes. She found herself kneeling in the middle of the room, which was dripping red and smelled like death. She herself was covered in so much blood that the crusaders who had been the first to respond had thought she was dead. She, however, was completely untouched—not a single scratch or bruise on her body. To this day, she doesn’t know why the demon didn’t kill her. All she remembers next of that day is staggering out of the building and collapsing once more.

    The next few years were the darkest of Seira’s life. She remained under the care of the crusaders, slowly recovering and eventually learning how to wield a spear as her father had though never again would she shine her halo. In addition to it being the weapon of her father, she also saw a certain beauty in the art of the spear; no wild slashes or brutal beatings would get you as far as a clean, precise thrust through the heart. Throughout everything, she was constantly tortured by the fact that there was no rational reason for her to be alive. The demon could have easily killed her, or worse, and the fact that it didn’t nearly drove her over the edge. Eventually, this fixation mutated into a hatred of all things chaotic and unexplainable, and when Seira left the care of the crusaders at 25, she knew her purpose was clear: to eliminate chaos and uncertainty from the world, so that no one else could suffer in the way that she had.


    Thanks for the selection! Seira will speak in a nice bold cobalt blue, and she'd be happy to take any of a CLW, Lesser Restore, or Invisibility potion.

    I'll get an IC post up in a bit.
    Last edited by In4Dimensions; 2021-08-01 at 05:14 PM.
    Chaotic Good, probably

    Avatar by smutmulch!

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    Default Re: DrK Wrath Righteous Reboot OOC

    I'll just throw in my application post here. I want to claim the golden rod I used for my app. I assume the Cause Fear spell is arcane? If not I would take it, same question for Resist Energy. Unless I otherwise post, it is assumed I cast my Lesser Age Resistance before my daily prayers as Leonius assumes the ability is gifted by the gods (even though it is still arcane).

    Also how large are the dragon scales and how are they usually used? I assume we need a free hand for it? How is Aneiva crippled? Unable to walk with broken legs? I do assume this is no simple matter of a cure spell, but more akin to the regeneration spell? And do we assume Arivishnal is out of prepared spellcasting? (being blind making him unable to restock spells). Are there more civilians/NPCs we guide through the darkness?

    e: Damn, if I am excited I apprently tend to use words 5 times in a post.

    Leonius Caela Telum
    Aasimar Cleric
    AC: 18 HP: 17/17
    touch: 10, ff: 18, CMD: 13
    Conditions: Blessing of Vigilance (Lesser Age Resistance, 24h)

    Leonius led a very boring life, compared to his compatriots and fellow crusaders. As the son of a priest and a guardswoman, Leonius ever just knew the sheltered, but strictly disciplined life of an acolyte of Iomedae. But even the most orderly youths have a phase of disobedience. As a young acolyte, Leonius pushed his parents to be able to joing an excursion towards the world wound. As many young zealots, he pushed to slay demons and seal the worldwound, seeing the problems as urgent, and his presence as the solution. His parents tried to temper his fervor, teaching him vigilance, virtue and using their strategical upper hand was all that divided this world from a renewed invasion of demonic forces onto this realm. As this, Leonius was taught in both faith and warfare, to be able to hold down the demonic forces as part of the united forces of Kenabres.

    Soon, his divine blood became apparent, his eyes were unnaturally green, his hair shimmering in a metallic sheen in the sun. Not only his body matured, but his mind did too. A lion appeared to young Leonius, preaching him to wait until the moment has come; evidence that agents of the Inheritor spoke to him. And so Leonius waited and waited. He kept his vigil on the walls of Kenabres for years, very slowly advancing his understanding of the Light of the Sword. It was of little use, like a blade staying in its sheath, there was no mettle to be won by studying and keeping watch. That was right until the Storm Tyrant slew Terendelev. In the ensuing struggle, Leonius and his mother fell down into Kenabres' undercity. He could do naught but give her the last rites.

    Still unsure if that was his sign, he now accompanies his new comrades in their way out of the catacombs.


    Role: Buffer/Healer and secondary melee combatant, later on utility caster as well
    Traits: Touched by Divinity (Camp.), Fate's Favored (Faith) and Purity of Faith (Religion)
    Drawback: Overprotective
    Tenderev Scale: Cloudwalking
    Presumed Mythic Path: Hierophant
    Last edited by Spore; 2021-08-01 at 09:39 PM.

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    Gashur

    Male Half-Orc CN Barbarian / Ranger

    Spoiler: Choices
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    Role: Damage Dealer / Scout
    Campaigh Trait: Stolen Fury
    Drawback: Pride
    Terendelev Scale: Cunning
    Spoiler: Description
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    Large and muscular half-orc with a deep scar across his face. Wears two plain cold iron rings in the ear and the nose as if they were jevelry. Wears a set of studded leather as if that was his second skin. Has a long-shafted hammer in hand, which he seems like he would know how to use.
    Spoiler: Backstory
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    Gashur is a son of an orc champion and his wife (formerly slave) of mixed ancestry. He was told by the parents that strong blood of the orcs, cunning blood of the humans and noble blood of the dragons run through his veins. He has received the best education available in the tribe, both physical and spiritual, although the later has had a rather limited success mostly due to lack of talent. From his mother, who was in no way a simple commoner, Gashur learned that the life was much better in civilized lands, or at least that it was claimed to be. This knowledge did not bring any immediate consequences as the position of power in the tribe granted Gashur's father (and, consequently, his family) a good enough standard of living and good enough place in the pecking order.

    This hasn't changed even after Gashur, during one trip to yet another technological ruin, which he, along with his small team, used to plunder as youths, encountered there more than they could handle and were captured and then subjected to some demonic ritual. The ritual seems to have failed, most of the team were able to get mostly safely away, and the repeating nightmares were repeatedly discounted as something not worthy serious attention from the champion's son.

    A sudden change of leadership in the tribe, with Gashur on the losing side, led him to leave the tribe for the time being. The crusaders were hiring at the moment, as they always are when it comes to able-bodied men, so Gashur took it as an opportunity to side with the people the new leadership would not want to mess with. While not initially bought into his employment with the crusaders, Gashur was certainly not slacking around, if only for reasons of pride and reputation. Though he eventualy took notice that his strange nightmares seem to bother him less and less now that he has actually faced the demons in combat. Just now, Gashur's service in Kenabares takes a turn to be much tougher than expected, but he is still fairly confident he'll come out alive.

    Gashur will speak in bold green.

    Can take the chain shirt and one CLW.

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    Mong: Half Orc, Male, NG, Bloodrager/Skald

    [U]choices[/U]
    Spoiler
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    Role: Buff, minor healer, and damage dealer
    Traits: Magical Knack, Child of Crusade, Community Minded
    Drawback: Vain
    Terendelev Scale: Grace
    Presumed Mythic Path: Marshall




    https://www.myth-weavers.com/sheet.html#id=844380


    His familiar: See-yon



    Description

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    While handsome for a half orc, he has painted his face with blue mystic runes to remind him of his circus family and empower his magic.

    What little hair he has, he has dyed green like the hue of his skin and eyes.


    Backstory
    Spoiler
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    Mong grew with the circus folk. Meticulously trained to be a great strongman by his father, he is considered to be the pinnacle of human perfection. Not only strong, he is hardy and agile as well. As a lad, he was inspred by the stories of Kurgess, who his father called the greatest of strongmen. Mong set out into the world to prove himself a competitor worthy of the blessings of Kurgess. In his travels, he has won many a contest. He now finds himself at the Crossroads, ready to take on the next challenge.

    His father once told him that parents were members of the crusade, as were their parents before them. He wished to see how it really was and help stop the threat that lives in Woundworld. .


    Personality:
    Spoiler
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    At times, he is arrogant, boastful, and domineering, but even with his prideful personality he still cares for his comrades
    His pride and attitude is such that he never holds hatred in his heart to anyone, even Demons, as he does not hold hatred to those beneath him, he only pities them.
    Due to being in circus, he tends to care about way others perceive him.

    He has a fondness for writing poetry


    I'll take color Maroon.

    Well, I can use Shocking grasp scroll as a Bloodrager (even though I can't cast it yet with spell slots) so if no one wants it, I would like it.
    Might be useful.
    Also, a CLW potion is always useful.



    I assume Arivishnal has a small amount left, he just can't grab/restore ones (without spell mastery, but who takes that?) unless he used them all up getting through act 1.

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    Default Re: DrK Wrath Righteous Reboot OOC

    Welcome all!

    On the scrolls: as the APs never specify I’m happy to leave scrolls as non-specific and anyone can use it if it’s in their spell list

    Scales: she was a big dragon so her scales are about the same size as a side plate so need to be handled to be used

    On the NPCs, the three with you (America, Horgus and Arivishnal) are all that survived the collapse that dropped you into the caves. Aneiva has a shattered leg (so essentially entangled) but needs a regeneration spell or some such. Arivishnal was blinded and has ~60% of his spells left as he didn’t cast too many in the previous couple of days
    Thanks to Emperor Ing for the nice Avatar

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    Tali Summers

    Female Half-Elf NG Dragonblooded Sorcerer 2

    Role: Elemental Sorcerer / Party Face / Party Heart
    Traits: Trustworthy [1], Exposed to Awfulness [C], Magical Lineage [D]
    Drawbacks: Sheltered
    Terendelev Scale: Protection
    Presumed Mythic Path: Archmage

    Spoiler: Description:
    Show
    Tali is tall and svelte, with fair complexion, blue eyes, and long blonde haired pulled back into a braid. Many would call her beautiful and indeed she has an easy, alluring smile and a natural charm that that are difficult to resist. She wears tailored clothes in the latest fashions that subtly conceal brutal scars on her wrists and stomach and ankles, self-conscious about letting others see them.

    In general she goes unarmed, though if things are likely to get rough she does occasionally wear a dagger as a deterrent.

    Spoiler: Personality:
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    Tali is a confident and charming young woman with a usually cheerful and light-hearted demeanour that makes her approachable and easy to trust, always quick with a compliment or reassurance, and with an almost prescient tact that lets her neatly sidestep any sudden conversational minefields. Such are her powers of persuasion that it's a rare day when she doesn't manage to talk others round to doing things her way.

    In all things Tali aspires to be better. Curious and Diligent, Tali harbours a love of learning and is willing to try just about anything. Whether that means joining in with a vigorous game of 'Kenabres Rules' or merely getting stuck into a good book, she approaches it all with an energy and enthusiasm that's downright infectious.

    Despite her rough start to life her time in Kenabres has been relatively sheltered so one might think that her energy and enthusiasm might translate to a foolish impulsiveness, but this is not the case. Every decision is carefully weighed with a cunning and tactical acumen beyond her years. When the best path becomes clear she acts decisively and isn't afraid to lead from the front. Perhaps that's why others find her so easy to follow.

    Spoiler: Backstory:
    Show
    Y-23 Sarenith 21st.
    Tali was born 2nd daughter of the Count and Contessa Arkney, a small fortified landholding just upriver of Kenabres. Her mother Timbes (originally from Kyonin) was granted the title and lands after her actions in the third crusade where she met and married the human crusader captain Kaiden Summers.

    Y-23 to Y-5
    Even from a young age it was clear Tali was going to be a charmer. Eager to learn, a diligent studier and with an instinctive way with people, there was no reason Tali shouldn't have a bright future ahead of her, perhaps in high government or as a diplomat. The clear favourite of her parents, that never hurt her relationship with her elder sister Miranda, her best friend and parter in mischief and the two were often inseparable growing up.

    Y-5 1 Erastus
    Just as the fourth crusade was winding down, a daemonic scouting party somehow made it past Arkney's defences during a party to mark the summer solstice. With the meagre household guard scattered by the suddenness and the count and countess befuddled with drink there was nothing left to prevent disaster! The guests were ritually slaughtered one by one, their entrails used to decorate the great hall, and the Count and Contessa were crucified on the hall's stout wooden gates. She never saw what happened to her sister. Tali herself was bound and impaled on a demon blade for it to drink her soul, the daemons laughing as they torched the hall and left her to her fate. She was later found unconscious on the path outside by one of the house guards, bleeding heavily from the wounds inflicted by the blade and from horrible burns on her wrists and ankles from where she'd somehow managed to free herself from her bonds. The guard saved her life, leaving her in the care of the Hospitaliers in Kenabres.

    Y-5 to Y
    After recovering from her coma, Tali spent many months under the care of the sisters of the the Hospitalier as she struggled to tell the waking world from her dreams, constantly reliving the night her family ended. But with the ceaseless efforts of the sisters she gradually found her way back to reality. By now officially declared dead and with her family's bank accounts emptied by parties unknown, Tali has spent the last several years in Kenabres recovering and repaying her debt to the Hospitaliers, although she is slowly coming to accept that she has little natural talent as a healer and recently has been wondering if she can't make better use of her life.

    Tali won't be taking any loot, as she won't have contributed much to combat so far. The way I'm playing her is that she doesn't know her own power and her magic is coming in under stress. She'll gradually get more useful/powerful as we progress.

    So far she's been mainly taking care of the NPCs, using her charm to keep Horgus's ego as minimally ruffled as possible, physically supporting Aneiva and acting as a guide for Arivishnal.

    She's not a leader, but she can be the party's heart and face.

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    NecromancerGuy

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    Default Re: DrK Wrath Righteous Reboot OOC

    Markus Dedala



    Spoiler: Description
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    Markus is a youngman who has spent most of his life within the city of Kenabres, and it show sin his apperance. Well groomed but practical, Markus wears the symbol of Imoedae on his gamberson, and usually has a few scrolls on his belt. Lore, reports, maps, whatever might be needed of the archives of Kenabres. Around his neck he wears a particularly striking symbol of Imoadae, slightly larger then most. He also has a few rags and oils on his belt for the sake of cleaning and polishing armor, the typical tools of a squire.



    Spoiler: Personality
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    A hopeful archivist and squire with dreams of being a Paladin, he strives to be a prime example of a follower of Iomedae. Kind, Honorable, Brave, but he finds himself...lacking in those at times. Nervousness and slight paranoia always whispers in his mind, and he finds himself often failing to meet his own expectations. That and of course the stigma of his darkned soul has made him a being whose been watched with a careful eye, needing to find strength in his fail to keep from falling off that cliff of despair nd darkness. But...he has hope. Hope that he might be better, and become more then who he is, cursed soul be dammed.




    Spoiler: Backstory
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    Markus hadnt always lived his life within the holy walls of Kenabres no, at one point in his life he lived wihin the wastes of the border, a child a cult who wished to let the demons into the mortal realm so that they might be embraced by that infernal power. In order to do this, they required a ritual, one hat needed the sarifice of a child by one's own blood. The Ritual would see the young Markus drowned within a pool of his parents blood, so that they might call forth a powerful demon to bind to the child....but as the ritual was being carried out something went wrong. As the child was pulled from the pool...he was still him? Not the Demon they sought to summon...or at least they thought, before Markus tore the heart from the chest of one of the Cultists...he ran after that, in a blur of both panic and violence...until he ran into a patrol of Paladins from Kenabres, who took him in and back to the city.

    Since then, Markus in his gratitude to the paladins and believing that his fortune was a miracle from Iomedae herself, threw himself into the faith.It would help keep his resolve against certain...whispers of doubt in his mind. From the dreams of that smiling Crimson Man he saw that day. Even when he is awake, in the corner of his eye he can see it, if only for a moment. Yet, its never enough to sway him from his faith, from his studies...at least while the wards hold.

    He'd study scriptures and attend ceremonies as much as he could, and dreamed of one day becoming a paladin of Iomedae herself. But, during the initiation to receive her divine gifts...he was rejected. her call did not come to him, even though he had shown such deep faith. Thus he'd try the next year. And the Next. And the Next.

    And now he returns again, to the festival as a squire and archivist but with hopes of potentially being able to complete the initiation as a paladin! If only he knew how this would be the last day he would see Kenabres with any amount of hope.





    And I'll speak in Purple!

    Markus doesnt much trust himself with the loot, and will let the others handle that for now!
    Last edited by Shadowflick; 2021-08-02 at 10:11 PM.

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    Fatherly Leonius tries to pull Tali into the situation.

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    Double post because a roll and the question if we already know what the Brazen Bull is.

    (1d20+5)[12] going with religion but arcana is the same mod, history is +7.

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    Default Re: DrK Wrath Righteous Reboot OOC

    In the local area the Brazen Bull is only DC10 to know it all refer to cultists of Baphomet the Minotaur headed demon lord
    Thanks to Emperor Ing for the nice Avatar

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    I am not mad at the players, I understand you want to RP your disposition, but Leonius would have to put a foot down here.

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    Default Re: DrK Wrath Righteous Reboot OOC

    No worries. As a returning player I'm possibly a little more attached to Aneiva and Arivishnial at least.

    I somehow think Aneiva at least isn't going to want to wait. She's feisty and wants to find out what happened to her wife. I don't think Horgus will want to stay with the mongrelfolk either. But Arivishnial might be intrigued enough to stay put.

    I don't blame Leonius for being grumpy, but similarly Tali is going to be empathetic.

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    Default Re: DrK Wrath Righteous Reboot OOC

    Since you know Horgus better being a returning player, do you think he would agree with carrying Aneiva if it helps speed the escape of underground faster?

    I mean, it is in his best interest. Granted, bringing them means we may have to worry about them being attacked.

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    Default Re: DrK Wrath Righteous Reboot OOC

    No, he's probably too selfish. But I've just realised I have mount on my spell list, so a solution presents itself.

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    Default Re: DrK Wrath Righteous Reboot OOC

    Sorry for posting in the IC thread accidentally. What I meant to say OOC was:

    I kind of like how that little scene played out.

    Btw Starbuck, your avatar has a big photobucket watermark across it. IMGBB doesn't do that if you'd prefer it without:

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    Seira might want zo put on the MW chain shirt for scouting.

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    Default Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by Spore View Post
    Seira might want to put on the MW chain shirt for scouting.
    True; good point.
    Chaotic Good, probably

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    Default Re: DrK Wrath Righteous Reboot OOC

    Sorry Spore, I'm not deliberately trying to have Tali contradict Leonius at every turn.

    As a mechanic I'm not sure scouting works very well in play by post. We have to stop and wait for them to go and come back. And if it's something that could have been resolved in one post we should just generally specify that that person is leading the party by X distance so that they immediately report back.

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    I agree, but I know DrK for a while. I expect he knows how to respond in order not to slow down progress.

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    NecromancerGuy

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    Default Re: DrK Wrath Righteous Reboot OOC

    Im gonna try and have Markus bind a spirit, technically his first time doing it so playing it more as a sudden thing (But still going to offer séance bonuses because there, you know, good.) Not sure what I have access to here though

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    Default Re: DrK Wrath Righteous Reboot OOC

    @ U-b

    The slope does not impede running or movement
    It’s not a massive slope, but enough to give them an advantage
    Thanks to Emperor Ing for the nice Avatar

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    Default Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by Shadowflick View Post
    Im gonna try and have Markus bind a spirit, technically his first time doing it so playing it more as a sudden thing (But still going to offer séance bonuses because there, you know, good.) Not sure what I have access to here though
    The FAQ says the normal spirits should usually be available unless DM disagrees
    https://www.d20pfsrd.com/alternative...lasses/medium/

    "There might be times where you don’t have access to all six legends, but a medium, either PC or NPC, should generally be able to access a legend if they can come up with a good conceptual tie between the legend and a location he can find or even set up himself. "

    Personally, this underground area seems appropriate for Champion, Guardian, and Trickster. If you do it where we talked to the leader of those mutants, Marshal seems likely.

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    annoyed Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by Starbuck_II View Post
    The FAQ says the normal spirits should usually be available unless DM disagrees
    https://www.d20pfsrd.com/alternative...lasses/medium/

    "There might be times where you don’t have access to all six legends, but a medium, either PC or NPC, should generally be able to access a legend if they can come up with a good conceptual tie between the legend and a location he can find or even set up himself. "

    Personally, this underground area seems appropriate for Champion, Guardian, and Trickster. If you do it where we talked to the leader of those mutants, Marshal seems likely.
    I’m not super familiar with medium but I’d say those 3 would be suitable for the accessible spirits in these caves
    Thanks to Emperor Ing for the nice Avatar

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    How tall are the caves? Would it be possible to air drop an angry barbarian in their midst?

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    Default Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by Spore View Post
    How tall are the caves? Would it be possible to air drop an angry barbarian in their midst?
    About 20 ft tall at this point, though curious to see how you’ll air drop in
    Thanks to Emperor Ing for the nice Avatar

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    Default Re: DrK Wrath Righteous Reboot OOC

    @Spore, do you wanna cast Bless or should I?
    Chaotic Good, probably

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    Griffon

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    Default Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by In4Dimensions View Post
    @Spore, do you wanna cast Bless or should I?
    Not that important imho. Your slots are fewer, but I can convert mine into healing. I feel we should cover each other with Protection from Chaos/Evil to prevent mind control so leave a slot open until the very last.

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    Default Re: DrK Wrath Righteous Reboot OOC

    Quote Originally Posted by Spore View Post
    Not that important imho. Your slots are fewer, but I can convert mine into healing. I feel we should cover each other with Protection from Chaos/Evil to prevent mind control so leave a slot open until the very last.
    I’ll do it, then.
    Chaotic Good, probably

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