Artefacts of Olindor - An Elf and his Bow

Game Master ellequoi

A plague has struck the city of Cairdus, and it's up to one elf (and his secret identity, and his talking bow) to do something about it!



I've been running the loosely-connected rogue '[X] of Olindor' modules from the One on One Compendium for my husband, and now that we've talked through the bugs, I want to bring it to my favourite new playstyle, PBP.

This will be my first time DMing PMP, so we can take it through the first module and then decide if we'd like to continue. I'm not familiar with a lot of the extra books, so I'm afraid that I will have to be strict when it comes to sources. To make it easier on all of us, please do not ask to use things that are forbidden below. Solo campaigns tend to have mostly easy enemies as is, so power gaming will only hurt the experience, and this book was written before many of the current books and is not balanced against them.

I'm on the forums pretty regularly, so I'm hoping to post at least once a day. The beauty of a solo campaign is that we can rally back and forth as much as we want without having to wait for anyone else. I'll just take one person now, of course, but I might want to run it again later; should be easier by then.

About the Campaign

A plague has swept the city of Cairdus, and you've been caught up in the middle of it! Follow the right clues and intrigue & reward await. Your approach will be up to you, but a combination of sneaking, roleplaying, trapfinding, and attacking is likely to be needed. Necessary skills include stealth, diplomacy, disable device, and perception. Knowledge local/religion/history may also come up.

Character Requirements
- Core races, alternate racial traits allowed from ARG/APG, alternate favoured class bonuses allowed
- 20-point buy
- no evil alignments
- Level 7 for non-casters, Level 6 for casters
- max HP level 1 then average rounded up (5) for the other levels, wealth by level
- wealth by level
- 1 trait allowed. With the exception of the Mummy's Mask trapfinding trait (if needed), no campaign traits.
- pick feats, spells, and equipment from the Core Rulebook and APG (exception: class-specific feats, eg Extra Inspiration, from ACG allowed)

Allowed Classes (Paizo archetypes allowed):
- Rogue: Unchained would probably be best, but if you want an archetype (any Paizo book) of Core rogue, go ahead
- Bard: Archaeologist might be the most suited.
- Ranger: Urban Ranger might be the most suited; we can assume Cairdus, the city where it all goes down, is your favoured community. Otherwise, Urban/Underground terrain and human favoured enemy are recommended. Other options for favoured enemy include evil outsider (this module), but if thinking further in the campaign, you might want neutral outsider or elf instead; all three don't come up that much still.
- Investigator
- Slayer
- Ninja (no Vanishing Trick)

Please provide me with:
- background
- personality (what motivates your character? how do they react to moral dilemmas?)
- character sheet
- information about you - what's your playstyle? What is your experience, if any, with PBP? What's your schedule for posting?
- would you be interested in being contacted for this campaign a few months down the road if I want to try it again?
- sample roleplay, based on the below post

__

The Father before you seems in a hurry to get rid of you, but he hadn't said anything since he invited you in. He clears his throat as if to begin and keeps looking towards the door. Finally, he heaves a gusty sigh and leans forward.

"I called you here because, from what I've heard, I think you're the only one who can help this city. I wanted to hear from the source. Do you think that's true, and if so, why?"

He crosses his arms. Based on his description of you, you'd think he'd look more impressed.

__

Applications will be closed after Friday, May 20. I will pick soon after. Criteria (which I suppose will depend on interest) will include adherence to the rules laid out above, the responses, and the character's suitability and how interesting they are.


Just to make sure I understand: the classes you listed above are the only allowed classes? Or are you saying Core+those listed that are non-core, but for Core, the only archetypes are the above?


All the classes listed (and only the classes listed) are allowed, plus any archetype of them. I listed archetypes that I figured would be most useful in a campaign designed for a rogue. If a trapfinding class/archetype is not taken, I would recommend taking the Mummy's Mask trait that gives trapfinding.


Dot. Currently considering Empiricist Investigator. I always love the Sherlock route!


Hey. I'm fairly new to this pbp, but I am running a game on here that I haven't dropped from as of yet. Can be found In my profile.

I'd enjoy getting to play something a little more RP'y. PBP seems a pretty good medium for that.

Are you sure about that list? A vigilante seems like it might fit in pretty good, as does a host of other stuff.

Like, I'm not quite sure I understand why rogue/wizard/arcane trickster is disallowed.

A workable alternative might be to declare that the resulting characters should have a rogue-like feel to them. Just throwing that out there, it's perfectly fine if that's not cool.

Edit: Would the table of favored enemy subtypes (in case of outsiders and humanoids) be considered exhaustive, or could you pick subtypes that aren't listed there, such as humanoid(dhampir), or outsider(extraplanar)?


Query; I might go, mechanically, for an intimidate build. Many GMs are A-Ok allowing Strength to replace Charisma as the modifier for Intimidate. What's your stance?


Also for purposes of character level in this game do you consider Investigators to be casters?


@Olaf - I suppose you are making me go back on my statement with your suggestions! Being fairly new to balance, and knowing how solo campaigns go (encounters with very easy enemies over time amidst a few *difficult* baddies), I'm trying to aim for something that won't be boring against the easy enemies but won't die against the difficult ones. It's hard to do that with classes I'm not aware of all the tricks to, so I do want a tighter reign on it. I don't want the campaign to have to end because it's not challenging enough! My husband's simple unchained rogue did pretty well already.
[color=red]
So let's call the classes 'preferred classes', but provide justification for why other builds might be suitable for solo rogue times.
[/color] Feel free to jump back down to level 6 if you think you'll be much more powerful than a rogue; the adventure is designed for levels 6 to 8, and a level-up is likely.

Now that I think about it, this might be one of the few opportunities for a vigilante to work, and the social identity could really mean something.

I didn't list other types of favoured enemies because they won't come up. I mean, you can take any FEs, but your choice is likely better spent.

@ElegantlyWasted - you can take the Intimidating Prowess feat for Strength to Intimidate. Yes, investigators as casters.

So, after some consideration, additional preferred classes:
- Arcane Trickster (allowed to be level 7... you will probably need it)
- Vigilante
- give the above Arcane Trickster, multiclass dips (1 extra class only)

It might not need to be said, but no Leadership feat or guns, please. Also, with sneak attack, it'll help if you can make it happen solo (e.g. Intimidate, feint, perma-stealth).


Dotting in for a vigilante. :)

Purely as a fluff thing would you allow a Vigilante with a Black Blade from the magus archetype? Give up the forth level vigilante talent for it? No biggie if not, I just like the idea of having someone to talk to... even if it is my sword... :)


Hmm. I'm thinking a combination Snakebite Striker and Strangler archetype Brawler.

Something like

Human Snakebite Striker Strangler Brawler 7
HP 53 (7d10+7)
AC 14, FF 10, T 14, CMD 22(28 grapple, 23 dirty trick), FFCMD 18(24 grapple, 19 dirty trick)
Fort +6, Ref +9, Will +3
30ft.
Melee
...Unarmed +8/+3
...Handaxe +9/+4
...CMB +11
...Grapple +17
Ranged
...Javelins +11
...Grapplefiring Crossbow +11
Str 13, Dex 18, Con 12, Int 16, Wis 12, Cha 7
Feats: Extra Traits, Improved Unarmed Strike, Improved Grapple, Strangler, Agile Maneuvers, Accomplished Sneak Attacker, Greater Grapple
Traits: Trap Finder, Student of the Philosophy, World Traveller(Diplomacy)
Skills: Acrobatics +14, Bluff +8/+13, Climb +11, Diplomacy +8/+13, Disable Device +15, Knowledge(Local) +13, Perception +11, Sense Motive +11, Stealth +13
SQ: Brawler's Strike(Magic), Maneuver Training (Grapple+2, Dirty Trick +1), Practiced Strangler, Sleeper Hold DC 17 1/d, Snake Feint, Sneak Attack +3d6, Strangler +2d6

Haven't got any gear, but then again, I haven't got fluff either. Both will come. I figure making him level 7 is fair enough, but if it seems too much, I'm almost okay with slapping him down to 6th.


@Nikolaus - PMed you

@Olaf - that class combo seems OK, though it looks like it would take some editing to meet the guidelines; that crossbow and a few feats (Strangler, Accomplished Sneak Attacker) wouldn't be allowed, and one of the archetypes removes maneuver training. Not sure re level, but it would take a look at updated numbers (and the campaign again).


Huh. I'd totally missed the sourcebook restrictions and the maneuver training thing. Will fix.

The grapplefiring crossbow was sort of cool, but that's just how it goes. It wasn't essential to anything.

Losing Strangler will hurt, to the point that I might scrap the idea altogether. As it is, I'm already slow to start dealing any damage, what with round 1 being spent just to initiate the grapple and everything.

Hmm. I might come up with something else. Maybe rely a little heavier on that Snakebite thing. Although the main reason I wanted the brawler is that I thought grapple was cool, so maybe I will just go with something else entirely.


I'll bite on that Archaeologist bard. I've been playing PbP for about a year in a custom campaign setting known as "The Wold".

Shameless Plug:
We're recruiting (reason I came to the boards here, before this interesting one-on-one distracted me).

We have a 10th Level campaign & a 2nd Level campaign with openings. That's Bonetown and Lakeview Passage, respectively (I play "Martisan" in Lakeview, if you're looking for my posting history). Rules are Core + APG on review/acceptance, with a whole slew of custom "Woldian" PrCs, feats, items etc all viewable on the Woldipedia

PM me for info if you're interested.

Otherwise, I've got nearly a decade now playing tabletop DnD with different groups.

Gotta stat the character out yet and produce a background. Is this set in Golarion? Can I make up names for cities/regions in the background, or is that frowned upon?

RP Sample:
Chuckling softly, Coranth rubs the back of his neck with a hand and adjusts the lightly tinted reading glasses resting on the bridge of his nose - nervous habits, undoubtedly.

"We both know that's the case, Father, else I wouldn't be here." He says with an impatient grunt. "Historical calamities are a specialty of mine."

Coranth gives the priest a wink, clearly referring to the events that propelled the oddly bookish Half-Orc into his recent modicum of fame. "Purging the undead menace from the town of Heath required more investigation of the city's ancient foundations than actual battle with the evil spirits that took up unwelcome residence there. By all accounts, it sounds as if the virulence that's sprung up here will require similar detective work."

Raising an eyebrow, the Half-Orc leans in toward the other man. "I certainly hope you did not needlessly send for me, Father. Arduous as they are, taking this time from my studies does not come without some cost." As he speaks, the bespectacled Half-Orc's meek appearance seems to fade. Gone are any hints of nervousness; no longer does the greataxe strapped to the scholar's back appear so out of place. Despite his words, Coranth's tone makes very clear the outcome of those few battles he did fight against the spirits in Heath, with a promise of the same to come in Cairdus.

(I may yet change character details provided in this sample besides race, class & general demeanor)


Wow, that site has a pretty cool setup!

The setting (non-Golarion, but if you want to make a Golarion background, we'll just plop it into Varisia) is kept pretty vague by the module, so feel free to make up names.


Hello All, (AKA Anna)

You may know me as Mei in another game.

also I am in Bonetown (I play Reggie the ex-slave) in the referenced plug above.

I have an idea for a character but will have to make some edits. I think the original backstory was for Greyhawk and I will need to adjust it for this story as well.


Also are you utilizing background skills?


No.


1 person marked this as a favorite.

Apologies for the mega-post, spoilered for ease of reading.

Gaius:
Gaius Trevelyan
Male Elf Stalker Vigilante 7
LG Medium Humanoid (Elf)

Init +4 (+4 Dex)
Senses: Perception +13, Low-light vision.

DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 32/32 (+7FCB)
Fort +1 (2 base, -1 Con)
Ref +9 (5 base, +4 Dex)
Will +6 (5 base, +1 Wis)

OFFENSE
Iolaire +11, d6+3, 20x3 [+ 4d8/d4]
Muthan +10, d10+3+3, 18-20 x2 [+4d8/d4]

Spd 30 ft

Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14 (+1) (13 base, +1 Level 4)
Dex 18 (+4) (16 base, +2 racial)
Con 9 (-1)
Int 14 (+2) (12 base, +2 racial)
Wis 12 (+1)
Cha 14 (+2)

Base Atk +5
CMB +6 (+5 BAB, +1 Str)
CMD 20 (10 + 5 BAB, +4 Dex, +1 Str)

FEATS
Point Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Weapon Finesse [Level 2 – Vigilante Bonus]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Longbow) [Level 3]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Deadly Aim [Level 5]: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Rapid Shot [Level 7]: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

TRAIT
Trap Finder: Gaius gains a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

SKILLS
Acrobatics +12 (5 ranks, +4 Dex, +3 class)
Diplomacy +16 (7 ranks, +2 cha, +3 class, +4 Social Grace)
Disable Device +17 (7 ranks, +4 Dex, +3 class, +1 trait, +2 tools)
Intimidate +14 (3 ranks, +2 Cha, +3 class, +6 Geater Renown)
Knowledge (Dungeoneering) +6 (1 rank, +2 Int, +3 class)
Knowledge (Engineering) +6 (1 rank, +2 Int, +3 class)
Knowledge (Local) +6 (1 ranks, +2 Int, +3 class)
Knowledge (Nobility) +7 (1 rank, +2 Int)
Perception +13 (7 ranks, +1 Wis, +3 class, +2 racial)
Sense Motive +15 (7 ranks, +1 Wis, +3 class, +4 Social Grace)
Sleight of Hand +8 (1 rank, +4 Dex, +3 class)
Stealth +24 (7 ranks, +4 Dex, +3 class, +5 cloak, +5 armor)
Survival +11 (7 ranks, +1 Wis, +3 class)
Use Magic Device +6 (1 rank, +2 Cha, +3 class)

Total Points: 56 [7x(6 Vigilante + 2 Int)]
AC penalty is 0

LANGUAGES
Common, Elven, ,

EQUIPMENT
Iolaire: [LN Intelligent +1 Composite Longbow (+2)] (11,100gp) [3lbs]
Muthan: Adamantine Elven Curve Blade (3,080gp) [7lbs]
+1 Shadow Mithril Chain Shirt (5850gp) [12.5lbs]
Ring of Sustenance (2200gp)
Cloak of Elvenkind (2500gp) [1lb]
Gaius’ Adventuring Kit: backpack, a bedroll, a belt pouch, caltrops, chalk (10), Arrows (50), a flint and steel, a grappling hook, an iron pot, masterwork thieves tools, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a water skin. (150gp) [42lbs]

660 gold 90 silver 20 copper
Weight Carried: 65.5lbs.

Iolaire: Int: 14, Wis: 14, Cha: 10. Ego 7
Senses: Darkvision 120ft, Perception +10 (5 ranks, +2 Wis, +3 class), Telepathy (100ft)
Spells: Detect Magic at will.

SPECIAL ABILITIES
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks
Low-light Vision: In addition to her ability to see perfectly in the dark up to 60 ft, Gaius has low-light vision, allowing him to see twice as far as humans in conditions of dim light
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon

Dual Identity: A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.
A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Hidden Strike: This ability allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Social Talents
Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.
Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. (Diplomacy, Sense Motive)
Mockingbird: The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.
Great Renown: The vigilante is known on a broader scale. He can gain renown in a single community of up to 5,000 individuals (a large town) or up to two communities of no more than 2,000 individuals each (two small towns). The bonus while he is in his social identity remains unchanged, but the circumstance bonus on Intimidate checks from his renown social talent while he is in his vigilante identity increases to +6. A vigilante must be at least 7th level and have the renown social talent to select this talent.

Vigilante Talents
Lethal Grace: The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Stalker Sense: The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent.
Sniper: The vigilante can deal hidden strike damage with ranged attacks at any distance, rather than within 30 feet. Only a stalker vigilante of at least 6th level can select this talent.

--------------------
Appearance
--------------------
Elf, he has long blonde hair which her wears in a series of elaborate braids (thereby starting a fashion tend when he returned home two years ago). He has a reasonably muscular physique but is occasionally wracked by nasty coughing fits, a legacy of his time in the army. He takes great pride in his appearance and is always dressed well, although he is less concerned about being the epitome of fashion and tends to favour flattering, but relatively simple cuts rather than complex ostentation.
--------------------
Personality
--------------------
Gaius is charming and, as a younger man, was the classic spoilt young nobleman – determined to taste all the good things that life had to offer and to give absolutely nothing back. Since his return from the army he has lost none of his charm but seems to have matured considerably. His taste for the finer things in life is now tempered by a sense of moderation, which has made him a much more pleasant dinner guest.

Gaius is naturally quick and often reads more from a conversation than his partner intended – this is a double edged sword as, in his younger days, Gaius often reacted to imagined slights and put his foot in it. The older, more mature Gaius prefers to listen instead – weighing up his words before speaking which has earned him a new reputation for cool-headedness, appropriate for a military man and war hero.

He also has a number of less desirable military traits, including fastidiousness and a startling directness. Gaius speaks his mind plainly on almost every subject which has won him some friends amongst the disillusioned nobility and scandalized many more when he revealed the affair of a prominent marchioness and approved on the grounds of her husband’s cruelty and similar unfaithfulness.

Likes: Good friends, honesty, people who know how to listen, fine clothes, generosity.
Dislikes: Misers, unnecessary extravagance, spicy food (brings on his cough), liars, people who disparage the military.
--------------------
Motivation
--------------------
As a young and well off nobleman, basking in the reputation of being a war hero, Gaius has little motivation to do anything in particular. Since his return he has busied himself with philanthropic works, explaining that his time in the army has shown him how the duty of a leader is to care for those under his command.
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Background
--------------------
When his disapproving father enrolled him in the army many predicted a six-month exile for the young nobleman after which he would return and continue as many of his friends had done. The day of his departure Gaius and his father spent three hours locked in his father’s study and when Gaius emerged he was carrying a mighty blade and a surprisingly thoughtful look on his face.

Enrolled in the army as a young officer Gaius spent two decades stationed on the frontiers of Cairdus, where he fought the elements, rampaging goblin tribes and even on one occasion a tribe of black-clad elves. These elves came from the north and never spoke, simply assaulting the first sentries they came across. Only one man escaped, barely, to warn the garrisons and Gaius was one of a large force marshalled to stop them. During the battle Gaius, wielding the heirloom sword Mathan, fought his way through to duel the elves leader a dark-skinned maiden wielding a great black bow and magic with unmatched ease. An unnatural cloud descended as he reached her and no-one saw what happened next until Gaius staggered out of the cloud coughing blood, dragging Mathan in one hand and the leader’s bow in the other.

After a prolonged stay in military hospital Gaius was awarded two medals in recognition of what he had done, and the young elf insisted on serving out the remainder of his service. Finally, six months before he was due to depart the message arrived that his father had died and his elder sister was now head of House Trevelyan. Gaius was given six months six leave and returned to Cairdus where he received a warm welcome as a genuine, decorated war hero.

Since then he has dedicated himself to helping the less fortunate members of the city, constantly holding benefits and donating his own money to worthy causes. This has given him a not inconsiderable reputation in Cairdus as a noble who cares – a rare beast indeed….

He still needs two languages but everything else should be there. Will post the background for the 'other half' later.


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Here is the 'other half' - sorry it took so long. Hope you like!
I recommend playing this as you read.

Vox:
Vox, The Song of Cairdus.

The story of Vox is really the song of Iolaire. Crafted centuries ago by a elven sentinel to protect his diminishing tribe from the ravages of a Norgorber cultist in their midst Iolaire exists to enforce order and protect the innocent. She has been passed from wielder to wielder over the centuries, most recently falling into the hands of a woman named Anurialla who, heeding Iolaire’s advice, led her warrior friends south on a mission to cleanse the southern cities of corruption.

This crusade ran into a bloody end in the Northern Marches and Anurialla herself fell under the blade of a brave young officer named Gaius Trevelyan. Iolaire, a weapon of range and surprise, availed her not at all against Mathan’s blade, although Anurialla’s magic took a grievous toll on the young man. Gaius dragged the bow out of the fog with him and it was placed in garrison lock-up for many months.

About six months after Gaius returned to Cairdus he was found, late one night by a man in a hooded cloak. This figure spoke no words, simply offering Gaius a colossal black longbow, chased in silver. His demeanor was, Gaius thought at the time, rather strange until he took the bow at which point the man breathed a great sigh of relief and fled into the darkness.

Thus Iolaire passed to Gaius. It was some time before Gaius fully accepted what the longbow told him, but as he became more and more famous he found it impossible to ignore the rampant injustices he saw on a daily basis. Finally, after hearing a local nobleman boasting of the pretty young girl he had recently ‘acquired’ for his own pleasure Gaius snapped. That night a hooded and masked figure fired several arrows through the lords bedroom window, causing an injury which ensured that that particular lord would not trouble young girls anymore. The lords guards, alerted first by a strange song they heard from the lord’s bedroom and then by their master’s screams found their master pinned to his bed by pure white arrows. Pinned above his head was a note, written in a fluid script.

Do you hear the people sing, singing the song of angry men?
It is the music of a people who will NOT be slaves again.
There is a life about to start when tomorrow comes.

For days afterwards all Lord Markham could talk about was the ghostly figure in white who swept into his room and carried off his slave as he watched in pain.

From that dramatic beginning tales of Vox, the Song of Cairdus, spread quickly. Vox struck repeatedly over the next two weeks, killing a major drug smuggler and several of his men to rescue a city guard patrol who had bitten off more than they could handle. Soon tales of the white robed figure with the black longbow spread across most of the city and criminals travelling at night would pale if they heard the words which had rapidly become the Song’s moniker, sung in a haunting voice as the arrows flew and death rained down.

Do you hear the people sing?
Singing the songs of angry men?
It is the music of a people who will not be slaves again.
There is a life about to start when tomorrow comes.

Some will fall and some will live, will you stand up and take your chance?
There is a life about to start when tomorrow comes.


...He crosses his arms. Based on his description of you, you'd think he'd look more impressed.

"You don't look to happy at the prospect of meeting with me, Father. However, I can assure you that the trust you place in me is well founded," she leans in a little closer to the priest.

"Not two year ago, I came to this city... destitute... not a coin to my name... and no reputation. But here I stand," she points to herself then giggles. "Well, here I sit, I have a thriving business. I'm well known And Well Liked! I've offered to help those who are my friends. Oh sure, I have lots of friends... because I've proven that I can get things done with a few kind... and, well... reasonable words into the right ears. I'd be happy to help you, Father... as friends help each other out, right?"

Here is my submission. Laëlynn is a skill based character and while she does have some combat prowess, I've purposely designed her to be able to disable opponents rather than kill them. Looking forward to seeing who gets to play in this campaign. It sounds quite refreshing!


"I'm delighted by your trust in me Father." Gaius smiles. "I'm happy to contribute however I can, a donation or perhaps some fundraising amongst the families. I wouldn't necessarily say I'm 'the only one that can help the city' though." He smiles at the priest. "I must say I'm flattered by the confidence you show in me Father. I'll certainly do what I can if you'll let me know exactly what I'm meant to be doing...?"

Later that night, as the Father was snuffing the candles from the late service a rustling noise had him turning to the window. Perched high above the church floor crouched a slender figure in white robes, a great black bow slung across their back. The figure speaks in a melodic, sing-song voice. "I have heard the people sing of you. What do you require?"


Do we get to find out soon? :) I'm excited!


Rather than have to pick between two great submissions, I've decided I'll run two separate sessions. Gaius and Laëlynn, congrats!

I will set up and PM over the discussion threads soon. I expect to be able to start Monday night. Looking forward to playing with you both!


Thank you! I'm very honored to be selected.


Likewise - thank you very much :)

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