THE GILDED THRONE: OOC Thread

Stories about games that you run and/or have played in.

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Avoraciopoctules
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Post by Avoraciopoctules »

I'm not sure Reve and Felf would want to go through Kyonin, with their backgrounds.
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flare22
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Post by flare22 »

well the river kingdoms don't border on the lake so i guess its from the river kingdoms to Ustalav then lake then the rest is the same as above
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Avoraciopoctules
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Post by Avoraciopoctules »

So, of the rumors the party has been exposed to, you know you want to check out Artume in the River kingdoms. How might you want to take advantage of the situation when you get there?.
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Post by Whatever »

Avoraciopoctules wrote:I'm not sure Reve and Felf would want to go through Kyonin, with their backgrounds.
I was thinking about that, and now that I know a bit more about PF geography, I think they could originally be from Nidal--nowhere else would really have the whole "enemy of the state, hunt them down" vibe for a couple of kids who fled the country. If they were from Kyonin, they'd have to be more wanted criminals than hunted refugees (or just shunned for being slightly drow-blooded, but that wouldn't get them hunted down).

I know Nidal's not exactly an elf-heavy location, but they could have been either from among the few local elves, or brought there as infants, to be raised by some shadowy group. They'd still be Forlorn elves, but they don't have any particular problem with other elves.

I can change their "mysterious language, TBD" to Shadowtongue, if that background works for you.
Last edited by Whatever on Wed May 01, 2013 9:46 pm, edited 1 time in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

Sure, sounds fine. I'll take it into consideration next time I flesh out the background a bit.
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Avoraciopoctules
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Post by Avoraciopoctules »

Amid rolling hills and fertile plains, the kingdom of Artume lies along the western fork of the Sellen River within a day’s ride of Daggermark, Gralton, and Sevenarches. The settlement first formed around a large keep built by Lord Drellis Artume in 4672 when the nobleman’s family and retainers fled the People’s Revolt in Andoran. After successfully organizing local ranchers to coordinate their defense against bandit raids, he eventually proclaimed himself king—a social reach he further cemented by granting lands and titles to those swearing fealty to him.

Unfortunately, after repeated disagreements with the Outlaw Council, Drellis fell victim to Daggermark poisoners in 4690. His wife, Queen Sovella, left the kingdom in the hands of Sir Bransen Waike, a visiting templar and veteran of the Mendevian Crusades, to serve as regent until she could give birth to Artume’s son. Unknown to Sovella, however, the duplicitous Waike forsook his Crusader’s Oath and led his men to abandon the front lines of the Worldwound and find fortune elsewhere. After publicly gaining authority over Artume, Waike secretly tried to assassinate the queen and blame it on Daggermark. Sovella escaped and now raises her son, Edryd, in hiding until she can prepare him to reclaim his father’s crown. Waike claims the queen perished at the hands of her attackers, while retaining the throne for himself.

-=-=-=-=-=-=-==-=-=-=-=-=-

ARTUME
Large Town conventional (regent); AL N
Base Value 2,000 gp
DEMOGRAPHICS
Population 2,650
Type humanoid (human 86%, gnome 7%, half-elf 4%, half-orc 2%, other 1%)
AUTHORITY FIGURES
Sir Bransen Waike, regent (LE male human ex-paladin 5/ low templar 2); Lady Sovella Artume, queen in hiding (NG female human aristocrat 4); Merit Abblestain, magistrate of the Riverdock Gears (CN female gnome expert 3/sorcerer 2), Otoniel Marks, commander of Fort Tanveh (NG male half-elf ranger 5).

By far the kingdom’s largest settlement, Artume bears its founder’s name and still stands as a testament to his martial spirit. The defensible white walls and towers of Gildtmede Keep rise from feldspar cliffs overlooking the Sellen River and surrounding plains. Below the city, gnomes maintain a warren of tunnels and excavated caverns leading to waterwheels whose gears power hoists capable of raising and lowering cargo for arriving barges. As a result, many view the otherwise unreachable vaults within the connecting caverns as the most secure storehouse for trade goods along the entire river valley.
Last edited by Avoraciopoctules on Wed May 01, 2013 10:12 pm, edited 2 times in total.
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Post by JigokuBosatsu »

Starting gold and etc. for new players?
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Avoraciopoctules
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Post by Avoraciopoctules »

Standard character wealth for level 4 is 6,000 gp.

If you want to keep things simple, I'll give a better GP value with the following starting package:

- +1 weapon
- +2 armor or shield
- Ring of Protection +1 or Cloak of Resistance+1
- 4 potions of Cure Moderate Wounds
- 3 level 2 potions of your choice.
- up to 400 GP of mundane equipment and wealth
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Post by JigokuBosatsu »

Works for me. Writing up a cleric.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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flare22
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Post by flare22 »

Whatever wrote:
Avoraciopoctules wrote:I'm not sure Reve and Felf would want to go through Kyonin, with their backgrounds.
I was thinking about that, and now that I know a bit more about PF geography, I think they could originally be from Nidal--nowhere else would really have the whole "enemy of the state, hunt them down" vibe for a couple of kids who fled the country.
great so we can avoid the horrors of Ustalav and take the Sellen river from Brevoy through the river kingdoms all the way to Kyonin then overland to Lake Encarthan were we take a ferry to Nirmathas and then over the mindspin mountains to Varisia

not counting our stop in Artume to take advantage of current events of course.
"Those who fail to learn history
are doomed to repeat it;
those who fail to learn history correctly--
why they are simply doomed."
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Post by Whatever »

Of course. And any other detours, delays, or diversions we hit along the way. But we'll get there eventually. It's good to have goals.

As far as getting involved with the events in Artume, I think it makes sense to figure out why all the characters are together first, then figure out why they're involved (unless we're starting things out in separate groups, which sounds like a headache). It can be as simple as two groups of travelers deciding to stick together for protection against bandits, but it should be something. And whatever that something is, will depend in part on who the other characters are.

But for Reve, Felf, and Yellow, here's their story, heavily abbreviated:

The group set out to investigate the ruins of an old shrine and inn, on a hill in basically the middle of nowhere, Brevoy (just north of the River Kingdoms). It turns out that the people running the place had turned their basement into a giant, trap-filled tomb, that connected to some old mine shafts. The party liberated a few interesting magic items and a couple of holy relics, then fled from a large group of soldiers from one noble faction that showed up looking for some particularly potent item. After selling the holy relics to the Church of Asmodeus for a high profit, and trading away the other stuff to people associated with other noble factions, they decided it would be best to skip town before any of the interested parties decided to pay them a visit.

Thus, with the ultimate goal of heading to Varisia, they're currently traveling through the River Kingdoms.

edit: and also, links to character sheets:

Yellow, Human Gunslinger

Reve Thaw, Elf Wizard (and Felf, Elf Fighter)
Last edited by Whatever on Mon May 06, 2013 5:31 pm, edited 2 times in total.
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flare22
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Post by flare22 »

Yellows sugested route through the river kingdoms was essentialy to just buy passage on a trade ship heading down the sellen river from brevoy to kyonin but I'm not sure that takes us past artune so may be the captain decided to try and aviod the tolls impossed by the pirates pact by taking an alternate route
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Post by Whatever »

Or the ship might not have been going all the way through the River Kingdoms. Unless we'd chartered or purchased a boat (expensive either way), we're stuck booking passage where they're headed, and maybe mixing in some overland travel too. It'd be more of a series of short hops than one long cruise.
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Post by CapnTthePirateG »

You full?

I have a wizard...
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Post by Avoraciopoctules »

If you think you can consistently post once or twice a day, feel free to make a pitch.
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Post by Avoraciopoctules »

Whatever wrote:As far as getting involved with the events in Artume, I think it makes sense to figure out why all the characters are together first, then figure out why they're involved (unless we're starting things out in separate groups, which sounds like a headache). It can be as simple as two groups of travelers deciding to stick together for protection against bandits, but it should be something. And whatever that something is, will depend in part on who the other characters are.

But for Reve, Felf, and Yellow, here's their story, heavily abbreviated:

The group set out to investigate the ruins of an old shrine and inn, on a hill in basically the middle of nowhere, Brevoy (just north of the River Kingdoms). It turns out that the people running the place had turned their basement into a giant, trap-filled tomb, that connected to some old mine shafts. The party liberated a few interesting magic items and a couple of holy relics, then fled from a large group of soldiers from one noble faction that showed up looking for some particularly potent item. After selling the holy relics to the Church of Asmodeus for a high profit, and trading away the other stuff to people associated with other noble factions, they decided it would be best to skip town before any of the interested parties decided to pay them a visit.

Thus, with the ultimate goal of heading to Varisia, they're currently traveling through the River Kingdoms.

edit: and also, links to character sheets:

Yellow, Human Gunslinger

Reve Thaw, Elf Wizard (and Felf, Elf Fighter)
Most simply, the PCs could all be adventurers who heard of the situation in the River Kingdoms and wanted to see if they could make their fortunes here. Artume isn't big enough news to get talked about outside the River Kingdoms, but travelers within the region hear all sorts of rumors if they're thinking about passing through Artume, what with the naga problems.

The River Kingdoms are full of opportunities for the ambitious, but Artume is in a uniquely vulnerable position. From the rumors that reach the PCs, there are 3 obvious possible ways adventurers might capitalize on this.
1. Aid a faction in taking over Artume and stabilizing its hold. This would leave a friendly regime that might be called upon for favors later.
2. Take over Artume themselves. Though small, the ministate was quite prosperous before the assassination of its first lord. Someone with dreams of empire could use this as a respectable building block.
3. Find some way to grab as much of the "regent's" unsustainably swollen treasury as possible.

It is quite probable that rival groups are pursuing one or more of these ideas already. However, the stakes are low enough that truly overwhelming adventurers are likely to be busy with other stuff. Gold and agricultural trade goods alone won't buy the kinds of things dragonslayers and genie binders generally want.
Last edited by Avoraciopoctules on Thu May 02, 2013 6:00 am, edited 1 time in total.
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Post by CapnTthePirateG »

Hmm

I want to see where the setting ends up before making anybody.
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Post by Whipstitch »

I would have had this pitch done much earlier but my day got derailed by the tie rods on my car making a terrifying racket.

Anyway, holy shit did I forgot about what happens to arcane caster hitpoint totals in pathfinder if you loaded up on Con and favored class and go with high average "rolls" like my old d&d group used to do. If we need to rein in the attribute totals and stuff on this guy big time lemme know, because I erred on the side of "Eh, whatever, dump stat dump stat dump stat..." on the "leader." I'm way more attached to group happiness than I am to having a pile of resistances and more hitpoints than my last 3.x ranger, so be brutal.


Here's the TLDR summary of the character concepts for you: He's an awkward mage with a tainted heritage who probably just needs a hug. She's a quick thinking lady with a penchant for witchcraft. They fight crime raid tombs!

Somewhat longer version: Valdym's mother was a rather talented Brevoyan witch from Ice Port who opted to move somewhat south and teach him the trade in relative seclusion due to his demonic heritage. Veldym never knew his father, which in retrospect is probably just as well given that he is under no illusions as to how most people view tieflings and his particular talents.* Upon reaching adulthood he decided to move to New Stetven because frankly, people from Ice Port are often colossal jerks. For a while he scraped out a living by providing healing and magical expertise to those thugs desperate and poor enough to even consider a tiefling as an option. He was greatly aided in this by Nesha, a smart young woman from the river kingdoms who was willing to exchange her street savvy assistance for magical instruction. Of course, given that witchcraft is as much inspiration as it is science, they both now feel that they've reached the limits of their abilities without seeking out new challenges. Patrons are jerks that way.

*Witchcraft is a tough gig, after all. He is not particularly malicious, but well, witchcraft is his best way of defending himself and sometimes tiefling witches need a lot of defending. This can be a recurring cycle since people have this way of getting all feisty when you puke spiders at their cousin.

Name: Valdym
Age: 25
Gender: Male
Class: Gravewalker Witch, level 4
Alignment: Neutral
Race: Tiefling (Native Outsider)

Stats 'n' stuff below
STR07-2--
DEX16+3--
CON16+3--
INT21+523+6
WIS07-2--
CHA05-3--


HP: 32
Init: +7
Speed: 30'

BAB: +2
-CMB: +0
-CMD: 11

AC: 18 (+3 Dex, +1 Ring, +4 Mage Armour)
-flat 15
-touch 14

Fort +4 Ref +4 Will +3 (+5 vs Divination effects)

Misc Racial Features:
Fiendish Resistances (Cold/Ice/Fire resistance 5)
Darkness SLA
Darkvision (60 ft.)
Vestigial Wings (+4 Racial to Fly checks)
Prehensile Tail (Retrieve small stowed objects as Swift action)

Feats:
Improved Initiative
Leadership

Skills:
SkillRanksBonus
Fly4+14
Kno. (Nature)4+13
Kno. (Arcana)4+13
Use Magic Device4+4
Spellcraft4+13
Perception4+2
Stealth4+7

Traits:
Adopted: Carefully Hidden (+1 to Will and +2 to Saving Throws vs. Divinations)
Dark Magic Affinity: Is treated as one level higher for the purposes of determing the effects of spells with the [evil] descriptor.

Class Features:
Favored Class: Witch (hitpoint bonus)
Hex: Slumber (DC 18, vs Will)
Gravewalker Spells
Bonethrall (DC 18, vs Will)
Aura of Desecration
Spell Poppet


Spells:
*Indicates Patron/Archetype Feature Spells
-Cantrips: Prepare 4, DC 16
arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending,

message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.

-1st Level: 5 Slots, DC 17
ear-piercing scream, mage armor, reduce person, enlarge person, beguiling gift, silent image*,

obscuring mist, infernal healing, identify, mount

-2nd Level: 4 Slots, DC 18
web, command undead*, vomit swarm, glitterdust, mask dweomer (communal)

Letter to Santa (Stats already included in above): Headband of Vast Intelligence+2 (4k), Hat of Disguise(1.8k), Ring of Protection+1, 2 scrolls of Blood Transcription(300 gp, aka, the cost of another potion), 2 potions of Blur and 4 potions of Cure Moderate Wounds, plus mundane crap to be named later if I get approval on the big stuff. It tots up as close to your starter package, just more magicky.
Name: Nesha
Gender: Female
Age: 22
Class: Witch, Level 2
Alignment: Neutral Good
Race: Human

stats 'n' stuff below
STR07-2--
DEX10+0--
CON14+2--
INT16+3--
WIS10+0--
CHA10+0--


HP: 14/14
Init: +9
Speed: 30'

BAB: +2
-CMB: +0
-CMD: 10

AC: 14 (+0 Dex, +4 Mage Armour)
-flat 14
-touch 10

Fort +2 Ref +0 Will +3

Feats:
Improved Initiative
Extra Hex

Skills:
SkillRanksBonus
Sense Motive2+6
Use Magic Device2+5
Intimidate2+5
Know. History1+7
Spellcraft1+7
Perception2+2
Stealth2+6

Traits:
Survivor: +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Bandit: +1 bonus to Stealth and is always a class skill for you.

Class Features:
Favored Class: Witch (Hitpoint Bonus)
Witch's Familiar: Criminy the compsognathus
Patron: Deception
Hex: Evileye (DC 14, vs Will)
Hex: Fortune
Hex: Cackle


Spells:
*Indicates Patron/Archetype Feature Spells
-Cantrips: 4 prepared daily, DC 13
arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.
-1st Level: 3 slots, DC 14
mage armor, ill omen, peacebond, reduce person, ventrilquism,* vocal alteration, obscuring mist, cure light wounds
Last edited by Whipstitch on Thu May 02, 2013 6:48 am, edited 3 times in total.
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Avoraciopoctules
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Post by Avoraciopoctules »

@Whipstitch

The discount starting wealth package was supposed to be a soft patch to make fighty types less terrible, I hope you realize. Turning it into caster-booster items kinda defeats the point.

Having a durable character isn't a problem with me. If you have puzzle monster abilities that make you completely immune to stuff that would normally be a pretty cool challenge, that might be unfun for me as MC. And if your spell DCs are so high you can trivially stunlock all the enemies, that would be annoying.

Aside from the character wealth thing, seems fine to me.
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Post by JigokuBosatsu »

Here's Kalar, the iconoclastic monastic.
Last edited by JigokuBosatsu on Thu May 02, 2013 5:04 pm, edited 1 time in total.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Avoraciopoctules
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Post by Avoraciopoctules »

1. How did "Crazy Cloud" get a ring of protection +3? Those things cost 3 times a level 4 PC's starting wealth. I suppose if you really wanted to trade your armor for a better plus on the ring, you can, but you'll be more vulnerable if the party offends a squad of archers. Veteran mercenaries generally know to prioritize wizardy targets.
2. What are the PC's motivations for getting involved in the grabby grabby face-stabby realpolitik of the River Kingdoms in general, and Artume specifically?

Other than that, seems fine.

Now that PCs are coming together, I'll reiterate that you probably want to figure out how the new party forms and what kind of goals it has in Artume. I laid out 3 general possibilities for a course of action, but the specifics (or possibly some unforeseen 4th option) remain for you the players to determine.
Last edited by Avoraciopoctules on Thu May 02, 2013 6:50 pm, edited 2 times in total.
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flare22
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Post by flare22 »

ok here is a thought what if the party were all passengers on the same river boat heading to Artume this is not so far fetched because there are two types of people who move goods through the river kingdoms those who pay tolls and those who dodge the later run a much higher risk of being attacked by river pirates and thus might see the benefit of letting some shady mercenary types to get passage on his ship and by shady i mean a human and two elves that refuse to give there real names and dress in concealing cloths to avoid identification IE us a tie fling witch and friend a very odd flute player

then our characters got talking and rather then kill each other decided to work together toward some goal in Artume that they can agree on.
Last edited by flare22 on Thu May 02, 2013 7:28 pm, edited 1 time in total.
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are doomed to repeat it;
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JigokuBosatsu
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Post by JigokuBosatsu »

1. Sorry, no armor proficiency so I winged it. Wung it. Alternative suggestions are welcome.

2. Evangelism, with a side of inscrutable Zen hokum.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Avoraciopoctules
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Post by Avoraciopoctules »

There are 3 significant dots of civilization in Artume, and dozens of monster lairs.
1. The town of Artume itself, already touched upon.
2. The monastery of Everbloom, dedicated to the goddess Milani (Whose portfolio includes hope and revolutions).
3. Fort Tanveh
Last edited by Avoraciopoctules on Thu May 09, 2013 4:30 pm, edited 1 time in total.
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Post by Avoraciopoctules »

Gah, lost the second part of my post. I think it was something about the local religions. I'll try again later.
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