DM Bigrin's Second Darkness (Inactive)

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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Okay, so this is my first attempt to DM a PbP a game on this board, and I chose the one AP that I've always wanted to play in, but never made the recruitment cut for. Well, I made the cut this time!

Adventure synopsis:
A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them...

In the Second Darkness Adventure Path, the heroes venture from the Varisian pirate haven of Riddleport to an island overrun by extraterrestrial terrors, a fallen forest capital of the elves, the subterranean realm of the drow (where they are disguised as drow themselves), intrigue-laden elven courts, and a mysterious realm forgotten by time itself, known as the Land of Black Blood.

About me as a DM:
I have been DMing PbP games for over 3 years now, with my longest lasting more than 18 months, and the shortest going on 8 months now (on a different board). I came to the paizo boards recently because I was looking for a more Pathfinder-oriented mindset in my games. I like a fast-paced game, with regular updates, and I treat my players well. My main intent is for everyone to have fun and enjoy some down time online.

I am looking for players that can post (or at least check to see if they need to respond) at least Once Per Day, minimum. Also, this is a long lasting story arc, encompassing several adventure modules. So, if you don’t think you can stick it out for at least one adventure, please leave the slot open for someone who can. The way this is set up , I can easily rotate people in and out between adventures, but I’d rather not have to replace someone halfway through a scene.

Character Creation

First Level
20 Point Buy - 20 Max and 8 Minimum after racial adjustments
1 Trait picked by you and one trait given by me based on your background and goals

Max Gold to Start
Maximum HPs first level, Half Dice+1 for other levels
Any race/class published by Paizo is considered fair game, but I reserve the right to veto, based on how I feel it might impact the game. There are 2 known exceptions:

1) No Rich Parents (or other trait that gives you extra cash)
2) No Darklands-specific races. we are going into the Darklands, but we aren't starting there!

Please give a background and any future goals for your character. I may offer campaign tie ins after you are chosen.

This space reserved for submissions

This space reserved for Q&A


Dotting for interest.

RPG Superstar 2013 Top 4

I´m interested too, I´ll submit a character as soon as I can.

Lantern Lodge RPG Superstar 2015 Top 16

Hello, this is my entry for your PbP campaign. This will be my first and I'm excited for the opportunity!

Sritaro of Sarenrae
Nagaji Paladin (Hospitalier) of Sarenrae

Character Sheet:

Sritaro of Sarenrae CR 1/2
Male Nagaji Hospitalier 1
LG Medium Humanoid (Reptilian)
Init +2; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 21, touch 12, flat-footed 17
hp 12(1d10+2)
Fort +4, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Scimitar +4 (1d6+3/18-20/x2)
Morningstar +4 (1d8+3/20/x2)
Range
Sling +3 (1d4+3/20/x2, 50')
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Endurance
Traits Indomnitable Faith
Skills Diplomacy + 7, Heal +3, Knowledge (Religion) +4
Languages Common (Note, typically it's Nagaji and Tien, but given the background, Common would be appropriate)
SQ Nagaji Scales, Resistant, Serpent's Sense, Aura of Good

--------------------
SPECIAL ABILITIES
--------------------
Detect Evil (at will)
Smite Evil 1/day
--------------------

--------------------
EQUIPMENT
--------------------
Chainmail
Heavy Steel Shield
Scimitar
Morningstar
Sling w/ 20 bullets
Bedroll
Backpack
5 days dry rations
1 Alchemist Fire
1 Holy Water
1 Healer's Kit
50' Hemp Rope
3 pints of oil
Hooded lantern

Character Background/Goals:

Although originally born in Nagajor, Sritaro's parents left their homeland for opportunity and exploration, eventually settling down in Varisia. Despite their best efforts, the unusual looking nagaji were secluded from the human-centric towns they visited and often found themselves isolated from neighbors. Unfortunately, this left the family as easy prey to one of the many goblin tribes. The feral creatures surrounded, then set aflame the nagaji homestead. Cackling with glee at their pyromanic antics, the goblins were then assailed by a small group of paladins ordered to crack down on the recent goblin incursions.

Both of Sritaro's parents died protecting their son from the smoke and flames before the paladins could reach them. Now alone, the paladins took the child with them, figuring they would send the reptilian child at an orphanage after completing their mission. After completing their duty, one of the paladins, Lady Espiana, took pity on the child, remembering her own orphaned upbringing that eventually led to hear to serve the Dawnflower. Convinced that the nagaji child was put into her care for a reason, she adopted the reptilian toddler as her own and educated and trained Sritaro.

At first shy and sullen, Sritaro eventually took to his new environment. He learned of the Dawnflower and of other deities, was taught to read and write in Common, and trained under the use of weapons and armor common to Order of the Dawnflower. But most of all, he picked up his adopted mother's grace and penchant for healing.

Now as a member of the Order of the Dawnflower, Sritaro ventures forth to aid others and bring the light where darkness reigns.

Sritaro's Personal Code is as follows:
Every living being deserves mercy and healing; aid must be forthcoming and everyone should be offered mercy.
You shall bring the Dawnflower's warmth and light to your allies and the innocent; bloodshed to defend them is acceptable if violence is the only answer.
Acceptance of others brings light where there is darkness; it is the Dawnflower's will that everyone be blessed by her light and that evil beings can be brought into it.

Sritaro travels specifically to spread hope and help those who need it. Thanks to his large, strong physique, he's not afraid to step into combat, but sees violence as a necessary means when diplomacy fails and the aggressor's actions would lead to harm. On that note, he's still somewhat naive and quick to step in if he perceives somewhat being hurt.

About the Player:

I like to think I roleplay well; I chose a Paladin like this who will be versatile. He'll have fair AC, some melee capabilities, and will make for a great backup healer or even full time healer as he gains exeperience (looking into Greater and Ultimate Mercy down the road as feats). Of course he's not the brightest tool in the shed and is less perceptive than others, but he'll make over that with charm, conviction, and hopefully some 20's here or there...

Due to my job, I'm online every weekday and I'm usually on at some point on Saturday and Sunday, too.

If accepted, I'll create the character profile for the campaign.

Sincerely,
BPC


Very interesting. I've got two concepts in my head. I'll try to narrow it down and pick one tonight

Dark Archive

Pathfinder Adventure Path Subscriber

Also expressing interest, probably as a dwarven rogue. Resurrecting my old Living Greyhawk character, Bruendor Cavescouter, as he'd work AMAZING in this path.


The open race/class combination option is tempting, and bringing to mind a few combinations I wouldn't otherwise get to play. As we are starting in a pirate city (from the AP description, I haven't played it before), it might be a good opportunity to try out a "monster" race. Here is the first thought that comes to mind, but I might submit another concept later on.

Tiefling Magus

Character Sheet:

Nahiil
Male Tiefling Bladebound Magus
CN Medium Humanoid
Init +4; Perception +1
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14
hp 11 (1d8+2+1)
Fort +4, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Rapier +4 (1d6/18-20/x2)
Range
Longbow +4 (1d8/20/x2, 100')
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits TBD
Skills Knowledge: Arcana +7, Bluff +1, Knowledge: Planes +7, Perception +1, Ride +8, Spellcraft +7, Stealth +6
Languages Common, Infernal, Elven, Draconic, Goblin
SQ Darkvision, Darkness (SLA)1/Day, Resistance Cold Electricity Fire 5,
--------------------
SPECIAL ABILITIES
--------------------
Arcane Pool 4
Cantrips
Spell Combat
--------------------
--------------------
EQUIPMENT
--------------------
Rapier
Daggers
Chain Shirt
Longbow
Quiver with 24 arrows
Flint and Steel
Bedroll
Etc.

Background:

Nahiil's mother is a witch of some repute. She was never very forthcoming in regards to exactly who, or what, was the father of her children, but given her rather formidable reputation most feel safe to assume it was someone she encountered professionally, and that it was probably safer not to ask.

Nahiil is her eldest son, and grew up knowing that everyone around him was afraid of him, either because of his appearance, or because of who his mother happened to be. His mother was a disinterested parent, and merely provided tutors or guardians, sometimes from the city, and sometimes from other planes, to look after him and his siblings. Growing up surrounded by spellbooks, reagents, potions, and creatures summoned from only the gods know where, Nahiil grew up with magic in his blood, and naturally took to an arcane profession.

He resented being feared as a child, and he made efforts to change it. However, his fearsome visage and a lack of social skills brought on by being raised by non-humanoid or multiheaded creatures made changing opinions difficult. Eventually, he realized the reputation was unavoidable, and he decided to embrace it. He created a persona that would benefit from this form of respect, and forced the lonely child he had been to conform to this new image. Nahiil sees himself as a man of standing now; a member of the upper echelons of society, a role his mother's power and reputation have allowed him to assume.

While he comes across entitled and perhaps a bit vain, Nahiil sees more than he lets on, and is not nearly as uncaring as he appears. He always goes out of his way to act the perfect man standing; dignified, intelligent, and commanding, but he is very sensitive to how others perceive him, and his insecurity can occasionally bring out his temper. Rather than live off his mother's wealth, as he could easily do, he seeks experiential enjoyments; challenges, battles, mysteries and confrontations, both to put his wit and mettle to the test, and to enjoy the pleasures and vice that come from the spoils.

About this player:
I've been roleplaying over twenty years, and playing Pathfinder as my game of choice the last two or so. I participate in a few games on this forum, and am GMing Carrion Crown. I am available to post every weekday, and can usually post over the weekend, time allowing.


Dotting! Would you allow an exiled, True Neutral Goblin Wizard?


Also dotting, have a few ideas I've wanted to try out if all races are open.


dotting.


@LastNameOnEarth - Starting in Riddleport as per the Player's Guide. Unfortunately, I didn't realize the Second Darkness Players' guide wasn't a free download.

@Aebliss - It would be allowed, but you have to take into account overall intermixing in a mostly human society, even if one out on the back end of Varisia. Given Riddleport's nature, a goblin wouldn't likely get lynched on sight,but you never know...

Black Powder Chocobo wrote:


Sritaro of Sarenrae
Nagaji Paladin (Hospitalier) of Sarenrae

I'd prefer to keep Dragon Empires out of this one, if you please.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Possibly interested. Have an idea for a Mwangi gunslinger that I've recently started toying with, but could go with a different class/idea if you'd prefer (I'm not usually a gunslinger fan in a fantasy campaign, honestly...).


Gunslinger is fine. I don't normally like them in a fantasy campaign either, but I like what Pathfinder did with them, and they fit in Golarion, somehow.


@DM Bigrin - Yes, Riddleport. This is the Pathfinder Wiki entry on the city:

Pathfinder Wiki wrote:


Riddleport is the third-largest city in Varisia and is a haven for pirates and sea-faring brigands, who find themselves far to the north of the Arch of Aroden. Teeming with criminals and rogues of all kinds, Riddleport is full of potential danger and hard-to-avoid intrigue. Also known as the City of Cyphers, Riddleport takes its name from the Cyphergate, a giant stone arch spanning the natural cove around which the city is built. It is covered on both sides with ancient Thassilonian symbols, although their exact meaning is unknown.

The above is why I thought monster races might be more excepted there. Being a coastal city, Dragon Empires races might not be unheard of there - Re:Black Powder Chocobo.

@Aebliss - I love the idea of an outcast Goblin Wizard. I've tried to swing one a few times before, but it never fit the campaign. You should go for it. I thought it would be great if you could take Improved Familiar to get a Warg you could use as an intelligent mount. Warg isn't on the PF Improved Familiar list, but it was on the 3.5 list for level 4, so the GM might allow it.

@Black Powder Chocobo - If Nagaji doesn't fly, check out Suli. It's practically tailor made as the ultimate Paladin race.


Looking at a Suli Crusader Cleric of Ragathiel (Destruction Domain) - if that sounds good, I'll stat it up (if not, I'm thinking Oread).

RPG Superstar 2013 Top 4

@DM Bigrin

I´m thinking of a NG (or N?) nidalese fetchling "sinister" bard. His performance style and artistic interests are more on the gloomy side, like horror stories and playing dark tunes. His troupe has been disbanded in Nisroch by the Silent Enforcers and he has fled to Riddleport. In general, albeit a bit creepy, he's a very sociable person, although he does enjoy his share of violence (as long as those on the receiving end deserve it).

I´ll post a character sheet and background later, but if the concept doesn't suit you I´m happy to come up with something else.

Sczarni

Most definitely interested. New to PbP. Will get you some info directly.


Here's an Ulfen Barbarian: Lefrik Olegson

Crunch/statsblock:

LEFRIK OLEGSON CR 1/2
Male Human (Ulfen) Barbarian 1
NG Medium Humanoid (Human)
Init +0; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Greataxe +4 (1d12+4/20/x3) and
. . Javelin +0 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
--------------------
STATISTICS
--------------------
Str 17, Dex 11, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Cleave, Power Attack -1/+2
Traits Deft Dodger
Skills Acrobatics -2, Climb +1, Escape Artist -2, Fly -2, Intimidate +5, Perception +4, Profession (Sailor) +1, Ride +2, Stealth -2, Survival +4, Swim +5
Languages Common, Skald
SQ Fast Movement +10 (Ex), Rage (7 rounds/day) (Ex)
Combat Gear Chain Shirt, Greataxe, Javelin; Other Gear Backpack (1 @ 3 lbs), Blanket, winter, Torch
--------------------
SPECIAL ABILITIES
--------------------
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------

Background:

Oleg was a virile Ulfen to be sure. His wife bore him a full seven sons, and that seventh son was Lefrik. With some of his brothers much older than he, Lefrik found himself forever in their shadows. It seemed whatever deed he sought to do, his brothers had already done it. One of his brothers had made his namesake as a great sailor, another was peerless with an axe. Yet another was considered the wisest of the bunch,or the best at song and saga, and so it went. Lefrik was a strong second, but there was no great deed he would be able to do his brothers hadn't already.

It was while accompanying his brother, the sailor, to the far south city of Riddleport that Lefrik stumbled onto his solution. He'd never been in such a city before, the sights and sounds were something amazing, and the people had such different values. More importantly, here, even the deeds of his FATHER were unknown. Lefrik realized that here, for once, he was his own man able to make his own mark.

Despite his older Brother's concerns, when the ship went back to return to the North, Lefrik, seventh son of Oleg the Giant bane, remained behind in Riddleport.

Goals:
: Lefrik desires to make his own mark. While not as much a traditionalist as some in his family, he's always felt second best around his siblings despite his best efforts. It seemed there was always one brother or another who was stronger, smarter, wiser...whatever. And the local villages and towns he knew as a child would always know him as the "Little Olegson" no matter how big he grew or what he did.

Lefrik thus desires fame, or at least deeds of his own to boast of. Riches (As the 7th son, he's not going to inheirit anything) wouldn't hurt either, of course, as long as it's gained in some good or glorious cause. Lefrik wants to be a hero. Though, to his credit, he wants to earn it by deed.


DM Bigrin wrote:
@Aebliss - It would be allowed, but you have to take into account overall intermixing in a mostly human society, even if one out on the back end of Varisia. Given Riddleport's nature, a goblin wouldn't likely get lynched on sight,but you never know...

I like a challenge. ^^ I'll get to work on Anklebiter the Insane, Goblin Wizard. Be back in a few.


Alrighty! Presenting Anklebiter the Insane, birth name Mogmurch. Please take a look and let me know what you think. ^^


Pedro Coelho wrote:

@DM Bigrin

I´m thinking of a NG (or N?) nidalese fetchling "sinister" bard. His performance style and artistic interests are more on the gloomy side, like horror stories and playing dark tunes. His troupe has been disbanded in Nisroch by the Silent Enforcers and he has fled to Riddleport. In general, albeit a bit creepy, he's a very sociable person, although he does enjoy his share of violence (as long as those on the receiving end deserve it).

I´ll post a character sheet and background later, but if the concept doesn't suit you I´m happy to come up with something else.

Suits me fine

Tilnar wrote:
Looking at a Suli Crusader Cleric of Ragathiel (Destruction Domain) - if that sounds good, I'll stat it up (if not, I'm thinking Oread).

Sounds good. I'd like to see what you do with him.

Lantern Lodge RPG Superstar 2015 Top 16

DM Bigrin wrote:

Black Powder Chocobo wrote:


Sritaro of Sarenrae
Nagaji Paladin (Hospitalier) of Sarenrae

I'd prefer to keep Dragon Empires out of this one, if you please.

Yea, as LastNameOnEearth suggested, I'll have to go Suli, although I liked the idea (and other racials) of the Nagaji.

Barring the racial change (and the edits I'll have to do with the backstory), would a Suli Hospitalier paladin suffice?

Dark Archive

Pathfinder Adventure Path Subscriber

May I present Bruendor Cavescouter, dwarven rogue. As I said, he was originally built for Greyhawk, so Flanaess specifics have been filed off and replaced with Golarion ones. Other than that, his history remains exactly the same.

Statistics:

BRUENDOR CAVESCOUTER CR 1/2
Male Dwarven Rogue 1
LG Medium Humanoid (Dwarf)
Init +2; Senses Perception +5 (+6 trapfinding)
--------------------
DEFENSE
--------------------
AC , touch , flat-footed . ()
hp 11 (1d8+3)
Fort +3, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 rapier (1d6+2, 18-20/x2)
Melee +2 sap (1d6+2 nonlethal, 20/x2)
Melee +2 dagger (1d4+2, 19-20/x2)
Melee +2 morningstar (1d8+2, 20/x2)
Ranged +2 light crossbow (1d8, 19-20/x2, 80' RI)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 16, Int 13, Wis 12, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Combat Expertise (-1 atk/+1 dodge AC)
Traits Tunnel Fighter
Skills Acrobatics (1) +5, Climb (1) +5, Disable Device (1) +7, Knowledge (dungeoneering) (1) +5, Knowledge (local) (1) +5, Linguistics (1) +5, Perception (1) +5, Profession (miner) (1) +4, Sense Motive (1) +5, Stealth (1) +5.
Languages Common, Dwarven, Elven, Undercommon
SQ Sneak Attack, Trap Finding
Combat Wooden Armor, Rapier, Sap, Morningstar, Light Crossbow
--------------------
SPECIAL ABILITIES
--------------------
Favored Class: Rogue
Sneak Attack +1d6
Trapfinding: +(Rogue level/2, min=1) to Perceptions tests to find traps and Disable Device tests to disarm them. May disarm magical traps.
--------------------
EQUIPMENT
--------------------
Wooden Armor, Rapier, Light Crossbow, 50 Bolts, Masterwork Thieves' Tools, Backpack, Grappling Hook, Silk Rope 50', Rations (2 wks), Caltrops, Clothing (Explorer's Outfit), Dagger, Sap, Morningstar, Bedroll, Blanket, Compass, Oil (1 pt), Chalkboard, Chalk (10 pieces), Bag (Waterproof), 16 gp.

Background:

Bruendor was born in Janderhoff to one of the clan's most prominent subterranean explorers, Azisi Cavescouter. Unlike most of the dwarves, Cavescouters were trained to be explorers, searching for veins of minerals during peacetime and seeking the enemy during war. He and his older brother, Imrik, were both trained by Azisi to be silent explorers of the depths, relying on cunning and stealth to overcome hazards rather than brute force.

Like most of his people, Bruendor enjoyed the bitter taste of ale a bit too much, and often drank to excess during his free time. Janderhoff had experienced a relative quiet from the Darklands, so he would occasionally drink from a hip flask of spirits on his outings.

It was on one such outing that disaster struck. Azisi was leading Imrik and Bruendor on a deep delve when they were ambushed by the drow. It was instantly a fight to the death, and though the dwarves were victorious, it was a costly fight. Bruendor was barely alive, and both his mother and brother were unconscious. He could not bring both of them back to safety, so he had to choose - who would he save? The mother that bore him, or his brother who had his back?

He made his choice. He carried Azisi's unconscious body back to the main depths, and rednezvoused with one of the regular patrols. He passed out soon after that, and woke up in hospice. His mother was seated by his side, her grey eyes regarding him stonily.

"They followed your tracks back to the ambush point to rescue Imrik," she stated flatly. "He wasn't there."

His lip trembled. "Mother, I..."

"NO!", she screamed, slapping him across the cheek. "I am your mother no longer. I have no sons any longer. At least Imrik died a dwarf; you are a fool and a coward." Her face was screwed up with grief and spite. She got up from his bedside, and began to walk away.

"Mo...Azisi..." Bruendor said. Azisi paused, but did not turn back. "He may still be alive."

Her hands clenched into fists, and she said quietly, "If I were you, I would pray that he were dead." With that, she left his room.

Bruendor's wounds eventually healed. He was visited by the priest of Torag , who performed the Sundering upon him - placing Torag's curse upon Bruendor. His beard fell out strand by strand, leaving him clean-shaven. He was exiled from Janderhoff, and was told that until he could repay his debt to dwarven society, he would never be free of Torag's curse. He would need to save the lives of 101 dwarves - once done, Torag would forgive his failure to save the life of a man who had most of his life in front of him.

He wandered for a time, before settling in Riddleport. He now contemplates his next move in a flophouse in Lubbertown.

Goals:

His most fervent wish is to break the enchantment placed upon him. As it was placed by direct deific intervention, it is not easily broken, so he seeks ways to aid any dwarf in need. Additionally, he hopes one day to return to the depths to find his brother. That was all years ago, and Imrik most likely died either as a slave or as a foul sacrifice to the drow's dark gods, but he holds a glimmer of hope that he might free his brother, redressing the wrong he committed years ago. Perhaps then Azisi would have him back as her son. He also hopes to find some way to prove to his mother that he is a capable scout - that he can be trusted to protect Janderhoff from assault by the drow.


Black Powder Chocobo wrote:


Yea, as LastNameOnEearth suggested, I'll have to go Suli, although I liked the idea (and other racials) of the Nagaji.

Barring the racial change (and the edits I'll have to do with the backstory), would a Suli Hospitalier paladin suffice?

Suli Hospitaller is fine

Characters as of Day 1

Bruendor Cavescouter - Dwarven rogue
Anklebiter the Insane - Goblin abjurist
Lefrik Olegson - Ulfen barbarian
Nahiil - Tiefling bladebound magus
Sritaro - Suli hospitalier paladin

I'll probably wrap up recruitment on Tuesday, assuming I have the party I want by then, so anyone who has dotted for interest still has a few days to get things wrapped up. Character concepts are more important at this point than full crunch.


We could use another healer, by the looks of things. That, or someone has to do a bit of multiclassing down the road. ^^

Misroi wrote:

May I present Bruendor Cavescouter, dwarven rogue. As I said, he was originally built for Greyhawk, so Flanaess specifics have been filed off and replaced with Golarion ones. Other than that, his history remains exactly the same.

** spoiler omitted **

** spoiler omitted **...

Wow. Bruendor's mom is... harsh. It's not as if he abandoned his brother because he was sloshed, he was saving her. Dwarves, eh? By the way, did you name yourself after the Darklord of Souragne?


Submitting dwarf cleric. she still needs gear, feats, skills, traits, etc. but this will give you an idea

Armed with rapier and favor of Cayden Cailien, Belana travels the land, doing her gods work. Of course it never hurts to sample the local brews, make some new aquantences, and perhaps test ones luck at a gaming hall.....


Oohoohoo, two Dwarves, a Goblin and a Tiefling in one party? I sense fun developments! Especially since one of the Dwarves is an accursed outcast. :D

Dark Archive

Pathfinder Adventure Path Subscriber

Yes, Asizi is harsh. She's also the best damn scout that Janderhoff has seen in generations, and she probably made that decision in the height of her grief. She got her way, and probably regrets it now, but there's nothing that can be done now.

And, had Bruendor been sober, he probably wouldn't have been able to save both of them - but he doesn't know that, does he?

And yes, I chose this name since I'm a HUGE Ravenloft fan, and Misroi is rarely taken anywhere.


I would like to throw my character in for consideration. Though I won't be able to get you the good stuff till tonight for I'm at work for the time being. So here is what he is like so far

Male half elf rogue (knife master/scout) archetype


Dotting for interest...I'll have a character posted by Monday night.


Libby is hiding out in Riddleport.


Cancel my submission


Libby wrote:
Libby is hiding out in Riddleport.

Can Bards be Lawful?


Bards can be any alignment, but I would have a hard time believing in a lawful con artist.


Lawful doesn't necessarily mean one obeys the laws of the land; consider it more like having certain codes.

Alignment

Read the LN entry, specifically: A lawful neutral character acts as law, tradition, or a personal code directs her.

The mafia are a lawful group. They break a lot of laws (of the land) but are big on honour and tradition.

That said, this *really* isn't the place for a debate about alignment. :D


OK, couldn't really come up with a personality I liked enough for my Mwangi gunslinger, so I'll submit Calla here, instead.

Obviously I'll reduce her back to first level if you pick her and get rid of the Westcrown trait.

Basically, she's a bit of a "bitca," as they'd have said in Buffy. She's got a heart of gold buried somewhere deep, but she's a colossal pain in the ass to be around. (Think early Sawyer from "Lost," I guess.) She's prickly and quick to take offense and likely to plot vengeance if crossed, but if the other PCs can get her on their side, she'll be quick to take offense on THEIR behalf as well as hers!

All that said, I think she's a lot of fun to play and can liven up a party right quick.


Dotting for interest. Considering a ranger or some type of fighter. Should have a submission up tonight.


Libby wrote:

Lawful doesn't necessarily mean one obeys the laws of the land; consider it more like having certain codes.

Alignment

Read the LN entry, specifically: A lawful neutral character acts as law, tradition, or a personal code directs her.

The mafia are a lawful group. They break a lot of laws (of the land) but are big on honour and tradition.

That said, this *really* isn't the place for a debate about alignment. :D

Oh I know all about "flexible" definitions of alignment. I just meant that I would have a hard time believing a *solo* con artist could be lawful. I had to look up the Sczarni to figure out where you were going with that. Makes sense now.

Characters as of Day 2

Bruendor Cavescouter - Dwarven rogue
Anklebiter the Insane - Goblin abjurist
Lefrik Olegson - Ulfen barbarian
Nahiil - Tiefling bladebound magus
Sritaro - Suli hospitalier paladin
Libby - Human con artist bard
Calla - Half-elf magus

There's a lot of good submissions already, so it definitely won't be going past Tuesday. I may even close submissions Monday evening, so let's finish those off. Again, background, goals, and concept are more important right now than the crunch.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

FWIW, Calla could also easily be an inquisitor. That's how she was originally conceived, and changed to accomodate someone else who wanted to play the class in the game.

Doesn't really change much about her other than maybe a touch more focus on Calistria/vengeance to back up her b~!+@iness. : )


motteditor wrote:

FWIW, Calla could also easily be an inquisitor. That's how she was originally conceived, and changed to accomodate someone else who wanted to play the class in the game.

Doesn't really change much about her other than maybe a touch more focus on Calistria/vengeance to back up her b%@$$iness. : )

I'd say make her how you want her to be. Inquisitor would be a good base for this AP.


oops, forgot background and goals.

Armed with rapier and favor of Cayden Cailien, Belana travels the land, doing her gods work. Of course it never hurts to sample the local brews, make some new aquantences, and perhaps test ones luck at a gaming hall.....that's how she ended up in riddleport anyway. Though she can't help shake the fealing that Cayden wanted her hear, certainly seems like his kind of place so far.....

Background: Dwarf cleric who travels while spreading her gods word, and having some fun along the way. Originally from Five Kings Mountains, Belana belongs to clan Ironhand. They are a clan of warrior dwarfs with bright red hair and a penchant for comabt. Know for being wild wanderers, it was no suprise that Belana was called by Cayden Vailien.

Goals: Spread word of her god. Sample brews and gaming halls across the land. Increase the legend of Clan IronHand. Bash a few orc, goblin, or drow heads along the way. and lastly, have some fun...perhaps tkaign the test fo the starstone herself someday

concept: Dwarf Cleric who will use spells mainly for buffs, burst for healing, and wade into combat using her domain powers. Perhaps taking selective channel, and then focusing on combat more.

RPG Superstar 2013 Top 4

Here it is:

Ghaen Ethban
NG Fetchling Bard (Street Performer) 1

Statistics:

Init +3; Senses Darkvision 60 ft., low-light vision; Perception +3

AC 17 (armor + dex + buckler)/ 13 (touch)
hp 10 (1d8, +2 Con)
Fort +2; Ref +5; Will +1
Resist cold 5, electricity 5

Speed 30 ft.
Melee +2/Dagger 1d4; rapier 1d6; whip 1d3
Ranged +3/Crossbow 1d8

Str 10, Dex 16, Con 14, Int 10, Wis 8, Cha 18 (racial adjustments: +2 Dex, +2 Cha, -2 Wis)
Base Atk +0; CMB 0; CMD 13

Feats
Weapon Finesse

Skills (6 class, 1 favored class)
Acrobatics +5 (+3 dex, +1 rank, +3 class, -2 armor)
Disable Device +5 (+3 Dex, +1 rank, +3 class, -2 armor)
Perform (Act) +8 (1 rank, +4 cha, +3 class)
Perform (Wind) +8 (1 rank, +4 cha, +3 class)
Perception +3 (-1 wis, +1 rank, +3 class)
Sleight of Hand +6 (+3 dex, +1 rank, +1 streetwise, +3 class, -2 armor)[/i]
Stealth +7 (+3 dex, +1 rank, +3 class, +2 racial, -2 armor)

Languages
Common

Traits
Vagabond child (Disable Device)

Racial abilities
Shadow Blending (Su)
Shadowy resistance
1/day — disguise self (humanoid only)

Class Abilities
Gladhanding
Streetwise
Countersong
Distraction
Fascinate
Bardic Peformance (Disappearing Act)

Spells known
0 - ghost sounds, lullaby, mage hands, prestidigitation
1 - cure light wounds, silent image

Weapons and Armor
Studded Leather Armor (25 gp); buckler (5 gp); Whip; light crossbow (35 gp), 30 bolts (3 gp); dagger (2 gp); rapier (20 gp) – total 90 gp

Equipment
Backpack (2 gp), bedroll (1 sp), grappling hook (1 gp), 50 ft. hemp rope (1 gp), ebony transversal flute (5 gp), thieve’s tools (30 gp), waterskin (1 gp), sewing needle (1 sp), 50 ft. string (1 cp), 10 parchment sheets (2 gp), 1 inkpen (1 sp), 1 vial of ink (8 gp), traveler’s outfit (1 gp), barbed vest (10 gp), signal horn (1 gp), 10 ration (5 gp), weapon cord (1 sp) – total 67 gp/1 cp

Gold
22 gp/9 sp/9 cp

Background:

Ghaen Ethban grew up in poverty in a small fetchling settlement in Nidal. Born in a large family, Ghaen soon learnt from his older siblings that the the hopeless and oppressive Nidal was no place for childish musings; yet, while evey one of them pulled their weight to help the family, Ghaen could only think of the songs and tales of heroes and monsters. The somber nature of Nidalese culture made sure that his tastes leaned towards grotesque aesthetics, and when a traveling theater troupe passed through presenting their unconventional plays, Ghaen decided to leave his family and join the ragged band. He was still a young boy when he last saw his parents.

Over the years, the old and wise Nochlan, the company’s leader, took the boy under his wing, teaching him the ropes of acting and playing, and spakling the arcane power Ghaen never imagined he had. Nochlan and the rest of the group were devout Desna followers, and Ghaen also became a worshipper of the Great Dreamer. While he never felt at home with his own family, Ghaen found he was finally among people with whom he could connect. As the boy matured, he grew to know love in the arms of the fair Oskanna, with whom he’s kept a romantic relationship over the last years.

Lately, the traveling troupe wound up spending some time in Nisroch, and even gained some notoriety – enough to catch the eye of the authorities, worried that these so-called artists might distract the masses from its militaristic upbringing. For Nisroch was no place for laughter or drama, especially of the subversive nature; thus, the troupe was hunted down and disbanded by the Silent Enforcer. Nochlan and Ghaen were captured, while Ghaen and a few other managed to escape. Ghaen hid in a ship bound to Riddleport, where he has spent the last months.

Goals:

Ghaen is a little ashamed of having fled while his mentor and his lover were taken by the Silent Enforcer, and wishes to gather enough power to go back to Nidal and find them. He has become fond of Riddleport and often dreams of bringing his old troupe to share his new home.


Just noting my interest. I'll have a biography and stats done by tonight, latest tomorrow evening.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Here's Edrebertil "Bert" Blackwillow, halfling archaeologist bard. I've done only a little bit of the crunch for the character, but it should be enough to get a feel for him.

Background:
As a young halfling in Varisia, Bert's cleverness and outgoing nature seemed to make him a natural for a bardic career. Unfortunately, he really didn't care much for music of any sort, even the common party songs of his people. He was definitely interested in bardic knowledge, and his grasp of the arcane side of the field was not lacking, but when it came time to study music he couldn't be bothered to keep his mind on the task. He would borrow books on history from the local town library and smuggle them into classes, he'd skive off practicing, and (worst of all, from his family's point of view) he'd hang out with all sorts of disreputable elements, picking up the basics of what under other circumstances might have made him into a decent rogue. But his real interests lay elsewhere. All around Varisia were the ruins of ancient Thassilon, and Bert spent a great deal of time studying them as best he could--among other things, trying to find out the role that halflings played in the time of the Runelords. He was personable enough to avoid repercussions for his transgressions for some time, but eventually his luck ran out and his glib tongue couldn't save him. After being kicked out of the bardic college, he made his way out into the world to investigate what had come before. His first stop: Riddleport, home of the great Cyphergate.

Goals:
Despite his pathological disinterest in music, Bert nevertheless feels as though he's disappointed his family by his failure. He dreams of making some great discovery and returning home in glory. (If he can prove that halflings were more than second-class citizens--at best--in any of the great ancient empires, so much the better; racial pride is a fundamental part of his makeup.)

Crunch:
S 10 D 14 C 12 I 15 W 12 C 16
Favored class bard; +1 skill rank at L1
Skills:
Climb +4
Diplomacy +7
Disable Device +7
Escape Artist +6
Knowledge (Arcana) +6
Knowledge (Dungeoneering) +6
Knowledge (History) +6
Perception +7
Spellcraft +6

Feat: TBD

Trait: Vagabond Child-Disable Device is a class skill, +1 feat bonus


Alrighty then. Allow me to present Antumbra - An Elven Witch.

Antumbra

Background:
Antumbra

On the day she was born Antumbra woke up screaming. Her voice was shrill, charged with lightning that cracked down on her writhing, naked, pale flesh. On the day she came into being she had aged already one-hundred-ten years of her elven life.

Almost her entire body, reaching from chest to thighs, was covered in scars. The pain was debilitating, excruciating. Burning with white-hot intensity, each of the scars oozed and seeped with a slithering black substance that eked out of the permanent wounds. Amidst the pain, Antumbra went to touch the substance, to pull it away, to block it from seeping out, anything, but she found that she couldn’t, she found that the material was not substantive, not corporeal; it was nothing; it was but shadow.

Her hands gripped and tore at the earth she laid upon, her eyes darting back and forth at the tall oaks that loomed above her in the forest, pressing inward, blocking all light, blocking all sensation but the pain that enveloped her.

But that wasn’t why she screamed. She could feel the pain, she could feel the shadows as they pressed out of the long-since closed wounds. She screamed because the only place left, away from the pain, was herself, who she was before she was born here again, and she remembered where she earned these scars in the first place.
It scared her, a fear primal, solitary and virulent. She was afraid of herself.

It wasn’t long before she final could force herself to move. Little by little, encroaching slowly, painstakingly, she propped her naked body up against one of the mighty oaks. It was there that the voice finally spoke to her. It wasn’t audible. All sound was blocked. The forest, wherever it resided, was silent. No leaves rustled. There was no wind. There was no sun, only sharpened creeping umbrage. Shadows within shadows.

The voice spoke in her mind, playing on the backdrop as the images of her past arrayed themselves before Antumbra in her mind. She remembered them, but they were not memories of her as far as she could tell, rather as far as she could hope.

The sound cascaded slowly like a creeping glacier as it roamed up inside her consciousness. It spoke, a voice ancient and everlasting, powerful, deep, thrumming like an everlasting bass chord. It asked her, “what is your name?”

“I don’t know,” she replied.

“You do,” it answered in return, “but you don’t dare speak it.”

“It’s not me. I remember these things, but they’re somebody else’s memories, not mine. I know the name of the woman who did these things, nothing more.” Tears welled up on the sides of her face, splashing on her naked corpulence. As the tears fell the shadows danced, moving with sentient initiative to dodge them where they landed, reassuming their ugly forms straight again after.

“She is you, yet she is not you,” it spoke, softly. “These are both your memories, and the memories of a woman who is far past. These are both your scars and the scars of a woman who died in the throes of passion.”

“I’m not her!” She screamed at it in her mind. “Who are you?! What do you want with me?”

Impossibly, its voice grew louder, thicker, pouring into every crevice of her person, obscuring the memories in the deepest of hazes. “I am the shadow that looms over Golarion. I am the greatest darkness cast by the darkest light. I am the entity that only exists as a mirage, forever there, but visible only to those that watch the sun as it sets across the world. I am the Umbra, and soon darkness will fall.”

She stared, eyes and mouth agape as the words undulated through her imagination. Her vision was gone, removed from the forest. “But why me? How did I come here? I know how she died, but where did I come from? I…”

The Umbra’s voice was soft, quiet, but spoke with an intensity that shut her up immediately. “Where there is no light there is no shadow. Soon the world may be bathed in darkness. This must be stopped. You will help stop it.”

“But what is it that I must stop? You have told me nothing, and I’m lost and alone. Please, just tell me what I have to do!”

“You will learn in time,” it said to her, its voice trailing off into the darkness, reaching from the antumbra, the penumbra and into the deepest recesses of the umbra.
“Do not despair. You will not be alone.”

The voice was gone, as were the shadows. Antumbra looked up to see the leaves finally moving, the wind catching and picking up fallen leaves that danced in circles above her head, catching the light of the sun as it began its descent. Out of the corner of her eye she spotted a tiny black object swooping down from the trees.
She felt a surge of pain as it landed on the scar tissue near and around her breasts, digging its talons deep into the crevices. She reached over to pet the raven. “I’ll call you Sol. Do you like that name, Sol?”
The raven cocked its head to the side, eyes affixed at her unblinking.

Appearance:
Antumbra is a beautiful Elf by almost every account. Her eyes are an intense grey with speckles of black dotting the pupils. Her hair is a ghostly color, blue-grey, that catches sunlight, seeming almost to abosrb it, darkening the area about her ever just slightly so that she appears off.

Her regalia is odd for an Elf however, sticking not to any sort of fashion sense her dress seems rather haphazard and ill looked after. The clothing is bundled so as to cover every inch of her body from her chest to her legs.

Underneath is a latticework of scars that could make even the most hardened, battle-worn warrior cringe at the sight. It appears like no creature should have been able to survive that, and the appearance, whenever glanced upon by any normal man, woman or child, is almost enough sometimes to make them flee in terror.

Antumbra tries to keep them covered whenever possible.

Goals:
That event was six years ago. Without a name to go by, she picked up the name Antumbra, never daring to share her name, her other name, her body’s true name, out of fear of what her past life’s mention will reap. She has since roamed the countryside the Inner Sea, learning more of what task her shadow patron had designed for her, and what it meant by the darkness that will fall. In the meantime Antumbra has worked to study the strange arcane powers gifted to her, working through Sol to attempt to discover the inner-recesses of her capabilities.
Her vigil was bestirred at the mention of “the blot” a large dark cloud looming over Riddleport at the northern end of the Lost Coast of Varisia. Her contact there, “BLANK,” a friend she met far back in her beginning travels, has offered to keep her safe at her arrival. Hoping that this might finally be the key to unlocking the mysteries surrounding her revival, as well as dreading too what she might find there, Antumbra prepares to venture into the crime-ridden hive of Riddleport.

The rest of the crunch is forthcoming.


AAAAARRRRRGGGGGG!!!!!!

This is Tirion's submission. Just spent 2 hours figuring what I was doing and putting a character together and the damn site timed out on me and I lost everything. Will get it done tomorrow morning.


I'd like to submit Vors Kolar - Human(Taldan) Wizard (Enhancement Specialist)

Background:

Originally from Tamran, in Nirmathas, his parents moved to the Varisian city of Korvosa, deciding that the constant invasions from Molthune was no longer tolerable. With there merchant business relocated to Korvosa, Vors grew up with his two sisters and had a normal childhood. The family business was able to provide them with a moderate lifestyle.

Vors' life did not really change until he was 13. Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Vors was better at numbers he quickly passed on the book keeping responsibilities as well. It was while working in the merchant store that Vors discovered his calling in life, for that was when he first met a wizard named Petronicus. The mage had come to sell a Thassilonian scroll. While Vors found the explanation of the Thassilonian relic fascinating it was the minor magic the Petronicus formed that truly captured his heart. It was a simple spell of mending to fix a leather strap that had broken on one of Petronicus' bags, but that simple act was the spark that led Vors on the path to become a wizard.

As the years followed he began researching all he could on Thassilonian history and magic as well as other great lost cultures in general. It became such an obsession that he began saving to go to a wizard academy. Although an academy was beyond the reach of his purse his perseverance found him an apprenticeship at the age of 16. His apprenticeship lasted 4 years. During that time he learned the spell of mending, and others. He became enthralled with the ability to transform objects with his arcane knowledge, so much so that he dedicated his studies to the arcane arts of transmutation. At the age of 19 his study of Thassilonian history/magics, which he never tired of, led him to discover how he could strengthen his skills in transmutations.

Finally fulfilling his apprenticeship, and deemed a mage by his master, Vors decided to go to Riddleport to see the fabled Cyphergate and pursue his love of magic and Thassilonian research. Unfortunately, soon after arriving he learned that being considered a mage by your master does not mean your are considered a mage by the arcane world in general. Having studied with 'a nobody' meant that other wizards had no regard for him, least of all the Cypher Mages.

Refused admission among the Cypher Mages and unable to pay their exorbitant fees for lodging and use of their library Vors is now faced with finding work were he can in Riddleport.

Goals:

Short Term - Find work so that he can support his stay in Riddleport
- Prove his skill/worth as a mage to himself
Long Term - Prove to the Cypher Mages that he is worthy to be among their ranks.
- Continue his Thassilonian research.

Crunch to follow....


@ DM Bigrin: I hope you don't mind, but I've swapped out my rank in Appraise for one in Craft (alchemy); it seems more appropriate and could be useful. For brewing alchemist fire, for example, which I figure would be a Goblin's favourite alchemical substance... ;)


I changed his specialization from Enhancement to Thessalonian Specialist (greed) which is still transmutation school.

Crunch:

VORS CR 1/2
Male Human (Taldan) Wizard 1 (Thassilonian Specialist:Greed)
NG Medium Humanoid (Human)
Init +1; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
0 (at will) (3/day)
1st lvl (3/day)+(2/day Transmutation)

--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Eschew Materials, Scribe Scroll, Wizard Weapon Proficiencies
Traits Theoretical Magician
Skills Appraise +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Nature) +9, Perception +2, Profession (Merchant) +5, Spellcraft +11
Languages Aklo, Azlanti, Common, Draconic, Elven, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Greed (Enhancement), Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed (Enhancement) Associated School: Transmutation Prohibited Schools: Enchantment; Illusion
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).


Spellbook:

Wizard 0
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield


Jackson Casey:

Ranger (Freebooter)
Character sheet will be posted tonight

Backstory:

Jack Casey was born and raised in Riddleport and was therefore deeply immersed in the pirate culture. So it was no surprise when, at the age of 14, he chose to sign on with a pirate crew and begin a life of adventure on the seas. Being one of the younger members of the crew he was treated quite harshly at first, but this only toughened him up as he rose through the ranks and eventually wound up leading his own raiding party.

One summer while raiding the coast they chose to make camp on a seemingly deserted island. In the middle of the night they were ambushed by the Drow; their lookouts killed and the remainder of the crew taken prisoner. Over the next several days members were culled from the crew one by one, dragged off by the Drow; most likely to be utilized in whatever dark arts these Drow practices. When Jack was one of only five members of his crew left alive he devised a plan for escape; believing it was better to take an arrow through the heart as a free man that to be sacrificed in whatever dark rituals these creatures practices.

The next night two Drow warriors arrived to choose their next victim. They cut the ropes the ropes around Jack’s ankles and roused him to his feet…leaving his hands bound in front of him. Feigning semi-consciousness Jack stumbled and stopped short, causing the Drow behind him to bump into Jack and stagger to maintain his balance. Jack quickly kicked the Drow’s legs out from under him while raising his arms and using the binding on his hands to choke the Drow in front of him.

The bold maneuver inspired his previously demoralized crewmates, and despite thei r hands and feet being bound were able to pounce on and subdue the fallen Drow while Jack finished strangling the life out of the other. Using the sword of the lifeless Drow to cut his bindings, Jack removed the sword from its scabbard and finished off the other Drow. It was at that point that five men with two swords between them managed to escape the Drow compound unnoticed. To their surprise and relief the ship was still intact and anchored where they had left it. They swam for their lives toward the boat, pulled up the anchor and sailed away to freedom.

During the two week sail back to Riddleport the four other remaining crewmen pledged their lives and service to Jack as they made him their captain. The tale of their legendary escape quickly made the rounds through the docks and taverns up and down the coast; and Jack decided to give up the pirate’s life for some honest adventuring.

For the last few years Jack Casey has been raiding tombs, dungeons and ancient keeps instead of towns and villages; and many an adventurer aspire to be a part of his crew. And while the coin made from adventuring his what keeps his ship afloat, he still holds a grudge against his former captors and seeks to wipe the entire Drow race from existence.

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