DM Easy's Plane Escape

Game Master Cutler

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A few notes concerning a few aspects of the Campaign:

The campaign begins in an urban setting, but be prepared for planar-travels, dungeons and many other locations.

I have now fleshed out all the maps needed for Chapter 1, so that is no longer an issue.

I find it somewhat strange that no Rangers (I've seen tons of Urban Ranger submissions on other threads, but perhaps the popularity for that class has submerged somewhat?), Barbarians, Melee Fighters, Monks or Oracles (usually popular as well) have submitted.

Perchance the Campaign seems a bit daunting, and I presume that homebrews are somewhat less popular than the main Adventure Paths.

Anywho, recruitment will still be up over the course of the weekend, and I hope that any and all that find the campaign interesting will submit characters.

I will be picking 5 characters come nightfall on monday (23:00 GMT +1 Monday 22nd).

If you have any questions concerning character creation, or anything else of matter to the campaign - please ask, as I might not have explained everything thoroughly enough in the thread.

Thank you.


I have worked on the Player's Guide since I posted the first recruitment post, and made a few changes to better fit the campaign. I also edited those parts I found vague, and elaborated on points I felt I needed to elaborate upon.

I will post the changes in a new post located here in this thread shortly.

Those of you that have already submitted your characters, please look over the campaign traits as some of them has been changed to properly function for the campaign.

I hope this does not prove to be a disadvantage for any of you, but rather prove to make more sense for the entirety of the campaign.

The post should be up within a few hours.


Mind if I ask for a reserve spot as the Arcanist role? Or even the Frontlines character would do. I have the ideal of a Tiefling Flyer, but for now I wont develop her unless one of the two back out.


Of course, Kaira. I will note your name down and give you a PM should one of the two back out.


And done, phew - that was a lot of writing! Anywho, here is the updated players guide (now with classes, all the races, locations and other stuffs for you to use).

Hope this gives you all a bit more information concerning the campaign and the character creation aspect.

If you have any questions, please let me know!

Also worth noting: I used Robert Brooks template for the first part, hope you don't mind.

Please pay close attention to the character creation guidelines below.

CHARACTER CREATION

Your character in Plane Escape will be affiliated with the Pathfinder Lodge in Prism, where you are part of a group of 5 pathfinder recruits who have agreed to travel to Prism, a crossroad-plane, to work with Jaren Crall and investigate a disease known as the ‘Planar-Plague’ - currently ravaging the city of Door. You will need to not only be capable at defending yourself and others from the dangers of this strange and unforgiving crossroad-plane, but also bring worthwhile skills to succeed in overcoming the dangers that may await you in the shadows.

This campaign will begin as your group crashes through the wormhole-portal from Absalom, landing in Jaren’s office in Prism.

Starting Level: PCs will start at 1st level.
Alignment: Any non-evil.
Ability Scores: 20 point buy.
HP: Max HP rolls at 1st level. Players will roll for HP from level 2 and onward.
Traits: 2 traits (one regular, one campaign)
Base Starting Money: Standard
Races: All standard races, plus Aasimar and Tiefling.
Classes: All classes from Paizo products.
Firearms: None.
Roles: 1 Frontliner, 1 Arcanist, 1 Healer, 1 Trap-smith, 1 Random.

When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block (like this: Lorilon's Alias).
Also, include the following information in your profile:

1) Appearance
2) Personality
3) Background

CAMPAIGN THEME

Plane Escape is an exploration/investigation campaign that will also feature morale dilemmas.

POSTING CONSIDERATIONS

When the campaign begins in earnest (not during the prelude/recruitment period) you will be expected to post at least once every 48 hours. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified.

If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection. This is extremely generous in terms of time span, so please don't let it get to that level of uninvolvement.

Player’s Guide:

In this Adventure Path, you and your fellow adventurers help unravel the Planar-Plague ravaging the crossroad-plane of Prism, explore the vast city of Door and do battle against some of the more prominent members of this world. But before you set off on this quest, this guide will prepare you for the challenges you and your companions will surely face. Pay close attention to the wisdom contained herein, for it may save not only your life, but your very soul. You have been sent through a wormhole created by the wizard Abduris Sevalth, as ordered by the venture-captain of Absalom for your high marks during the first tests to join the Pathfinders, to find out more about the Planar-Plague and who might be behind it.

Adventurers
Prism is a crossroad-plane of deception, hate, passion and lies. The city of Door homes some of the vilest creatures to ever walk the planes, in addition to planar-adventurers seeking to pass through to the other planes. Afflicted by the Planar-Plague, the city is in dire need of assistance, before all hope is lost and panic and disharmony rule the streets. The following section presents information on the most common races that might rise to glory during the course of Plane Escape.

Races
Door is inhabited primarily by Aasimars, Tieflings and Humans and other planar creatures, but other humanoids of any type can be found in the crossroad-plane. Seeing as how your character presumably hails from Varisia, ask your GM for permission to play one of the slightly more powerful races listed.

Dwarves
Very few dwarves find themselves upon the crossroad-plane of Prism, and even less so in the city of Door. Those few that do make their way into the city, either intentionally or not, are usually captured and used as slaves or sold as gladiators to be used in the Grand Arena – valued for their tenacity and strength of arms.

Gnomes
Gnomish adventurers with a flair for magic sometimes pass through the crossroad-plane, in the hopes of exploring ways to learn magic native to the planes or amass the knowledge needed to summon and bind powerful devils. Some gnomish wizards hire out their aid to various planar-travelers, or set off to explore the vast wastelands surrounding the cities of Prism.

Halflings
Like dwarves, very few Halflings make their way to Prism and especially Door, as they are the favored slaves of House Gral. The few native Halflings found in Door are often descendants of freed slaves, having paid for their freedom through espionage.

Half-Elves
The plague quickly consumed most of the Half-Elves living in Door, and the few that survived find themselves broken and lost inside the City Within.

Elves
The few elves native to Prism all seem to have disappeared shortly after the plague struck.

Half-Orcs
Valued for their strength and skill in combat, the Half-Orcs that end up in Prism tend to work as bouncers or bodyguards for several establishments or even noble families across the crossroad-plane.

Humans
Human adventurers seeking to learn more about the planes, find themselves scattered across Prism. Many native humans are descendants from planar travelers, and though they are outnumbered by both tieflings and aasimars, humans are tolerated and not treated nearly as badly as the other races. House Gral is the largest human noble family in Prism.

Tieflings
Many tieflings are native to Prism, some even descendants from one of the lesser noble families. The Triumvirate forces mainly consist of tiefling soldiers, though their bloodlines have been severely watered down through the ages. House Bralesh is the largest tiefling noble family in Prism.

Aasimars
Like tieflings, many Aasimars are native to Prism. An agreement formed after the ‘War of Four’, where Aasimars, Humans and Tieflings banded together against House Bjuraal’s attempt to take control over Prism, left the three races respecting each other far more than what is considered ‘normal’. Aasimars often hold prominent positions in the cities of Prism, though their good nature has somewhat changed. Most of them are neutrally aligned, leaning more towards lawful than good. House Mier is the largest aasimar noble family in Prism.

Classes
While some classes are more strongly represented in Prism, all 11 standard character classes exist and thrive within the complicated crossroad-plane. Previously ravaged by civil war, Prism is now in a state of peace – where all three cities contribute equally to the Triumvirate faction roster.

Barbarians
A few barbarians make their way to Prism. On occasion, an exiled Shoanti or a few lone survivors from a massacred tribe find their way to Prism. Usually, a barbarian might be an exotic slave recently released from his duties and made a free man or woman. Such individuals tend to be haunted by some past tragedy, sullen loners who seek out dangerous work and decadent distractions. Grunt work-as bodyguards, enforcers, gladiators, thugs-is available for barbarians who wish to find jobs in Door or other major cities. Employers are reluctant to trust barbarians with important guard work, though, due to their frenzied and chaotic fighting style.

Bards
Bards enjoy great popularity in the plush drawing rooms of the noble houses. A certain flair for the dark and twisted serves bards well in Prism; many in the upper-class enjoy a tale of horror more than a simple love story, and muddled morals can make it difficult to agree on what constitutes a happy ending. Acrobats, jugglers, and musicians are always in high demand for parties and ceremonies. Prism holds a rich and proud history, full of tragedy and tales of heroes, that it seems a veritable treasure trove to those interested in the past. Bards with a strong knowledge of the planes find much work in tracing family lines and exploring the ‘War of Four’.

Clerics
Clerics in Prism come from many different planes, worshiping many of different deities. The Shapeless Shadows sees the most worship in Door, based at the Cloister of Shapeless Shadows in the ‘City Within’. Small temples and shrines to Charon, Asmodeus, Barbatos, Moloch, Arshea, Ragathiel and Sinashakti do exist in Prism – though few and far between. Next to the Shapeless Shadow, Sinashakti and Barbatos see the most worship.
Clerics and worshipers of all other gods exist in Prism, but most keep their activities hidden, or at least private. The exception to this is the Cloister of the Shapeless Shadow. His followers openly maintain his shrines and conduct ceremonies in public. No worship is outright forbidden in prism.

Druids
The select few druids living in Prism are usually hired (or even forced) to create urban parks and gardens for the noble families to enjoy. The influence of diabolism and shadow magic in the large cities can sometimes warp these creations, and some druids go to great lengths to mend the damage as it rises.

Fighters
Fighters rarely lack employment in any area of Prism. In the cities, fighters are always in high demand as bodyguards, estate guards, captains of private security details, and muscle for hire. Many noble houses hire fighters as personal trainers for their heirs. The Triumvirate guards, of course, are always looking for trained fighters.

Monks
Every once in a while, monks of many different races pass through Prism on the way to enlightenment – seeking the mysteries of the planes to guide them further along their paths.

Paladins
Paladins face many challenges in Prism. Not only do worshipers of Asmodeus or Charon walk the streets, but also demons, devils and demon-kin are allowed passage through the cities. A paladin in Prism must take care to rein in his or her righteous impulses and work with the existing law rather than attempting to barge through it. A well-intentioned strike against evil could result in a brutal government-sanctioned retaliation, and an imprisoned paladin combats evil far less effectively than a free one. Some paladins have been known to meet their end at the hands of a demon merely defending itself on the streets of Door.

Rangers
Rangers find many reasons to pass through Prism. Many twisted beasts not seen elsewhere exist in the crossroad-plane, fascinating to rangers who seek to hunt or tame particularly rare species. Rangers with a particular bent towards tracking and destroying creatures often find employ in the major cities – as many adventurers would gladly hire them to guide them through the wastelands. A ranger’s best choices for favored enemies in Plane Escape are (listed alphabetically): humanoid (human), outsider (native), outsider (lawful), outsider (evil), other outsiders and undead. A ranger’s best choices for favored terrains are urban and underground. Good secondary choices are planes.

Rogues
Noble houses make frequent use of spies and infiltrators, but most rogues find themselves in employ of one of the many thieves guild in the three cities of Prism. A rogue would do well to consider spending skill ranks on the following skill choices in particular for Plane Escape: Bluff, Diplomacy, Disable Device, Disguise, Knowledge (all), Linguistics, Perception, Perform (act), Sense Motive, Spellcraft, Stealth and Use Magic Device.

Sorcerers
It comes as no surprise that most sorcerers traveling to Prism trace their powers to either infernal or celestial ancestry. Usually, sorcerers who believe their powers come from an infernal bloodline, come to Door in search for their heritage. These seekers believe the truth of their family line either lies buried in a crumbling estate or inked into a history book in some noble library. Uncovering the information can take months, even years-if the information even exists at all.

Wizards
Wizards are respected as scholars and disciplined students of the arcane. Wizards who specialize in summoning and binding fiends are common in Prism, and their services often sought after. Wizards from other planes who wish to learn about summoning find no better place to do so than in Prism. Many wizards apprentice to noble houses, exchanging their services for sponsorship and access to ancient libraries. Some find these alliances contain hidden prices, however, and spend a long time performing tasks for their sponsors to pay off their debt.
Solitary wizards without interest in working for a sponsor find ample opportunity to set up laboratories for themselves in the various areas of Door and other cities. Wizards beholden to a particular fascination for necromancy and shadow magic find it easy to research such subjects, perhaps particularly in the ‘City Within’.

Campaign Traits
Campaign traits are tailored to a specific Adventure Path, and give your character a built-in reason to allow passing through Prism seemingly as a native or planar-traveler. All of the following traits resolve around elements that are important to the Plane Escape Adventure Path. You can look at these traits to get a general idea of how your character changed when you ventured through the wormhole leading to Prism.

Scarred
The wild surges you experienced when stepping through the portal to Prism ripped and cut your body as it passed through the planes. Deep scars riddle your body, leaving it marked with dagger-like cuts and wounds. The injuries do not hamper you physically in any way – and while some might find your grotesque and ugly, others might come to fear you more.
-1 Charisma
+3 Intimidate

Transparent
The tumble through the portal to Prism touched upon the Negative Plane, leaving you changed somehow. Your body seems to flicker, lose its humanoid glow and blink in and out of reality. You appear to have one foot in the Negative Plane, making your less aware of your surroundings but harder to hit.
-2 Perception
+1 AC

Planetouched
The wormhole tore into you, ripping out some of your racial heritage and merged you with the lost soul of a being native to the planes. You no longer feel close relations towards your own race, as something else lingers within your bodily shell.
-1 Racial Trait
+1 Racial trait from Aasimar, Tiefling, Fetchling, Ifrit, Oread, Sylph or Undine.

Haunted
Something delved into your mind as you were tossed through the planes, eating away at your thoughts and memories. The ordeal shook you to your core – making you cautious, alert and deeply disturbed. You no longer cast a shadow.
Something seems to follow you in the shadows, haunt you in your dreams and speaks to you when you are alone. Whatever it was, it is always watching. Watching YOU.
+Alertness Feat

Bargain
Before you emerged in Prism, you briefly ventured to the Abyss – appearing before a demon in its abode. You pleaded for your life, and made a bargain with the creature and bought your freedom. Allowing the demon to touch your soul, he drained some power from you and gave you some of its own – linking your soul to his will. The demon explained that should you perish or ever venture to the Abyss, he would find you and claim your soul. The smoke and fire from the demon’s abode stuck with you, and you now reek of the Abyss.
-1 Intelligence
+1 Strength

Forgotten
Crashing through the portal ripped your mind apart, only to put it back together again – changed. You have no memory of who you where, what you have done in your life or where you are from. The man or woman you might have been is no more and perhaps you have been given a chance to forget the wrongdoing of your previous life. Your eyes seem to have lost the glow they once held, and now appear as deep-black voids.
-1 Wisdom
+Blind-Fight Feat

Unraveled
As you soared through the wormhole, the planes opened up to you and whispered all their mysteries and secrets to you. You were a god soaring above, transcended – made whole like no mortal man or woman should be made whole. In the end it was too much to absorb, and you fell from the heavens; burning as you crashed back into reality. Some of the secrets stayed with you, but your body has somewhat weakened – making your skin appear brittle and soft to the touch.
-1 Constitution
+1 Intelligence

Separated
When your body left the Material Plane, your soul was wrought from your body – only to manifest as some sort of tattoo on your skin. The tattoo moves and shifts as your mood changes, revealing your intentions. The separation has made it harder for someone to affect your mind.
-1 Diplomacy, Bluff & Intimidate
+2 Will

Prism Environs

Door
Door lies on an island in the middle of the crossroad-plane of Prism, surrounded by the Shifting Sea to the west and the Endless Void to the east. Ruled by the Triumvirate, a faction of high power in Prism – the city seems troubled not only from the plague – but the constant harassment from the ‘City Within’, where a large group of thugs and several thieves’ guilds dwell. The House Gral, the largest noble house in Prism, have the highest authority in Door – as the Triumvirate is built upon the three largest noble houses in the three cities.

Fylrok’s End
Nestled within a fortified enclosure separating the southern entrance to the city from the city itself lays the Triumvirate Fortress known as Fylrok’s End. Fylrok Gral, head of House Gral at the time of the ‘War of Four’, faced off against the commander of the Brujaal army; Gastrina Brujaal, within the main hall of the fortress where he perished alongside his foe. The bulk of the Triumvirate forces in Door dwell within the towering spire-like fortress.

Gral Manor
A massive, beautiful mansion stands in solitude at the southwestern edge of Door, surrounded by a large, beautiful garden sporting flora native to the material plane. Home of House Gral, Graius the Bleak currently resides with his family and employees – also acting as the head of the council in Door.

Arcane Academy
Near the eastern edge of Door lays the Arcane Academy, home to many adept apprentices of many races. Wizards from many planes venture here to seek out the vast libraries found within.

The Marketplace
A huge, bustling marketplace finds itself in the southern part of the city, directly north of Fylrok’s End. Traders, travelers and slavers from all the planes venture here to do business.

Headsman’s Harbor
In the northwestern part of Door, leading into the Shifting Sea, the small island connected to Door known as Headsman’s Harbor holds many different sights to be seen. Currently locked down tight after the plague struck, entrance to this part of Door seems impossible.

Cloister of the Shapeless Shadows
In the southwestern end of the ‘City Within’ lays the Cloister of Shapeless Shadows. The beacon for worship of the Shapeless Shadow in Prism and currently lead by the Arch-Priest Rylak Shaw, many make their way here to pray, worship and pay their respect to the deity. Currently locked down after the plague hit, many faithful to the Shapeless Shadow believe that he has returned, seeking to swallow the City and bathe it in glorious Shadow.

Gallow’s End
A day’s ride north of Door, lies Gallow’s End, home to House Bralesh. Ruled with an iron first, few travelers venture into the unforgiving city, and instead trade at the gigantic market located outside the city’s walls. Lord Bragyn Bralesh, a human noble and head of the house, is known for his notorious love for Aasimar women, and keeps a large harem filled with the celestial-touched.

The City of Fleeting Dreams
To the south lies the City of Fleeting Dreams – the capitol of Prism, ruled by the Lady Dreamer – a half-celestial woman of House Mier. Many travelers make their way to the City to experience what the Society of the Dreamer has to offer. It is said that one can experience all one’s dreams desires within their halls. The Lady is feared for her power over the dreams of those inhabiting the crossroad-plane, and rumors tell of people forever lost in their dreams for crossing her.


I have updated Ladder to include personality and appearance sections.


Thank you Ladder. Concerning the "will feature morale dilemmas" section:

I will be adding the party's alignments together once we get the game started, and the PCs will then have a shared "Party Alignment" in addition to their own alignments.

"But Easy, what does this mean?"

Well, this means that the choices the party makes during the course of the campaign impacts the story. It impacts how people see the party, how encounters work, how rewards work etc. And don't worry, there will be equal benefits and drawbacks for everything - so you never have to feel drawn towards being entirely good or entirely evil. I will keep track of the party's alignment and reveal if it has shifted from chapter to chapter.

I hope this will add some flavor and make it even more enjoyable for everyone whom participates. I want to create a world where the choices the PCs make actually matter.


I apologize for not having an alias finished by yesterday, but a friend was in town, so I was unable to complete it. Congrats to everyone selected!


And congrats the the DM as well!


Recruitment is still open, Prince. It ends monday 22nd at 23:00 gmt+1


DM Easy, would you consider a fetchling character? I was thinking a ranger with the trapper archetype for the "Trap-Smith" role


If you can work in a reason that justifies why your character is seeking to join the Pathfinder Lodge in Varisia thenIi will allow Fetchling, Oread, Ifrit, Sylph or even the water planar. (On my phone atm and cant remember the name). This is a planar campaign, so why not.

Remember that the background story and your skill in roleplaying is what weighs most for the selection phase.


DM Easy wrote:
This is a planar campaign, so why not..

Ok, that was my line of thinking as well, but I didn't want to step outside the parameters of recruitment lightly.


And that is certainly appreciated, David. I reckon I just have to read up on the other races as well, which means I get to delve deeper into more Pathfinder lore - and that's not a bad thing. I have all the books required as well, so it shouldn't pose as too big of a problem.

I'm thinking we'll work it all out as we progress through the campaign. Worst case scenario you just have to ooc-notify me if I made a mistake, and we'll fix it that way.

I'll spend some time familiarizing myself more with those races then.

(Meaning Aasimar, Tiefling, Fetchling, Ifrit, Oread, Sylph and Undine will be considered).


Updated Tarial to take into account the Separated Changes, and fix some mistakes on the familiar.


Thank you Tarial, everything looks to be in order.

Further notice, I managed to bust up my back a bit at work - being a waiter doesn't do wonders for my back - but that leaves me with some free time to write, so I believe the first part of the campaign should be polished and eagerly awaiting those selected come monday.


Update

Recruitment Ends Monday July 22nd, 23:00 GMT +1

Current entries are as follows.

Completed or near completion

Frontliner
Ladder Stonewall, Male Cleric (Divine Strategist) (Bargain Trait)

Arcanist
Tarial, Female Gnome Tattooed Sorcerer of Elemental Fire (Seperated trait)

Healer
Marcus Teric, Male Aasimar Cleric (Separatist) (Planetouched trait)

Trap-Smith
Taurven Wess, Male Human Rogue (Haunted Trait)

Random
Aurora Silverbow, Female Human (Elven heritage) Fighter (Archer) (Forgotten trait)

Incomplete
Kyla Soulhearth, Female Half-Elf Bard (Planetouched Trait)

@Kyra Please update your alias as listed in the updated post on page 2.

@Marcus Please do the same as noted towards Kyra.

@Aurora Again, please do the same as noted for the two above.

A good example as to how you should build your alias is how Tarial has done so, as you can see here


Would love to see some more entries before the recruitment stage ends! No Oracles, Urban Rangers, Bards, Monks etc. have enlisted yet, would love to see some of those!


Adjusted background and alias.


Quick question Marcus, any reason as to why you have no armor nor weapons?

Edit: Oh, and don't you need an unholy symbol to channel negative energy?

Edit 3: @Ladder, I see you've got a Dwarven Waraxe but your favored weapon for Gorum is Greatsword. Also, I noticed you have 'Eyes and Ears of the City', which is a follower of Abadar-only trait. Lastly, you've got 12 hp (+1 from favored class), which cleric is not; leaving you at 11 hp. Perhaps I am wrong, but just wanted to make sure everything is correct.


DM Easy wrote:


Edit 3: @Ladder, I see you've got a Dwarven Waraxe but your favored weapon for Gorum is Greatsword. Also, I noticed you have 'Eyes and Ears of the City', which is a follower of Abadar-only trait. Lastly, you've got 12 hp (+1 from favored class), which cleric is not; leaving you at 11 hp. Perhaps I am wrong, but just wanted to make sure everything is correct.

-Waraxe: Ah, good catch. I paired this down from a level 2 character where fighter was level 2. I flipped the Heavy Steel shield and Waraxe for greatsword.

-I was looking at the traits on SRD which listed it as religious. I didn't realize religion traits were for specific deities. I flipped it for Militant Merchant. It comes from Taldor, echoes of glory.

-HP of 11 is correct.


No harm no foul Ladder, I've just familiarized myself with all the entries through Hero Lab, so that program picked up the errors.

It's a learning process for me as well, so it helps me out either way.


Hero lab might be worth getting, I hadn't thought of using entrants characters on there to check for errors


Just posting to say I apologize for not formulating a character very quick and since there are already so many deserving characters, I withdraw from the recruitment, but if you need any ideas, DM, just PM me. Still got boatloads of notes from a Planescape game from years ago. Best of luck to you all!


Simply didn't see the point in giving him a weapon, plus I like the idea of the guy not carrying anything that would signify him as a threat. Armor on the other hand might be a good idea, kinda skipped my mind as I usually take care of that after weapons for a character and with this one skipped weapons so oops.


DM Easy wrote:
Would love to see some more entries before the recruitment stage ends! No Oracles, Urban Rangers, Bards, Monks etc. have enlisted yet, would love to see some of those!

Well, damn... my first thought was an Alchemist. But I have some ideas for Oracles that haven't yet been tested...

>sigh<

Would you object to a pair of character ideas? [I'll send you the Oracle by itself.]

Yeah, um, hello everybody! I've been itching for a regular game of some kind, and decided I'd start looking around the online campaigns, since my usual local group is currently kind of split on what and when to play. [I will state for the record that if I do get a spot here, I am committed to a long-haul game. I hate one-off and pick-up games; I prefer a long run with the same story/world/party.]

Thanks for the consideration, and -- as a rather orphan gamer at the moment -- thanks for opting to run virtually.

Casing your dairy barn,

Cheeseweasel.


@Cheeseweasel An Alchemist would certainly be considered, I have never seen one in action before - so that means I would need to increase my pathfinder knowledge by familiarizing myself with the class - which is a good thing! Just remember, I'm selecting from how well your background story is manufactured and how it fits into the storyline.

@Teric I see, and while your concept is a good one - it might frustrate your allies as you journey onwards. Remember, you are not in Varisia - you're in a crossroad-plane. You will be seeing demons, devas, devils and other creatures of great power walk the streets of Door - meaning it's not a bad idea to come prepared. Furthermore, without a weapon - you cannot take AoOs, since you are not proficient with unarmed combat your attacks produce AoOs and you have no weapons (either ranged or melee) ready for when your spell-pool is depleted.

@Prince Much obliged for your interest though, good luck out there.

@Ladder Hero Lab is a great product if you ask me, and I haven't looked back after I bought it.


>gasp<

>pant<

Whew. Haven't thrown a character together like that in a while. :)

Nevermind the Alchemist... I like the Oracle, and I'm gonna go fall on my nose, it's late here.

Check in with you soon.


"Hah! When the metaphysical needs a metaphysician, that's when I get dragged out of the worlds..."


Ok so... Recruitment ends today correct? So I still have a chance to throw my character into the mix :D

Planning on going hospitaler Paladin, so I guess he would fit... somewhere between frontliner, healer and... Random?

As soon as I get a chance I'll put something up.

P.S. I am not even going into how I find that Planescape has been the best setting ever realeased ;)


About four hours remain until deadline, Edeldhur - so yes, you do have time to submit your character.

Glad to hear you like the Planescape setting, this campaign resembles it - but is rather a world of my own creation to fit within the Pathfinder universe.

Make sure you follow the guidelines listed in the Player's Guide here on page two when you create your character.


Will do ;)


One hour to go, this is exciting, isn't it my dearests!


Totally not staring, waiting for a better done arcane caster to show up. Maybe a Witch. They're scary.


Paizo.com is not loading for me on my computer so I need to post on myphone. I need to add finishing touches but here is David James Olsen's fetchling entry.

Will update from computer as soon as I can. This character will take some urban ranger in the future as well as rogue.


Seems like the page has been acting up, the last 1.5 hours I haven't been able to update the page at all. I'll keep the recruitment up for a bit longer to see if the forum settles a bit.


The forums are totally messed up for me - not even sure if this post will be going through...


It is awfully slow this afternoon. (The board, I mean).


Will post my selection at 00:00 GMT +1 (in about 20 minutes).


Very well, it is time to reveal who has been selected and who has not.

First of all, I would like to thank all of those that applied - for giving me the chance to launch my very own campaign on the PbP boards, and I sincerely hope that this campaign will be a fun, interesting and enjoyable journey for all of us.

But, let us not tarry any longer. I have made my decision based upon how I personally liked your characters, how intrigued I was by their stories and designs, how much work I felt each and every one of you had put in your characters and how well I think they will work together in the campaign (and how well you followed the guidelines for creating your characters).

Those of you that did not make the cut, thank you for your submissions - really. I truly appreciated reading through each and every character concept and I wish I could pick all of you. But for now, this campaign is designed for five PCs, and thus only five would be selected.

Well then, let's meet the party, shall we!

Frontliner
Ladder Stonewall, Bargain Trait

Arcanist
Tarial, Separated Trait

Healer
Keilaantara, Scarred Trait

Trap-Smith
Taurven Wess, Haunted

Random
Marcus Teric, Planetouched

I am aware that we have two Clerics and one Oracle in the party, and whilst that might be somewhat unorthodox, I found that enjoyed these characters the most.

Please, those of you that have been selected - head on over to the discussion thread once I've gotten it up and running; to get to know each other and get a nice conversation going. Any and all questions towards me, as your GM will be answered there as well.

The Gameplay post will be up once everyone has reported in, and a grace period has passed (let's say in about 12-14 hours, tomorrow morning in my case).

I am very much looking forward to this, and I hope you are as well!

Thank you all, once again!


See you in the morning, then.


I looked at healer and started to have a sad before I noticed the random selection. Tricky of you to place me there.


Hah, I was positive I'd give you the impression that you hadn't made the cut. Delightful! Now head on over to the discussion & gameplay thread!


Marcus Teric wrote:
I looked at healer and started to have a sad before I noticed the random selection. Tricky of you to place me there.

... which is kinda funny, as I'd been envisioning the Random spot for m'self, with a secondary Healer role. Not a complaint, by any means; happy to be here in any capacity -- just idle amusement at our transposition.

:)

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