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[pbp][13th Age] Dragon's Hoard: Act 1: Onward to Drakkenhall!!!!

Grunt's GhostsGrunt's Ghosts Registered User regular
edited April 2016 in Critical Failures
The Dragon's Hoard
A 13th Age High Seas Adventure

6m6qgackctfg.jpg

It's been weeks since the grand warship “The Dragon's Hoard” disappeared without a trace within the Iron Line. Before it disappeared, only the rare foolish ever tempted to travel across the Iron Line to the Phoenix Kingdom. Trade was unheard of because of the Wizard King's damned spell that caused the Iron Sea to spawn creatures and storms that would drowned the most sea-harden sailors. Those that had would return telling us about the Iron Line, a chain of islands that stretched forever from the north to the south between the Dragon Empire and the Phoenix Kingdom. The islands themselves were filled with strange people who would attack without cause, eat you alive, and wear your skins.

The Dragon's Hoard was more than a ship taking a large shipment of gold across the Iron Sea. It was a marvel of craftsmanship and arcane power. Built by the dwarves after the Emperor paid the Dwarf King something very valuable, the ship was the first fully metal hull ship, outfitted with the best cannons and weapons, and powered by the first Arcane Engine, a mix of magic and machine that the Archmage and his people invented. The trip was more than a wedding gift, it was a test to see if we could conquer the Iron Sea. One that, sadly it seems, we have failed.

With it gone, the old ports are opening up again. People are taking to the seas, for the Emperor or for the gold, and traveling to find the Dragon's Hoard. How many foolish people will die for this ship, I can not say. But it does make for an exciting news, now doesn't it?


-A letter from Lord Parish to an unknown person, published by the Axis Times Newspaper.

The Dragon Empire had held good relations with the closest neighbor, the Phoenix Kingdom, since the fall of the Blood-God King in the 6th Age. Before the Wizard King of the 12th Age cast a spell across the Iron Sea, trade between the two nations were common place. Afterwords, the two nations could only keep in contact through magic mirrors.

Now the Emperor's oldest son is to be wed to the Phoenix King's only daughter, in the hopes of binding the two nations together. But as Phoenix Traditions goes, to wed a daughter, the son's family must send a wedding gift equal to the daughter's worth to the daughter's family. And thus The Dragon's Hoard was created. A massive Warship, one of the first of the age to be fitted with a metal hull, it was designed by dwarves to take the beatings that the now savage Iron Sea is known for. To power the massive ship, the Archmage and the Wizarding University created the first ever Arcane Engine, part machine, part magic, to help get the Dragon's Hoard through the dangers as fast as possible. But now the news is that the Dragon's Hoard is missing, and all attempts at scrying the location of the ship have failed, has set both nations into a frenzy. Everyone from simple fishermen, sellswords, pirates, and even the Emperor's Right Hand have chartered ships and are heading to the Iron Sea in search of the ship.

We can play this two ways.

The Emperor's Envoy- As agents of the Emperor, you have been tasked with tracking down and finding the Dragon's Hoard. If the ship is still operational and/or the gold is salvageable, you are to bring it and the gold to the Phoenix Kingdom.

You will start with 1 positive or conflicted Icon Relationship with the Emperor.

Pirates of the High Seas- You are part of a small Thieves' Guild that is trying to make a name for itself. Getting the Dragon's Hoard would be a big start. Your boss wants you to get the Dragon's Hoard and if it works, bring it back to him. If it doesn't, gather as much gold as you can and return with it.

You will start with 1 positive or conflicted Icon Relationship with the Prince of Shadows.

When expressing interest, say if you want to be play The Emperor's Envoy or Pirates of the High Seas. The most votes will be the style we will play. After that, make a 1st level character using any of the 13th Age books (Core, 13th True Ways, Midgard and 13th Age Bestiary, ICON Magazine). Any other sources, you can ask. I most likely won't say no.

Changes to the Game Play

One of the things I've done with my group and I think it will work well here is ICON Tokens. Instead of doing the books Icon Relationship, you'll get an Icon Token for each Icon and the points you have with those Icons. So if you have 2 positive Points with the Emperor and 1 Negative with the Lich King, you'll have 2 Emperor Tokens and 1 Lich King Token. Much in the way of Destiny Tokens in Fantasy Flight Game's Star Wars, Plot Points in Marvel Heroics, and Fate Points in FATE, these allow you to change elements of the story based on your relationship. You can spend your tokens to do the following:

Reroll a roll
Create an connection between an object and an Icon
Gain a narrative benefit based on your Icon Relationship
Create a small item that is connected to an Icon (a note, coin, ect)
Remember something connected to your Icon Relationship

When you spend your token, roll a d6.

On rolls of 1-3, you get what you want, nothing more or less.
On rolls of 4-5, you get what you want, but it comes at a price.
On rolls of 6, you get more than want you want, with no negative consequences.

After a long rest, you gain all your tokens back.

Eir Nobeard Dwarf Necromancer, cursed with an amulet that drains life from her.
Targath Darksong Tiefling Bard who escaped alive from the Black Scale Pirates.
M. Barrett Flint, Gnome Rogue, Tinker and the first non-dwarf to make it through Jedna's Folly successfully in his own craft. Dwarves aren't happy (which is an odd emotional state for a dwarf).
Ratatoskr, a talking Squirrel Druid shifter who once was a companion of the High Druid herself, but now strikes out on its own!
Baris Abmon, A.K.A The Grax!, Human Barbarian with split personalities and a few potions with crazy effects.
Travis McCleod Wood Elf Ranger searching for clues to the destruction of his home.
Amelia Roberts
Level 2 Fighter

Pirate_Woman.jpg


One Unique Thing: Vengeful wife of a dead Pirate Captain.

Icon Relationships:
Conflicted 2 Prince of Shadows
Conflicted 1 Dragon Emperor

Backgrounds:
Sailor's Wife - 3
Island Castaway - 3
Manhunter - 2

HP+Defenses
HP: 40
AC: 16
PD: 14
MD: 11
INIT: +3
Recoveries: 9 (1d10+2)

Ability Scores:
STR 18 +4
CON 14 +2
DEX 12 +1
INT 11+0
WIS 8 - 1
CHA 8 - 1

Race: Human

Quick to Fight: At the start of each battle, roll initiative twice and choose the result you want.
+1 Bonus Feat

Class Features:

Extra Tough

You start with nine recoveries instead of the usual eight

Threatening

Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
The penalty doesn't apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

Talents:

Comeback Strike (+ Adventurer Feat, no -2 penalty)
Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.

Counter-Attack
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll; you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can't use any limited abilities or flexible attack maneuvers.)

Tough as Iron
Once per battle, you can rally using a quick action instead of a standard action.

Equipment:
Longsword
Flintlock Pistol
Leather armor
Chaos Pistol +1
This pistol reloads itself.
Monstrous Noise (Recharge 16+): Lower Mental Defense by 2 for the rest of the battle to deal double damage this turn with this weapon.
Quirk: Hears whispering from unknown sources.

Are they random gibbering of the mad pistol or voices that should be heard?
Feats:
Comeback Strike Adventurer Feat
Deadly Assault Adventurer Feat
Linguist Adventurer Feat

Maneuvers:
Carve an Opening
Deadly Assault
Grim Intent
Second Shot

Sakura Oano, Human Sorcerer
Str 8 Con 14 Dex 14 Int 11 Wis 12 Cha 16

AC 16 PD 14 MD 14 HP 32

OUT: Girl from the 21st Century

Archmage ++, Diabolist -

21st Century Schoolgirl +5, Sailing Hobbyist +3

Talents:
Quick to Fight

Arcane Heritage, Sorcerer Familiar*, Spell Fist

Feats:
Spell Fist (Adventurer), Arcane Heritage (Adventurer), Lightning Fork (Adventurer)

Spells:
Burning Hands, Chaos Bolt, Lightning Fork, Scorching Ray, Breath of the White, Color Spray

Familiar: Small Pseudo dragon, purple in color. Tough and Poisonous

Grunt's Ghosts on
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Posts

  • KirindalKirindal Registered User regular
    Can we re-skin existing classes and how off-kilter can we be with it?

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    What do you have in mind?

  • OatsOats Registered User regular
    edited July 2015
    Hnnng. Waaaant.

    Undecided on Pirate/Sailor.

    Oats on
  • AnialosAnialos Collies are love, Collies are life! Shadowbrook ColliesRegistered User regular
    Pirates of the High Seas I intend to put together a Shifter Adept, Warrior Druid initiate. Are we rolling for stats or doing point buy?

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    You can roll them. I like the randomness of it. Any stat below 8 gets bumped to 8.

    Anialos
  • OatsOats Registered User regular
    Geth roll 6#4d6k3 for values

    values:
    6#4d6k3 6 # 11 [4d6k3=[5, 4, 2], 1] 12 [4d6k3=[5, 4, 3], 2] 10 [4d6k3=[6, 3, 1], 1] 8 [4d6k3=[6, 1, 1], 1] 13 [4d6k3=[6, 4, 3], 1] 14 [4d6k3=[6, 4, 4], 2]

    Grunt's Ghosts
  • OatsOats Registered User regular
    I'm thinking Pirate Necromancer who's turned cursed treasure to his advantage if we go Piratical. (Elf maybe?, Deathknell, Sorta Dead, Cackling Soliloquist).

    Or a fisherman unlucky enough to fish up a sword possessed by the spirit of some long dead general and being a Commander if we are honourable sailors. (probably a re-skinned Tiefling, Martial Training, Never Say Die, Sword of Victory).

    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    You can play a Tiefling if you want to. I'm not restricting races really. The Dragon's Hoard is bringing all sorts of people out of the wood works and it's not uncommon to see goblins and gnomes working together as they race to the sea. Dwarves too, but there is a lot of puking happening on those ships.

    Oats
  • AnialosAnialos Collies are love, Collies are life! Shadowbrook ColliesRegistered User regular
    Geth roll 6#4d6k3 for values

    values:
    6#4d6k3 6 # 13 [4d6k3=[6, 4, 3], 2] 14 [4d6k3=[6, 4, 4], 3] 10 [4d6k3=[6, 2, 2], 1] 17 [4d6k3=[6, 6, 5], 4] 7 [4d6k3=[3, 2, 2], 1] 12 [4d6k3=[5, 5, 2], 1]

    Grunt's Ghosts
  • fraxfrax Registered User regular
    The correct choice is always Pirates. I'll need to look through my books for a bit before I decide on a concept - this would be my first game in 13th Age.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Everytime I run a game, I always have someone new. So welcome aboard (if I like your character :P )

    Oats
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    edited July 2015
    Still recruiting, wenches and landlovers. So far I got 2 for Pirates, 1 for Envoy, and 1 undecided. Only three more days left before I was going to shut down recruitment. Let's get those character sheets in too! If you want, drop one for each campaign, that way no matter how we roll, you got a character!

    Grunt's Ghosts on
  • NealnealNealneal Registered User regular
    edited July 2015
    Envoy!

    Geth roll 6#4d6k3

    6#4d6k3 6 # 10 [4d6k3=[5, 4, 1], 1] 15 [4d6k3=[6, 5, 4], 1] 10 [4d6k3=[5, 4, 1], 1] 14 [4d6k3=[6, 4, 4], 2] 13 [4d6k3=[6, 5, 2], 2] 14 [4d6k3=[6, 4, 4], 2]

    Nealneal on
    Grunt's Ghosts
  • OatsOats Registered User regular
    edited July 2015
    IFF Envoy:
    Petra vanAught
    Level 1 Commander

    camilla1.jpg

    One Unique Thing: Petra found the ancient Dreihander, a two-handed sword, on one of her dives. Upon touching it, she came to be inhabited by two souls; her own and that of the sword's former owner The General, a long dead icon from 4th Age.
    (Much in the same way that all people of European ancestry alive today are descended from Charlemagne in some fashion, all humans, including Petra, are in some way a descendant of The General.)

    Backgrounds
    Deep Sea Salvager - 3
    Possessed! - 3
    Long Forgotten Tactics - 2

    Icon Relationships
    2 Positive - The Dragon Emperor
    1 Conflicted - The Prince of Shadows

    16 (+3) Str = 14+2 (class bonus)
    10 (0) Dex
    12 (+1) Con
    11 (0) Int
    8 (-1) Wis
    15 (+2) Cha = 13+2 (racial bonus)

    Equipment:
    Light Leather Armour
    Dreihander (d10 damage)

    Defenses & HP
    24 HP = (7+1)x3
    12 AC =12+0
    11 PD =10+1
    12 MD =12+0

    Race: Possessed Human (functionally tiefling, including any biases if applicable)
    Curse of Chaos (Racial Power)
    Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A typical curse might lead to the cursed attacker dealing half damage to themselves with their fumbled attack and being dazed until the end of their next turn. But the GM should reward storytelling flair that aims at effects that aren’t just game mechanics and damage with significant outcomes.

    Talents:
    Martial Training
    Unlike other commanders, you don’t take a –2 attack penalty when fighting with heavy or martial weapons.

    Sword of Victory
    When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you gain 1 command point.

    Never Say Die
    Once per battle when an enemy scores a critical hit against you or a nearby ally, you can increase the escalation die by 1.

    Level 1 Commands:
    You Set Them Up, I Finish
    Interrupt action  Cost: 4 command points
    Target: One nearby ally (on the ally’s turn) that hits an enemy
    you can see with an attack this turn
    Effect: Add your Charisma (+2) modifier to the damage dealt by your ally (double your Charisma modifier at 5th level; triple it at 8th level). In addition, during your next turn, you gain a +2 attack bonus with melee attacks against the enemy that your ally hit.
    Adventurer Feat: The target ally also gains the damage bonus with any other attacks it makes against the same enemy this turn.

    Rally Now
    Interrupt action - Cost: 1 command point
    Target: One nearby ally (on the ally’s turn)
    Special: If you spend an additional command point on this command, you can target an unconscious ally with it.
    Effect: The target can rally as a free action this turn. (If it’s their second or a subsequent rally, they still need to succeed on the save.)

    Level 1 Tactics:
    Close-quaters - Quick action, once per round  At-Will
    Limited Use: You can only use this tactic when you have 0 command points.
    Target: The nearby enemy with the highest Mental Defense
    Attack: Charisma + Level vs. MD
    Hit: You gain 1 command point.

    Oats on
    Grunt's Ghosts
  • OatsOats Registered User regular
    edited June 2016
    IFF Pirate:
    Eir Nobeard
    Level 2 Necromancer

    Necromancer_by_xiwik.jpg

    One Unique Thing: Cursed to carry her family treasure forevermore, Eir is in inescapable possession of an ancient amulet which feasts upon her own life. Instead of succumbing to its unceasing pull, Eir learned to emulate it, stealing vitality and youth from those who cross her.

    Backgrounds
    Majicks most foul! - 5
    Disgraced Dwarf - 2
    Undying - 1

    Icon Relationships
    1 Positive - The Lich King
    1 Negative - The Dwarf King
    1 Positive - The Prince of Shadows

    11 (0) Str
    12 (+1) Dex
    10 (0) Con
    16 (+3) Int = 14+2 (class bonus)
    10 (0) Wis = 8+2 (racial bonus)
    13 (+1) Cha = 13

    Equipment:
    Colourful pirate clothing
    Serpentine Dagger (d4)
    Damp Pistol (d4)

    Defenses & HP
    24 HP = (6 +0)x4
    12 AC =10+2
    12 PD =10+2
    14 MD =11+3

    Race: Dwarf
    That’s Your Best Shot? (Racial Power)
    Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the
    recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
    Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.

    Talents:
    Cackling Soliloquist:
    If you spend your move action, your quick action, and your standard action casting a daily spell that ordinarily only requires a standard action—while screaming grandiloquently, cackling maniacally, or megalomaniacally describing the grandeur of your plans and the futility of your enemies’ resistance—the daily spell is recharge 18+ after battle instead of daily, and you can invent a slight improvement to the spell, especially if it’s partly story oriented, that provides an extra benefit determined by the GM or by you (with GM approval).
    (For example, if you cast ray of enfeeblement and wax eloquent on how the recurring villain you target will bow before you, you could suggest that your target also loses its next move action as the ray forces it to its knees.)

    Deathknell
    As a quick action, you can drop a nearby enemy that has 5 hp or fewer down to 0 hp.
    When you drop an enemy using Deathknell, you heal 1d6 hit points.
    You can use Deathknell to drop a mook, but only if it’s the last mook in its mob and the mob has 5 hp or fewer left, at which point it’s time for the mook’s Deathknelled exit.

    Sorta Dead
    In some ways, you’re dead already. You don’t need to eat or sleep or breathe. You can’t drown in normal water/liquid, though magical gas will probably still affect you. When a spell or effect targets or applies to undead, you can
    decide whether you want to count as undead for that specific effect. (For example, you could count as undead to take advantage of a target’s vulnerability created by the ripping claws attack of a starving ghoul mook you summoned via summon undead.)
    The first time you die each level, roll a normal save, adding your Charisma modifier. If you succeed, you heal using a free recovery instead of dying.
    If you were dying because of last gasp saves, consider yourself saved from the last gasp problem also.
    Adventurer Feat: Resist 16+ poison and Resist 16+ negative energy.

    Level 1 Spells:
    Death’s Gauntlet
    Ranged spell  At-Will
    Target: One nearby creature
    Attack: Intelligence + Level vs. PD
    Hit: 1d4 + Intelligence modifier ongoing negative energy damage.
    Special: Instead of taking the ongoing damage at the end of its turn, the target can use its standard action to strike out at the skeletal limbs or spectral arms that are flailing at it. When it does, the ongoing damage ends and you can’t use death’s gauntlet again until the end of your next turn.
    Miss: Damage equal to your level.

    Terror
    Ranged spell  Daily
    Target: One nearby creature with 50 hp or fewer
    Attack: Intelligence + Level vs. MD
    Hit: The target uses all its actions during its turn to move away from the battle, disengaging from enemies to do so (hard save ends, 16+). If it fails to disengage with all of its actions, it won’t take opportunity attacks by moving. The effect also ends when you or one of your allies attacks the target.
    Miss: 1d10 + Intelligence psychic damage.

    Channel Life
    Ranged spell  Once per battle
    Attack Target: One random nearby creature other than the healing target
    Healing Target: One nearby ally
    Attack: Intelligence + Level vs. MD (make one attack only against the attack target)
    Hit vs. an enemy: 2d6 + Intelligence negative energy damage, and the healing target can heal using a recovery.
    Hit vs. an ally: 5 negative energy damage, and the healing target can heal using a recovery.
    Miss: The spell is not expended.
    Adventurer Feat: You can now cast this spell twice per battle.

    Chant of Endings
    Ranged spell  At-Will
    Target: The nearby enemy with the fewest hit points (you choose if there’s a tie; you also don’t have to be able to see that enemy)
    Attack: Intelligence + Level vs. MD
    Hit: 1d10 + Intelligence negative energy damage.

    Unholy Blast
    Ranged spell  Daily
    Target: One nearby enemy
    Attack: Intelligence + Level vs. PD
    Hit: 4d6 + Intelligence negative energy damage.
    First Miss: Half damage, and make the attack again against an enemy you haven’t already targeted with unholy blast this turn.
    Second Miss: Half damage, or full damage if the escalation die is 1+ and you choose to decrease it by 1.

    Oats on
    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    One thing I forgot to say: Light and Heavy Armor is more... stylish then realistic. Since we are on boats, heavy armors would be hide and heavy coats (think the big guys from Assassin's Creed: Black Flag), while light armor would be clothes and leathers. It wouldn't make sense to be sailing in full plate mail but I don't want you guys to lose your AC bonuses from armor. Normal armor penalties apply to all but swimming if you have some sort of sailing background.

  • NealnealNealneal Registered User regular
    edited July 2015
    Envoy
    Cecil Halfmoon
    Level 1 Sorcerer

    One Unique Thing: Cecil is the only person alive to have been tutored in the arts of magic and sorcery by the Elf Queen herself.

    Backgrounds:
    Elf Queen's Tutoring- 4 (2+2 from Arcane Heritage)
    Seaworthy-3
    Friendly Demeanor- 3

    Icon Relationships:
    Positive 2pt: Elf Queen
    Postive 1pt: Dragon Emperor
    Conflicted 1pt: Archmage

    Str: 10
    Dex: 10
    Con: 16(14+2 from Class Bonus)
    Int: 13
    Wis:14
    Cha: 17(15+2 from Race Bonus)

    Defenses and HP
    HP: 27
    Init: +0
    AC: 13
    PD: 14
    MD: 13

    Race: Half Elf
    Surprising: Once per battle, subtract one from the natural result of one of your own d20 rolls.

    Class Features:
    Access to Wizardry
    Dancing Lights
    Gather Power

    Talents:

    Arcane Heritage:
    You have a greater understanding of magic than most Sorcerers and even some wizards. +2 to magical knowledge related background.
    You can also use one of your Sorcerer spells to choose a Wizard Spell.

    Fey Heritage: One battle per day, gain the racial of random elven race.

    Blood Link: Elf Queen

    Spells
    Star Strike (Lightning Fork) (Adventurer Feat- Once per battle, reroll one Lightning Fork Roll) (+4 vs PD, 3d6+3 Lightning, Recharge 16+ After Battle)

    Lunatic Missile (Chaos Bolt) (+4 vs PD, 1d8+3 Random)

    Corona Blast (Burning Hands) (+4 vs PD, 1d6+3 to two nearby enemies in a group)

    Kiss of the Elf Queen (Breath of the White) (+4 vs PD, 3d6+3 Cold, Breath Weapon- Roll d20 at start of your turn, on 16+ you may use this power that turn if you wish)

    Nealneal on
    Grunt's Ghosts
  • OatsOats Registered User regular
    What about gunpowder/matchlocks/flintlocks?

  • NealnealNealneal Registered User regular
    edited April 2016
    Pirate
    Targath Darksong
    Level 2 Bard

    One Unique Thing:Targath is the only person to survive capture and imprisonment by the Black Scale Pirates.

    Backgrounds:
    Singing While Sailing - 3
    Tavern Tale Teller- 3
    Dancing with Danger- 2


    Icon Relationships:
    Positive 2pt: Prince of Shadows
    Negative 1pt: Dragon Emperor

    Str: 16 (14+2 from Racial Bonus)
    Dex: 14
    Con: 10
    Int: 13
    Wis:10
    Cha: 17(15+2 from Class Bonus)

    Defenses and HP
    HP: 28
    Init: +4
    AC: 14
    PD: 13
    MD: 13

    Race: Tiefling
    Curse of Chaos: Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly. A typical curse might lead to the cursed attacker dealing half damage to themselves with their fumbled attack and being dazed until the end of their next turn. But the GM should reward storytelling flair that aims at effects that aren’t just game mechanics and damage with significant outcomes.


    Class Features:
    Bardic Songs
    Battle Cries (2nd Adventurer Feat)
    Spells

    Talents:

    Jack of Spells: Sorcerer- Dancing Lights, Chaos Bolt

    Songmaster: Describe how you maintain a song in a fashion that entertains the GM, get a +1 to +3 to maintain the song.

    Spellsinger: Choose an extra Song or Spell


    Battle Cries
    Pull It Together!
    Move it!

    Bard Songs
    Song of Spilt Blood
    Song of Heroes

    Spells
    Battle Chant (1st Adventurer Feat)
    Chaos Bolt

    66i06gfh1uc1.jpg

    Nealneal on
    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Oats wrote: »
    What about gunpowder/matchlocks/flintlocks?

    Crossbows re-flavored.

    Oatsdiscrider
  • fraxfrax Registered User regular
    Geth roll 6#4d6k3

    Envoy character will be: Genius Loci (Loki to his friends), The Occultist: incarnate spirit of what was once the world's largest library.
    Pirate character will be: Baris Abmon, Barbarian: haunted by a terrible curse that turns him into a brutish monster in combat.

    6#4d6k3 6 # 15 [4d6k3=[6, 5, 4], 3] 8 [4d6k3=[3, 3, 2], 2] 15 [4d6k3=[6, 5, 4], 2] 17 [4d6k3=[6, 6, 5], 2] 11 [4d6k3=[5, 3, 3], 2] 11 [4d6k3=[6, 4, 1], 1]

    Grunt's Ghosts
  • wildwoodwildwood Registered User regular
    edited July 2015
    M. Barrett Flint, Gnome Rogue. If we're going to be on the High Seas, then there needs to be some swashbuckling, says I.

    Pirate, or crypto-pirate with an envoy party. But, yeah, pirate. :)

    Geth roll 6#4d6k3

    Post-roll: I'll, um, try to put a character sheet together with these... abilities tonight.

    6#4d6k3 6 # 8 [4d6k3=[5, 2, 1], 1] 11 [4d6k3=[6, 3, 2], 2] 9 [4d6k3=[4, 3, 2], 2] 10 [4d6k3=[6, 2, 2], 1] 6 [4d6k3=[4, 1, 1], 1] 13 [4d6k3=[6, 4, 3], 3]

    wildwood on
    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    @wildwood go ahead and reroll that. 3 8s is terrible and I wouldn't wish that on anyone.

  • wildwoodwildwood Registered User regular
    Okay, here goes.. :)

    Geth roll 6#4d6k3

    6#4d6k3 6 # 17 [4d6k3=[6, 6, 5], 3] 16 [4d6k3=[6, 5, 5], 5] 11 [4d6k3=[5, 3, 3], 2] 7 [4d6k3=[3, 3, 1], 1] 14 [4d6k3=[6, 5, 3], 3] 7 [4d6k3=[3, 3, 1], 1]

    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    That's better. 2 8s isn't bad plus you have a 17 and 16 which is better than your rolls.

    wildwood
  • wildwoodwildwood Registered User regular
    edited June 2016
    M. Barrett Flint, gnome rogue (works for either Pirate or Envoy, but my vote is for Pirate)
    cc1f4934960ea733aae11a2faac7f1be.jpg

    M. Barrett Flint
    Level 2 Rogue

    One Unique Thing: The only non-dwarf to ever navigate Jedna's Folly successfully, and in a craft of his own design. Witnesses (mostly dwarves) insist that he cheated.

    Backgrounds:
    5 points - Mechanical Genius (or Madman?)
    5 points - Obsessive Treasure Hunter


    Icon Relationships:
    Positive 1pt: Prince of Shadows
    Positive 1pt: Dwarf King
    Positive 1pt: Dragon Emperor

    Str: 8
    Dex: 19 (17+2 from Class Bonus)
    Con: 14
    Int: 18 (16+2 from Racial Bonus)
    Wis:8
    Cha: 11

    Defenses and HP
    HP: 32
    Init: +6
    AC: 16
    PD: 16
    MD: 13 (12+1 from Cunning Adv Feat)
    Recoveries: 8
    Recovery Dice: 3d8k2+2 (Strong Recovery Feat)

    Attacks
    Melee: +6 vs AC, 2d8+4 damage (2 miss damage)
    Ranged: +6 vs AC, 2d8+4 damage (2 miss damage)

    Race: Gnome
    Confounding: Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.

    Minor Illusion (standard action, at-will): create a strong smell or sound nearby. Creatures that make a normal save will recognize it as not being real.


    Class Features:
    Momentum
    Sneak Attack (+1d6)
    Trap Sense (re-roll, once per check, natural even failure on trap skill check. Can make the trap re-roll its attack on naturally odd attack roll.)

    Talents:

    Cunning - use INT instead of CHA for all things Rogue. Also +2 on trap skill checks.

    Shadow Walk - poof! where'd I go?

    Swashbuckle - the star, baby. the star.


    Powers
    Evasive Strike - melee, pop free on hit
    Flying Blade - ranged, sneak damage sometimes
    Roll With It - momentum interrupt, half damage on melee AC attack
    Sure Cut - melee, momentum, sneak damage on miss
    Tumbling Strike - melee, disengage craziness

    Feats
    Cunning (Adv) - +1 to MD
    Strong Recovery (Adv) - Re-roll 1 die on recoveries, keep higher result

    Treasure
    Gold-detecting sensor
    2500 in gold and gems (Cursehook's treasure), minus 1020 (so far) for Goblin Market shopping

    Cursehook's Hook +1
    Weaken Strike
    Trigger Roll: A natural even melee hit
    Hit: Add 1d4+Cha Dark (negative) to your primary weapon attack and target is weaken (-4 to attack and defenses). Normal save (11+) ends the effect.
    Quirk: You like to carve things in wood.

    (Hook notes: "Now it works more like a Fighter's Maneuver. So the +1 Magic Weapon boost works towards your primary weapon attack too as long as you got the hook in your off-hand and when you roll a natural even hit with your attack, you do your normal damage plus the Weaken Strike. In the roleplaying theater of mind, you can say that as you hit with your daggers, you also catch the target with the hook.")

    10 uses of smokebomb powder

    Lightning in a Bottle: the bottle is 8 uses if you use an ounce. You can stretch it out by using half an ounce or quarter of an ounce, but that lowers the effect by half or quarter and lowers how many enemies it affects by 1. An ounce is basically like using Lighting Breath:

    Lightning breath Dex vs. PD (1d3 nearby enemies)
    Hit: 16 Lighting Damage.
    Natural even hit:The target is also dazed (save ends).

    I decided to embrace the min-maxiness that Geth was giving me. Barrett's a stereotypical gnome tinker/rogue, but I like starting characters as fairly broad and letting them get more complex through play.

    I'm considering his positive points with the Emperor and Dwarf King to be "weak", like they could easily shift to conflicted, if he goes against them in any way.

    wildwood on
    Grunt's GhostsGeth
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    That will work! So, we have three people to create characters, if I take their votes only, I have 1 for Pirate, 1 for Envoy, and 1 Undecided. I'll let the character creation go on through the weekend and hopefully start this up Monday or Tuesday.

  • AnialosAnialos Collies are love, Collies are life! Shadowbrook ColliesRegistered User regular
    edited July 2015
    Ratatoskr Human* Druid
    pATOM9e.jpg

    OUT: Only animal companion of the High Druid to ever gain sentience (and talk about it) and thus be released from service.

    Ability Scores:
    STR 19 +4
    CON 16 +3
    DEX 13 +1
    INT 10 +0
    WIS 12 +1
    CHA 8 -1

    Defenses: AC 14
    PD 14
    MD 11

    Initiative: +1* (roll twice and choose)

    HP: 27 Recoveries: 8 1d10+3

    Attacks: Melee (human) 2H staff +5 vs. AC 1d6+4
    Melee (Beast) Beast Form Attack*
    Ranged (human) Spiky Nuts +2 vs. AC 1d4+2

    Backgrounds: Not so Secret Squirrel (3), Companion of the High Druid (3), Budding Linguist (2)

    Icon Relationships: +2 High Druid, -1 Emperor

    Racial Benefits: +1 feat at level 1, Quick to Fight: Roll initiative twice at beginning of combat

    Class Features:
    Strength is Strong- use STR for melee attacks, recovery die is 1d10 instead of 1d6
    Nature Talking- +2 to talk to animals, twice daily

    Talents: Shifter Adept (2 pts.), Warrior Druid Initiate (1 pt.)
    Shifter Adept:
    Scout Form- small critters with a magical touch, at will except for Combat Reconnaissance: 1xday, DC 15 (+4 init), 20 (reroll for ally), 25 (6 with Icon). Gain temp 1d4+1 background while in Scout form.
    Adventurer Feat- Allies get +2 init on successful DC 15

    Beast Form- big scary critters made for tearing faces off, at will.
    Beast Form Attack
    Melee * At Will
    +5 vs. AC
    Natural Even Hit: 1d10+4 dmg
    Natural Odd Hit: 1d6+4 dmg
    Miss: Repeat attack w/miss dmg equal to level, no reroll.
    Adventurer Feat- repeat attack gains miss dmg equal to level, can
    have 2nd aspect active.


    Beast Aspects- bonuses stack, only apply in beast form,
    Behemoth Aspect
    Beast Aspect * Quick * Recharge 16+
    Effect: Gain +2 AC & PD, first time staggered this battle roll hard save (16+). Fail pick 1, succeed pick 2 of: Heal using a recovery or begin rolling 2d20 for
    attacks until EoB or both die natural <=10

    Warrior Druid Inititate: +2 AC in light armor
    Flexible Attacks- once per battle, only on first Beast Form Attack roll

    Beast Spirits
    Flexible 1/battle melee
    Trigger: Natural 18+
    Effect: Cast one of the four spells listed below as a free action after the attack.
    Special: Spell lasts until EoB or target unconscious. Cannot have multiple beast spells on one target.

    Behemoth’s Endurance
    Close quarters spell * Free action on trigger
    Target: You or one nearby ally
    Effect: +2 PD and 2 temp HP

    Bull’s Strength
    Close quarters spell * Free action on trigger
    Target: You or one nearby ally
    Effect: +1 to mellee attacks

    Cat’s Grace
    Close quarters spell * Free action on trigger
    Target: You or one nearby ally
    Effect: +1 AC

    Owl’s Wisdom
    Close quarters spell * Free action on trigger
    Target: You or on nearby ally
    Effect: +2 MD, +1 saves

    Anialos on
    Grunt's GhostsOats
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Is he a squirrel that's squirrel sized or about human sized?

  • AnialosAnialos Collies are love, Collies are life! Shadowbrook ColliesRegistered User regular
    It is actually a squirrel that shifts into Human Form! When a squirrel it would be squirrel sized. Human Form can vary as needed.

  • fraxfrax Registered User regular
    For the Pirate campaign:
    Baris Abmon, conflicted human Barbarian
    images.jpg
    All right, he doesn't actually need the bloody eyepatch, but for god's sake, it's traditional.

    Baris Abmon
    Level 1 Barbarian

    One Unique Thing: A former alchemist, too much dabbling in Things Beings Were Not Meant To Know causes him to change between the burly, ugly, uncouth Grax and his normal self. These stats are for Grax; Baris has been losing his mental battles with his other self for years, and spends the majority of his time in this form.

    Backgrounds:
    4 points - Questionable Chemistry
    4 points - A Very Bad Man


    Icon Relationships:
    Conflicted 1pt: Prince of Shadows
    Positive 1pt: Orc Lord
    Positive 1pt: The Three

    Starting Gold: 25

    Str: 19 (17+2 from Class Bonus)
    Dex: 15
    Con: 17 (15+2 from Race Bonus)
    Int: 11
    Wis: 08
    Cha: 11

    Defenses and HP
    HP: 30
    Init: +3
    AC: 15 (light: pirate outfit and distressingly thick skin)
    PD: 15
    MD: 11
    Recovery Dice: 1d10+3

    Race: Human
    Quick to Fight: At the start of each battle, roll initiative twice and choose the result you want.
    +1 Bonus Feat

    Class Features:
    RAGE: Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
    While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit.
    Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day.

    Talents:
    Building Frenzy (+Adventurer Feat): One battle per day, as a free action after you have missed an attack, gain +1d6 damage to each successful melee attack until the end of the battle. For each missed attack following this, add another +1d6 damage, up to a maximum of +4d6 damage.

    Slayer: During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit.

    Unstoppable (+Adventurer Feat): Once per battle, declare you're using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a free recovery.

    Powers
    Meaty Fists: melee at-will, make a Strength attack with a –2 penalty against AC. If you hit, you deal 1d6 damage for every two levels you have, plus your Strength modifier. At odd levels, including 1st level, use a d3. If you miss, no damage.

    Throw Something Heavy: ranged at-will, Dex+Level vs AC, HIT: 1d6+2

    Grunt's Ghosts
  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Ok, so we are looking like Pirates. Since I got 5 players and 7 characters, we'll end this and take all the pirate characters on this adventure. Your crew foolish enough to go to the Iron Line are:

    Eir Nobeard Dwarf Necromancer, cursed with an amulet that drains life from her.
    Targath Darksong Tiefling Bard who escaped alive from the Black Scale Pirates.
    M. Barrett Flint, Gnome Rogue, Tinker and the first non-dwarf to make it through Jedna's Folly successfully in his own craft. Dwarves aren't happy (which is an odd emotional state for a dwarf).
    Ratatoskr, a talking Squirrel Druid shifter who once was a companion of the High Druid herself, but now strikes out on its own!
    Baris Abmon, A.K.A The Grax!, Human Barbarian with split personalities and a few potions with crazy effects.

    I'm going to make me some tea and I'll be back with the opening scene. I'll be using maps as visual reference during battles, but grids aren't 5 squares=30 feet. They are there because it's hard to get non-grid tiles for digital use for free.

    Your tokens:
    5c2monqdkmwq.png7he2ms5id2lf.pngo4xaxcrn68s0.pngxjyesojpyavl.pngac61cqhgj980.png


  • Grunt's GhostsGrunt's Ghosts Registered User regular
    The Search for the Dragon's Hoard
    A 13th Age High Seas Pirate Adventure
    Act 1: We Need a (Bigger) Boat

    In the Midland Sea on the Prince's Island lies the hobble of buildings and docks that are collectively known as Shadow Port. This port made by younger Thieves' Guilds that didn't have the influence in Glitterhaegen now acts as the first line of Black Market goods and services through out the Dragon Empire. If you want some dwarven artifact, a demon (both alive, dead, and undead), or something more illegal and dangerous, odds are that someone in the Shadow Port knows how to get it. It's a popular place for Pirates and sailors, with it's many taverns and brothels, almost a numerous as the ships that come to port there. But past the loud music and quartermasters yelling orders to greenhorn sailors is a part of the Shadow Port known as Ghost Town. These ruins of a town built here long before Ages were used to track time are home to those who wish to keep their dealings secret. It's here in this ruins one would find the Copper Dragon Company. The guild is fairly new when compared to the others in the Shadow Port, run by Borrin Tumblefinger, a dwarf master lockpicker who specialized in vaults. Once he was renown for his skill, now he is only half of himself, the upper half bound to a wheelchair M. Barrett Flint designed for him, the other half left behind in the Tomb of The White. Borrin now runs the day by day operations while his associates do the real adventuring. Which is why this day, five of those associates gathered with him in the Copper Dragon Company. The usual clean area was covered in maps, all of them old or copies of old maps, all of them showing something different; currents, winds, known cities and towns, hidden cities and towns, merfolk trade routes; but all of them showed the same area, The Iron Line, a group of islands that stretched as far north and south as anyone could travel. If they ended, no one has ever returned from the journey to say. The dwarf spun around, marking places on the map while everyone waited in silence. Finally, Borrin spoke. "So it's no secret that the Emperor has lost his ship. The Dragon's Hoard is carrying the wedding gift to the Phoenix King for his daughter's hand. Now, a lot of people were stupid enough to just rush out there, but if we are to get a name for ourselves, rushing isn't going to cut it. That's why I haven't send anyone out there. We needed information, gear, contacts, blah, blah, blah." Borrin's wheels squeaked a bit as he turned towards the largest of the maps, this one marked with a red line. "I think that, given what we know of the Iron Sea, which isn't much since the Lich King's curse on it, the most likely place for the Dragon's Hoard to have landed is... here." And with a stick he points to a spot in the middle of the Sea. "So it's sunk. That's if it took a normal course. With it having no sails and a massive human-made magic engine, it might have taken another route, it might have sunk sooner, or still be drifting with a dead motor. Which is more likely." Borrin smiles as he finally looks up at the group. "So I want you guys to go find it. It will give us a hellva boost in reputation with the other guilds, which means more perks for us and better jobs in the future. Plus that gold... Now, I don't have a boat or crew for you, but I have an idea of how to get one, if you are interested in the job."

    What do you guys say?

  • NealnealNealneal Registered User regular
    Targath

    "Tumblefinger, this isn't another one of your "We'll be rich tomorrow!" schemes that will ultimately end up with me dangling off a cliff while being hunted by pigmy zombies? You know I can't resist those."

  • OatsOats Registered User regular
    "Again you bring up the tiny zombies. I figured they'd be easier to control the smaller they were okay?"

    Eir bristles more at her shame in failing than at the comment in particular.

    "What's this job, anyways, Borrin? I'm fine to steal a boat, but our goal is going to be hotly contested and I don't want to tip our" she pauses, gesturing to the mess of maps covering every flat surface, "hand".

    Grunt's Ghosts
  • NealnealNealneal Registered User regular
    Targath
    "It's repetition dear. One doesn't have their tales told in inns and courts the world over if you don't tell them over and over."

  • OatsOats Registered User regular
    Eir spits.

    "Tradition and tales can get drunk and drown together. The past is dead."

    Not wanting to create more of a scene, she adds "But I feel we've been down this path before, Targ" and smiles a heartfelt, if somewhat terrifying, grin.

  • wildwoodwildwood Registered User regular
    Barrett mimics the hunting squawk of the pygmy zombies, to see if he can get a reaction from either of them. "Personally, I do some of my best thinking when dangling off a cliff..."

    "Are the Emperor or the Dwarves laying any claims to the ship, or do normal salvage rules apply? It sounds like quite a craft..." And word back to the dwarves about how the ship fared, that could open a lot of doors, he thought to himself.

  • NealnealNealneal Registered User regular
    Targath

    Targath grins a face splitting smile and nods to the necromancer.
    "True enough, but the past pays my board and I think that tales of your tiny undead will cover a few more months food and bed."

    Keeping the big grin, he looks to the others awaiting their input.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    "I'm not sure about the Dwarf King, being clanless from birth kinda hurts my ability to get reliable contacts Under the Mountain. The Emperor has sent out his own navy to find this ship and even hired some sellswords and adventurers. So I think the Emperor is claiming the ship Imperial Property. If rumor is true, those sand folk of the Phoenix Kingdom have also joined on the hunt, the Phoenix King claiming it to be Under The Name of the King, or something other." Borrin grins. "I'd love to see those Sand Elves deal with the sea. They aren't custom to sailing and the first storm would blow them over and have them crying."

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