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  #1  
Old Jan 20th, 2021, 06:27 AM
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Aeon Tower

Aeon Tower
Game SystemPathfinder
ThemeHigh Fantasy, Climate Crisis, Crawl



AEON TOWER
An adventure for 4 brave heroes, at level 1.

Ton Khon Clon, the archdruid of the Immenwarden centaur tribe, deep inside the primordial Immenwood forest, has agreed to act as your host when you aid the Guild of the Eye, in Absalom. The Guild of the Eye is an organization created by members of various agriculture-themed guilds and representatives of three faiths: Arodenites, Gozren and Erastilian.

The reason for this unlikely alliance between faith, business organizations, and the wild centaur druids, is to be found in the diminishing nurturing power of the old Aeon towers of the Kortos Island. These towers were built by the founder of Absalom and the protector of humanity as a whole, Aroden - Last of the First Humans. Now, the degradation in this nurturing power is visible in everything from slower, twisted growth in trees and plants, lesser natural restoration in the wildlife, weakened flow in natural springs, to diminished output in farmed crops and an encroaching of salty flats, oil pits, and desolation.

So the Guild of the Eye pays for the investigation and Ton Khon Clon will guide able-bodied souls and physical bodies to the inside of the, otherwise, closed and inaccessible Aeon tower of the Immenwood Forest. Once inside, it is up to the brave champions to navigate their way through the unmapped tower and find a reason for this drop in arcane or divine power. The warning for prospects who applied to the Guild of the Eye for this task was, that while the details of the tower constructions were very limited, it could only be assumed that the tower was deviously planned to avoid intruders to get to the magic focus within.

InfoWhat am I looking for?
Please create an application with the following information:
Name: Self-explanatory
Race: Core, Standard or this does not include noble drowFeatured
Class: Core, Base, Hybrid, Unchained, Ninja, Samurai. Prestige classes will be open at later levels.
Archetypes: Paizo only.
Alignment: Any non-evil.
Appearance: I like a good description and I will need an image for the battle map too. A paragraph.
Personality: Keep it around a paragraph.
Background: Why have your character signed up for this task with the Guild of the Eye? One or two paragraphs.

At this point, no sheet is required, but I know that some people like to have a sheet this early in the process so here are the basics for creating one:

Level: 1
Stats: Point-buy = no score under 8 or above 18, before racial modifiers20 points
XP: Each completed level in the tower will yield a level.
Starting Wealth: Average for class.
HP: Max at 1st level. Average at levels beyond it.
Traits: 2. You can take a drawback, but it yields no extra trait.
Hero Points: Not used.
Skills: No background skills.
Feats: Elephant in the Room feat tax is in effect.
Technology Level: Emerging, only early firearms.


This is my adaption of the critically acclaimed Jacob’s Tower. It was created with the purpose of testing out varied characters and let them explore the full potential of their builds. I can only think that participating will be boring if you have played the module, or read it, before.
The idea with the module is that each level corresponds to a specific level. We will start in level 1. If it goes well, we will head to level 2 after that. Each level takes around 2-4 hours to complete in real life. I would think we could do the same in 4-5 months if we keep up with the posting rate.

I aim to post once/twice per week and expect the same from my players.

I will notify players if I am hindered in posting and expect the same from my players.

I am looking forward to seeing and reading your applications.

Deadline is introduced when four good applications are in.

Last edited by Tales; Jan 20th, 2021 at 06:29 AM.
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  #2  
Old Jan 20th, 2021, 07:34 AM
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Woop, am interested. Will post an app later.
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Old Jan 20th, 2021, 10:06 AM
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Dwarven Maiden
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Magira Stonehymn
Name: Magira Stonehymn

Race: Dwarf

Class: Cleric of Bolka - Healing (primary domain), Charm

Archetypes: None

Alignment: Neutral Good

Appearance: Magira is a female dwarf with youthful appearance, lacking the typical dwarven gruffness that her kind usually shows. Her red hair is tied up into looped twin-tails, which somehow gives her a rather cute appearance. Cladded in armor, she carries with her a mace, the favored weapon of her goddess, Bolka, and a round shield for her protection. Despite her rather youthful appearance, she is already an adult dwarf who is already 47 years in age.

Personality: Magira has a cheerful demeanor, contrasting most people of her race. A devout follower of Bolka, the dwarven goddess of marriage, Magira is someone who has a rather romanticized view on the world. She views marriage as a sacred thing, though she herself isn't really interested in getting married. She is also a dedicated healer, someone who focuses on healing those who are sick and helpless, and this makes her a perfect healer in a group of adventurers. She wishes that one day she will become a great healer to her people and gaining influence in her clergy, but for now, she wishes to focus on exploring the world above, meeting new people and learning new things. After all, her experience will surely help her become a great healer one day.

Background: Magira was once an acolyte in the clergy of Bolka, and she was recently ordained to become one of its clerics. Being a new cleric, Magira was expected to perform mundane tasks at the temple of Bolka, though the excitable young dwarf wished for something different. She begged to the head priestess of Bolka to be allowed to go exploring outside, becoming an adventurer who could learn more about the world before returning back to the dwarven underground with knowledge and experience. After a lot of begging, Magira was finally granted permission to do some exploring, though she was only allowed to return home once she had done one great deed. So, Magira embarked on a journey to explore the world outside.

The excitable Magira didn't know where to start, so she went to the nearest settlement, Absalom. There, she learned about the Guild of the Eye, and the religious Magira wished to learn more about other faiths and she was curious about this mission to explore the Aeon towers of the Kortos Island. She faintly recalled her religious studies about Aroden, the god of humanity, and her interest was piqued. Thinking this might be the great deed that she needed to do, she volunteered to join in this mission so that she could learn more and add to her knowledge.
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Last edited by Arjuna332; Jan 21st, 2021 at 06:02 AM.
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  #4  
Old Jan 20th, 2021, 10:46 AM
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@Arjuna: thanks for putting in a concept. There is quite the paradox there, with a faithful of Bolka, having no interest in mariage herself?
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Old Jan 20th, 2021, 11:09 AM
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@Tales: You know what they say, some people like seeing marriages, but not really interested in settling down and getting married themselves. Also, did some edit to fix some words.
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Last edited by Arjuna332; Jan 20th, 2021 at 11:11 AM.
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  #6  
Old Jan 20th, 2021, 02:40 PM
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Hey Tales. Looks good. I like how you have incorporated it into Golarion lore. I think those towers are mentioned in some of the new materiale for the Pathfinder II source books.

I am conjuring up a witch for this one. Can he stand behind Magira, Arjuna?
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  #7  
Old Jan 20th, 2021, 04:33 PM
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@Norse: Sounds good. Looking forward to it.

@Arjuna: Great. I know all about it. I personally like the idea that some people have taken their time to perfect their skills in surgery, but I wouldn't like to stand there doing it.

Last edited by Tales; Jan 20th, 2021 at 04:35 PM.
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Old Jan 21st, 2021, 12:30 AM
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App complete.

Character Concept
right-aligned image

Name: Odvarr Broadarm
Race: Dwarf
Class: Fighter
Archetype: Tower Shield Specialist
Alignment: Lawful Neutral

Appearance:
Odvarr Broadarm is a dwarf almost as wide as he is tall. His neck is almost the same size as his shaved head, with thick grayish black eyebrows on a heavy brow with piercing light gray eyes. He has a large flat nose and an impressive, well-groomed beard of grayish black hair with each side of his mustache in a long braid. An angry looking red scar adorns the right side of his face and runs from the corner of his right eye underneath his beard. He is broad shouldered and heavy of limb, with a torso the size of a mead barrel that is covered in thick scaled armor that is well maintained. Over his armor he wears a dark gray tunic with black trim, with a black symbol on his chest of a muscular arm holding a forge hammer. Around his waist is a thick black leather belt and on his feet are a pair of polished black boots that almost look parade ground worthy. He clenches a mighty wide-bladed axe of dwarvish origin in his right hand, and uses an enormous rectangular shield of fine make that has dwarven runes expertly carved into it.

Personality:
Serious and stoic, with a highly disciplined attitude and a conservative mind that seems to have no sense of humor. Oddvar is a man devoted to duty and honor, and does not wish to shirk in either area. He is immensely loyal to Clan Broadarm and would rather die a gruesome death than ever bring a negative light to his name, family, or clan. He considers himself an utmost professional and has little time for games or small talk. He will gladly teach others about dwarven culture and tactics if asked, and will make his opinion known if he thinks someone did something foolhardy and could learn from their mistakes. Though stern and unamused by most, Oddvar means well and he genuinely cares and looks out for those who stand at his side. Anyone, dwarf or not, who bears steel against his foes with him is worthy of his protection.

Background:
A newly minted warrior in Clan Broadarm, Oddvar does not know why he was sent to aid the Guild of the Eye. Oddvar had hoped to be guarding the depths of the clan mountain, fighting back the hordes of greenskins who regularly raided their bottom levels and to face the occasional monstrous creature from Underdark who managed to find its way into their endless caverns. All Oddvar knows is that the King of Clan Broadarm himself, King Halgick, sent Oddvar personally to aid his old friend Ton Khon Clon with their investigation of the towers. Despite King Halgick explaining to Oddvar the importance of what he was doing, Oddvar sees this a much less glamorous assignment than he was hoping for and he is underwhelmed at the prospect of trudging up some musty old tower looking for Torag knows what. He should be in the tunnels covered in orc blood and leading a glorious campaign against them, not rubbing elbows with a bunch of scholars and soft-handed folks.

In reality, King Halgick does not expect this to be a glamorous assignment either. He recognizes Oddvar is wound awfully tight and feels a bit of worldly experience might help take a bit of the swell out of his chest and head. Oddvar has much promise as a warrior, but his stubborn no-nonsense attitude and occasional patronizing makes him not the most popular dwarf among his peers. King Halgick is hoping this will be good for Oddvar and will help temper his attitude.
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Last edited by Grouchy; Jan 22nd, 2021 at 10:43 PM.
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Old Jan 21st, 2021, 03:25 AM
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Hey Grouchy. Sounds good. I saw the initial idea earlier - what made you rethink?
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Old Jan 21st, 2021, 04:56 AM
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Wrinkel Banban Raktooth II the Witch
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Name: Fiddle Banban Raktooth II
Race: Ratfolk
Class: Witch
Archetype: -
Alignment: N

History: Wrinkel was contacted by an associate in the arcane field - Rockshaw Shane, a traveler, and a storyteller. Rockshaw wanted to let him know about the opportunity to end the destruction of nature that was taking place around Immenwood. Wrinkel had shied Absalom most of his life and if not for the well-timed visit by his bardic friend, he would never have had the chance to be part of this endeavour. That would have been a shame though, as the issue of the fall in nature’s blossom and richness was something that troubled Wrinkel deeply. He had spent the past years on nothing but that sole subject and had gained some insight to what was at stake, in turn.

Wrinkel was a good old hedgewitch, crone, truthspeaker, norne and medicine man. A shaman of the forest and a guardian of the wild. In truth, it was only the origin of his powers that separated him from the druids and such like Ton Khon Clon and the Immenwardens. He had lived on Kortos island for the most part of his life, treated those who were ill, helped settle scores in the wastelands and cursed those who needed cursing (there were a surprisingly good amount that Wrinkel deemed requiring a little curse or ill omen, on Kortos Island, actually.)

Now he had left his solitary hut, in the marsh between the Immenwood forest and the fetid pools of Swug Gog - as he had named them himself. He had heeded the call of the Guild of the Eye and travelled to Absalom for this job. He had, with quirks of a hermit and all, showed his considerable magic skills, his powers over the mind and soul, and his vast knowledge on Kortos and magic.

Personality: Wrinkel is a jittery, odd spirited and strangely unique ratman. He says weird noises, ponders out loud about phenomenons that seems only revealed to him and speaks. in short. stacatto-like. words. sentences.
There lies a good, buit judging, heart under his odd demeanor and he strives hard to be agreeable and helpful in all matters - except those that are definitely vile and malicious. He is slow to forgive insults and missteps and he take care to note when other people are too liberal in their presumptions and privileges.

You could say that Wrinkel is a climate activist. If there was a thing like Fridays for Future, in Golarion, he would be supporting it. Probably bringing the scrolls and the Future Bones, but still being out there, actively promoting a better and more sustainable life for everyone.

Appearance: Wrinkel is, despite his considerable age, an agile and healthy rat, with pearl chest and caramel-fudge-colored long-haired fur coat. He dressed in scarlet and ebony cloaks and sturdy turtle-scale sandals and self-knitted scarfs, wristbands and tail-bands. His little orb-like eyes sit in a bulge-cheeked face with the ears drooping a little and bouncing with his energetic steps and jittery figure.
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Old Jan 21st, 2021, 06:00 AM
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I've decided that Magira will be a bog standard cleric instead of going with Merciful Healer archetype, because that archetype limits her domain only to healing.

Her domains will be Healing and Charm.
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Old Jan 21st, 2021, 10:40 AM
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@Norse: Looks nice.

@Arjuna: Cool beans.
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Old Jan 21st, 2021, 06:00 PM
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Quote:
Originally Posted by Tales View Post
Hey Grouchy. Sounds good. I saw the initial idea earlier - what made you rethink?
Honestly, the food for his animal companion. If we are going to be grinding a tower, it's going to be tough to keep his good buddy fed (not to mention heavy!). I've never played a tower shield specialist before though (or even used one much before), and this seems like it might be the perfect opportunity. I have a good idea for his personality already too which ties right in with the adventure path.
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Last edited by Grouchy; Jan 21st, 2021 at 06:00 PM.
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Old Jan 22nd, 2021, 02:11 AM
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Oddvar Broadarm is now complete.
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Last edited by Grouchy; Jan 22nd, 2021 at 02:12 AM.
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Old Jan 22nd, 2021, 02:52 AM
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@Grouchy: Looks very neat. One does not simply get the dream-job of bashing in orc skulls.
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