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About This Game

An Untitled Greyhawk Crime Story

Game System

Pathfinder 1e

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12/06/2023

Detailed Description

It is the High Summer of 598CY and the The Free City is burning.

Three months of an incredible, historical searing heat has brought drought to the Gem of the Flanaess; withering crops, drying up wells and causing tensions to rise inside the city and out. Refugees stream into the city from every direction, fleeing conflict, monsters and looking for food and water, swelling the population to almost three times the usual. Every night brings a brief, fleeting relief from the oppressive heat... and fires and violence. The boundaries of squalor have surged well beyond the usual lines, drowning entire districts of the city in makeshift shacks, tents and crime. Jara Selarin of the Skullfire Mages has escaped from the infamous Hellspike Prison, taking refuge in the wilderness outside the city and terrorizing the countryside with fire and death. Sludge and slime overflows from the sewer grates, for many, the only source of water that they can find within the walls of the city. A unique curfew has been put in place to deal with the rising heat and rising tide of violence, barring people from the city streets at both high noon and the midnight hours, leaving dawn and dusk as the centers of city life. The Silent Chapel Strangulator stalks the streets; an unstoppable and prolific serial killer who boldly takes his victims from every city district and every level of society: his signature is a kidnapping that is immediately discovered—often done in broad daylight and in the place of the victim is a 24-hour glass, its sand tumbling as time slips towards its inexorable end after which the victim is discovered dead—always missing their pinky fingers. In the slums, especially around Barge End, piles of refuge grow higher and higher. Rats swarm in the gutters, and boldy, and ravenously consume what little food is left and attack the desperate populace. Mayor Nerof Gasgal has recalled the Free City's multiple military forces from its frontiers, specifically the Hardby Marines, the Cairn Hills Force and even the Mountaineers, to bolster the Militia and the City Watch, stretched to its limit. Rumors abound that in the wake of death of the great wizard, Riggby, The Old One has been resealed beneath the ruins of Castle Greyhawk by adventurers... but now an even greater, older evil might walk the Oerth.

The city is at its complete and utter breaking point, with pressure from without and within.


5th-level

  1. What's new in this game
  2. I'm leaving the game also, but TOM, feel free to PM me if you start it up again. Cheers
  3. Well it's been a month. I'm moving on. It's been wonderful hanging with you guys.
  4. I don't think it auto-archives, but not 100% sure. It was just a wave meant for TOM our DM.
  5. Do things need bumps here? Is it like the old site where they went into auto-archive? On any road, I will stick around until someone shuts off the lights. I had created Tatyana for a different game and this one gave me a lot of room to work on her. If nothing else, that has made it worth the time. Would have been nice to find one of y'all before it ended.
  6. last *bump* before I mark this game off as dead (but hey, it's D&D / PF, one can cast Raise Dead 😉)
  7. - Halfling Witchy Street Kid "Pshhh! I knew it wouldn't work," Lily mutters as she heads off. "Nice try, Boats!" She remarks, continuing with her maritime nicknames for the newcomer. Lily slogs along with the others, doing her best to stick to the dry patches of mud as the group continues past the second tunnel between the city wall and the water. She swats at gadflies and mosquitoes. "Yes yes... there's another tunnel," Lily replies, sourly. "By the way things are going, it'll probably be guarded by people in the baker's guild. Good thing you brought your rolling pin!" Lily says with a sarcastic grin. OOC
  8. My mother turns 90 on the 19th of this month She is coming out on Saturday the 16th and staying through Friday the 22nd. Half my family is coming, they are going to be at a Abnb and I will be escaping at night to quiet. Still, it is rather likely to have an impact on my posting rate.
  9. Yes Thank you My search-fu requires much coffee in the morning
  10. Novak (disguised) "Yes, let's get out of here." Once they're some ways away, Novak broaches the topic on his mind, somewhat awkwardly: "So, he... Havner, I mean. He's taken a shine to you? I... didn't expect it. Do you... Are you... Did you, too?" And the platinum-plated question is: does Havner paint himself black because he has a thing for dark skin?? Then Novak makes a conscious effort to get his thoughts back on track, back to the problem at hand. "We're running out of options here... Lily, what do you think? Is there one last tunnel we can try?" Statblock HP: 39/39 Init: +5, Perception: +16 AC: 17, TAC: 13, FFAC: 14 Fort: +3, Ref: +7, Will: +4, CMD: 18 Speed: 30ft Rolling pin: +8 (2d6+2) Anytool improvised weapon: +10 (2d6+4 or 3d6+4) Studied Combat: move, +2 insight to atk/dmg vs 1 target for Int r Inspiration 8/8
  11. Sareem The dark skinned man bows his head deeply as Havner makes his meaning clear, "(Insert cool saying spoken in baklunish here). I respect your loyalty to your employers. I, and my companions, shall depart. Before I go however, may I leave with you a short lived magical parting gift?" (If he accepts, Sareem would cast the Breeze cantrip on him. Should last an hour.) He approaches Lily and Novak with a sad smile and an apologetic shrug, "I apologize for wasting our time there friends. I failed to make headway. Perhaps we should try another route? Or perhaps we look to magically circumvent the wall? Actions Spells 0 Breeze Detect Magic Jolt Light Mage Hand Mending 1 Mage Armor Magic Missile Unseen Servant Windy Escape 2 Gust of Wind Telekinetic Volley Physical Resources Wands Stabilize (19 charges) Summon Monster II (28 Charges) Potions 4 Cure Light Wounds 2 Lesser Restoration Resist Energy (Fire) 10 Hide from Undead Scrolls Charm Person Mount False Life Cat's Grace Class Resources Arcane Reservoir: 5 1 point: +1 (+3 to air, cold, electricity, or sonic spells) Caster level or Spell DC (+2 to air, cold, electricity, or sonic spells) 1 point: Force Strike (1d4+5) 2 point: Air Walk + Personal Wind Wall Feather Fall: At Will Levitate: At Will
  12. Novak (disguised) Novak, who had been fingering his "weapon", relaxes ever so slightly. His mind had been busy calculating his odds versus Havner's if the man were to grab Sareem (if only to get him to release the foreigner with sharply applied force), but he didn't like them well enough... so he hadn't been sure if he'd fight or just walk away. It's a nice day when you do not get your mettle tested. Even professional cowards - which Novak isn't - do not like the reminder of their failings, of what they are. He starts to withdraw slowly, shuffling his feet to let Sareem know what he is doing without needing to turn around. But the strange stranger and newcomer to Greyhawk still has time to finish his conversation. Who'd have thought this? Havner... Oh well, to each their own. Statblock HP: 39/39 Init: +5, Perception: +16 AC: 17, TAC: 13, FFAC: 14 Fort: +3, Ref: +7, Will: +4, CMD: 18 Speed: 30ft Rolling pin: +8 (2d6+2) Anytool improvised weapon: +10 (2d6+4 or 3d6+4) Studied Combat: move, +2 insight to atk/dmg vs 1 target for Int r Inspiration 8/8
  13. "Keep to the left, Uncle Iaktor. We will go around the Jumătate. Everyone is looking after their own tonight. The hills would have likely given our poor mule a heart attack to pull up the wagon anyways." She remains standing tall, letting Kaitlyn and Zoe brace her legs when potholes shake the wagon. If they discover anything which resembles a "gate" into the Burrows, Tatyana might consider tying to negotiate for passage. The Burrows seems less likely to be a target of the human anger, which seems mostly to be aimed at their own kind. Undoubtedly, others have thought of gathering in Low Market for strength in defense. The Burrows might be quieter and less crowded. || HP 30/30 || AC 14 || F 03 - R 05 - W 05 || +2 Init || +09 Perception || 2d6 Sneak Attack || Jumătate = Halfling (actually, just the Romanian word for 'half' but I liked the way it looked) "continue eastward, to the Processional" I've been trying to get them to the Processional since the first post. In addition, if the Low Market cannot be persuaded to let Tatyana and her family in, the options for quick bivouac are much nicer in the Artesian Quarter. Going the other way dumps us into the shoddy end of the River Quarter and the Shambles. Far too close to the Slum Quarter. I am not expecting the Burrows to be open to big folk, but it will be worth the try if they even pass by a gate along the northern edge. The map shows a 'gap' in where the trees used to be, but it looks like the only real road into Burrows comes in from the south-west corner. It feels unlikely that Taty will get a chance to play at diplomacy. Spells - Leftovers from prior commune session. Not communed today. I retained cantrips and one spell of each level. (0) : ~ ~ ~ (1) : ~ ~ ~ (2) : ~ ~
  14. Also I made a comment about maps somewhere and now I can't find it. My Search-Fu is weak this morning.
  15. *looks at the camera* Who knows? It might even be relevant later?
  16. Red just gives Max a long stare, "Really?" He addresses Theldrat, "Sir, in short we are on the path of a murderer this night. You son is the second we've found. I am quite sure the burglars were not responsible as the contents of his skull have been removed and they certainly don't have it." He gestures at the two men. "We did stop them from looting the shop, and they are certainly guilty of that and callous indifference to the murder. I'm afraid we must go if we are going to catch a killer, but can you think of any reason your son might have been targeted? Was he acting strangely lately or receiving threats or having disturbing experiences like finding strange markings on the door? Any lead can help." Stat Block [URL=http://www.myth-weavers.com/sheet.html#id=2856867][B][SIZE=+1]Argento Fierro[/SIZE][/B][/URL] Male CG/NG Human Vigilante - Warlock archetype, [B]Level[/B] 5th, [B]Init[/B] 7, [B]HP[/B] 34/34, [B]Speed[/B] 30 / 15 climb [B]AC[/B] 21, [B]Touch[/B] 16, [B]Flat-footed[/B] 15, [B]CMD[/b] 19, [B]Fort[/B] 5, [B]Ref[/B] 10, [B]Will[/B] 6, [B]CMB[/B] +3, [B]Base Attack Bonus[/B] 3 [B]Touch attack Mystic Bolts [/B] +8 or +6/+6 (1d6+1, 20/x2) [B] Dagger [/B] +8 (1d4, ) [B] Daggers (10) [/B] +6/+6 (1d4, ) (+5 Armor, +5 Dex) [B]Abilities[/B] Str 11, Dex 20, Con 16, Int 14, Wis 13, Cha 13 [B]Condition[/B] None
  17. Burrow Heights is a unique neighborhood-in-a-neighborhood. Here, on a cluster of small mounds, once sheltered on the west by trees and on the east by the Millstream, the wide stream that runs north to south through the Free City, dozens of short demihumans rent homes that have been built completely underground. Halflings from Elmshire, dwarves from Greysmere and elsewhere, and gnomes from Grossettgrottell stay here, usually on merchant or diplomatic business for long periods of time (several months to several years). Few humans wander here, simply because there’s nothing much to see or do. Crime is low, though a mugger and other ne'er-do-wells have hidden in the western trees in hopes of overpowering the smaller folk, who often carried daggers and other weapons close at hand. The trees are gone now, felled in response to rising violence in the Free City and to provide shelter for the city's exploding population. Instead of trees, Burrow Heights is not ringed with piles of burning piles of refuse and makeshift barricades, hastily erected in order to try and control who comes into the neighborhood. Taking the carts into Burrow Heights would be impractical, with the terrain and the high tensions of its locals but resourceful as she is, Taty knows she has other options... she could continue eastward, to the Processional and then head south to the hopeful safety of the Low Market or she could go south right away, skirting the edge of the rioting Foreign Quarter and self-defense-minded Burrow Heights until reaching the main road which would quickly take her into Low Market. This way would risk exposing the little band to the chaos but could be faster than the more indirect route of the Processional road, which could be quite crowded with the curfew breaking. From her seat atop the wagon, Tatyana can see some of the inhabitants of Burrow Heights on 'guard' duty, watching from their 'posts' among the garbage and barricades, armed with what looks to be repurposed rakes and gardening hoes and what appears to be colanders fashioned into attempts at helmets. Times like these turn neighbors into strangers and strangers into something even worse.
  18. Theldrat looks confused. "Other matter?" he carefully lowers his son back to the floor and manages to use the doorframe to get to his feet. "Connected to this? What..." His gaze falls on the thugs, lain out on the floor. "...what they did to my son?"
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