DM Kaavek’s Scales of War (Inactive)

Game Master Kaavek

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The Hunt for Sertanian:

Aelion, Jathal, Kra'el, Ingra and Cecilia of the Crimson Lash give chase to the party of goblinoid raiders. Jathal is able to help Aelion pick up the tracks within the town walls once the group move away from the gatehouse and they find that the goblins turned abruptly north.

Following a trail of scuff marks and scrapes the group passes Chatrenn and Sons, the inn inside the western gate. The trail leads up to the docks on the banks of the Elsir river, and possibly turns eastward toward the bridges, or it might head down one of the piers toward the water. It's hard to make out among the general wear and tear on the docks from the merchant traffic.


~~~
Interrogating the Goblin Survivor:

Javos, Dinvirte and Dayana are left behind at the gatehouse with the goblin prisoner and the four members of Eldremma Axenhaft's security company. The two guards with halberds return to their posts once everyone else has left, but the other two take up a position near the captive creature, intrigued by the spectacle.

The goblin glances up at the group with its beady red eyes.
"Мен сіздерге рұқсат бермейінше ештеңе айтпаймын!"
Dinvirte is able to translate for the others: "I'm not saying nothing unless you untie me!"


~~~
Zalindra:

The guards can't give Zalindra an honest answer, as none of them speak the goblin tongue, and so with nothing useful to go on, and Kra'el refusing to take her with him, the young rogue sets off toward home. She takes the backstreets, avoiding much of the chaos and destruction, taking small comfort in the relative silence as she passes by the town cemetery adjacent to the temple of Erathis.

Her head downcast, watching the cobble stones in the pale moonlight, Zalindra runs almost right into Eshan Jarmaan, who only just throws his arms up to stop her at the last minute. The young lord leads a small contingent of Lion Guards through the streets in the direction of the market square. His long, blonde, hair is pulled back to reveal a strong, handsome face. His piercing blue eyes reflect the light of fires still burning in the distance, but suddenly his concern shifts solely to the wellbeing of his friend.

"Zalindra! Praise the gods you're safe, what are you doing out here?" Eshan questions the rogue, a furrow creasing his brow.


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

The Hunt for Sertanian (Cecilia):
As the two elves come to a stop, Cecilia looks around. The tracks had apparently led them close to the river, something that the bard was not pleased about. Still, she would not allow a little bit of water to defeat her, not when the life of a friend was at stake.

So as the group comes to a stop, Cecilia turns to their trackers. "Which way did they go?" She asks Aelion and Jathal.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt for Sertanian (Kra'el):
As the companions are slowed by the loss of the trail, Kra'el watches briefly, peering back and forth between the two elves as they ponder the area. Before long, though, he speaks, his voice the whisper of sliding gravel. "Tell me when you have found the trail." There is no doubt. Only certainty.

The dragonborn draws his longsword and holds it in both hands, point down in front of himself. Kra'el kneels and bows his head to the pommel of the sword. Lord of Justice, grant me the wisdom to find my foes, that I may vanquish them and protect the innocent.

Bahamut doesn't care much for words, but the dragonborn would only get in the way of the elves here.

If the elves can't find the trail, I'd like to discuss the possibility of using my Hero Point to pick up the trail somehow. Kra'el will put everything he can into keeping his promise to Zalindra.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

The hunt:

Jathal looks around in irritation. "Damn crowds." She grouses.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Survival (Tracking): 1d20 + 7 ⇒ (11) + 7 = 18

She studies the tracks carefully. Thinking that stealing a boat and using the river to escape is a smart plan. But she isn't experienced with boats and docks to detect if one is missing?

Hopefully Aelion can roll better, or boost mine, whichever works?


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra:

Seeing her friend Eshan, she first tells him about the gates that were overrun by the goblin horde, so that he can defend them if necessary. If he is in a hurry, that is all she says.

If he has the time and the inclination to ask further, she spills out the whole story, focusing on how the museum was ransacked, her grandfather taken, and her desire to find and retrieve him, but that she doesn't have anyone willing to include her in a rescue party because she is human and can't see in the dark, and how racist and unfair and stupid that is (she likes Eshan and doesn't want to cry in front of him, but it has been a long day, and she breaks down in frustration and sorrow)... "it isn't like humans don't have torches, and haven't been functioning in the dark for thousands of years..." and then, her tears spent and realizing that she has started rambling, she trails off and apologizes for taking up his time when he needs to be defending the town. She says she should go home and get some rest.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt for Sertanian:

Like Jathal, Aelion regarded the docks, suspicious that the goblins could have stolen a boat. If they had, was there any real chance of stopping them now?

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Survival: 1d20 + 9 ⇒ (16) + 9 = 25

"One moment - maybe I just need an overview of these tracks," he said, stepping back to get perspective on the mess.


Tiefling Arcanist (School Savant) 1
Crunch:
HP 8/8 | AC 14 T 11 FF 13 | CMD -1 | FORT +1 REF +3 WILL +3 | Init +7 | Darkvision 60’ Perc. +2 | Resist cold , elect, & fire 5

Interrogating:

And just like that, that the group had split.

The Tiefling scratched the spot where an arrow had struck his shoulder. More like that armor protected you, he thought.

*******After translating the goblin’s words******

Din shrugged, ”I don't know about you two but, I'm fine with leaving it tied up for a while. Until we take care if other things,” he nudged the goblin with his boot, ”Maybe he'll reconsider?”
Shorter post for me. I'm in bed sick.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Interrogation:
"Ideally, Dinvirte, we need to get answers a little sooner than that... but we do need to keep it tied up." Dayana sighs and crouches down by the tied up little monster, staring down at it with a distasteful look. "If you're the only one of us who can speak their language that didn't run off, you'll have to at least translate our efforts.

"Do you think a little pain would encourage or discourage it from answering?"


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

She speaks in tongues!


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

I had one of my DMs in another game post the same sort of gibberish... I'm sure neither meant to do so. Maybe a game glitch?


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Fear my site glitch tongues speaking, mortals!

Interrogation:
Dayana sighs as she considers the ugly little tied up monster. "We need answers from it, and the sooner the better. Still, we can't untie it just yet."

Her shoes scuff against the ground as she comes over to crouch by the goblin, a distasteful look painted across her features as she eyes it. "Butchery is not my style, nor do I advocate for such... But the threat of pain alone may be sufficient to loosen its slimy little tongue. Dinvirte, if you're the only one here who can speak its tongue, you'll have to at least translate our efforts, if not take the lead in interrogating it."


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:

"Gah no time! If they're in a boat, then there's no catching them. You keep looking for tracks, I'm gonna look for blood."

Head injuries bleed for a while, if that's where he is hurt, chances are they haven't stopped to bandage him up and the jostling might keep the wound open. At least I hope so, for his sake

Perception for blood: 1d20 + 3 ⇒ (20) + 3 = 23

Hoping a nat 20 gets me Sertanian's blood and not just random blood in general XD


Male HP: 6/12 | AC 18 (T12, FF 16) | CMB: +3 CMD: 20 | F:+4 R:+2 W:+2 | Init +2 | Perception +5 Portrait Speed 20 ft. | Challenge 1/1 | Tactician 1/1

Interrogation:
As Dayana looks at the creature Javos considers his options for a moment. Arms crossed and staring at the small creature, he takes a moment before looking at Din, "Can you translate what I say to him? I'm not sure how good you speak the tongue, but you seem to understand it just fine."

He glances at one of the guards, "Have some rope, handy? I need about-" he looks at the goblin and the frame on the gatehouse, "ten feet? Maybe a bit more if you have it to be on the safe side."


The Hunt for Sertanian:

By some stroke of luck, among the confusion of the dock, Ingra spots the shine of fresh blood on the wooden pier and points it out to the elven trackers.

Aelion quickly picks up the trail, moving down the pier something stands out to the elf. Strands of frayed rope and a cut mark on a mooring post. Along with Jathal, the group are able to confirm their fears that the goblins stole a boat from here and escaped on the river.


~~~
Interrogating the Goblin Survivor:

Dinvirte nudges the goblin before Dayana stoops down to examine the poor wretch, as bruised and broken as it is naturally ugly. As Dayana threatens torture and Javos requests a fresh length of rope the guards begin to look uneasy.

"Woah there, he looks pretty badly beat up already, are you sure you want to put him through any more? Goblins are cowards at heart, if you start breaking fingers or whatever, they’ll say anything to make the pain stop. You’ll be left with a bunch of lies.”


~~~
Zalindra:

Eshan reassures Zalindra that the gates have all been secured, that he has just been to check on the South Gate himself while patrolling for any remaining threats.

”When I passed by the museum I feared the worst. But you are still here, and it sounds like your grandfather still lives too. He’s a strong old man, I’m sure he won’t give those green-skins an easy time.”
Eshan pulls his friend close in a tight embrace before continuing.
”From what I’ve heard Sertanian wasn’t the only one taken tonight. I’m heading back to the market square to inform the others. If you need rest, I won’t keep you, but if I can convince the council to send another search party, I’ll get a runner to fetch you before they leave. You deserve to be out there looking for your old man.”


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra:

Zalindra hugs Eshan tight. Thank you so much.

Then, to make it less awkward, she adds I'm still going to beat you at cards though, you do realize that, right?


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Geezer hunt:

Jathal sighs, "A pox on clever bastards!". She looks around for another boat to borrow. "Upriver or down?" She ask the others, hoping that someone knows how to handle a boat?

I take it the Elsir river runs to the west?


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:

Ingra looks at the elf in amazement.

"Ya can't be serious? It's one thing ta follow 'em in tha dark when there's tracks. It's mad to think we can do anything from a boat. A boat, mind you that can carry him she gestures at Kra'el And me, plus the lot of ya, isn't exactly gonna be small nor fast.

The very best we can do is to head for the bridge and hope they either went in that direction, were seen coming on land, or we follow the tracks of the mob who retreated after attacking the gates.

My bets on that last option.

And then, and THEN we'd need to save the old man from a regrouped goblin force.

At this stage, we'd have better luck guessing where they are. Maybe the locals have an idea of any ruins or caves near by where they would go to?

But I sure as hell ain't getting in a boat unless it's to go from this side ta that side faster than going to the bridge."

She doesn't want to be heartless, but there's a line. A boat chase is that line.

She walks to the edge of the dock, gazing across the darkness to the other side of the river to see if there are any signs of the goblins simply crossing it rather than traveling up or down.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

But she sees nothing but black water and shadow.

"Now this is a stretch, but anyone know how the little buggers feel about open water? Or daylight? Anything that will give us an idea of if they would simply go straight across or where they would seek shelter at day break? Seems knowing our enemy is the one chance we have to gain any direction now."


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt:

Aelion touched Jathal's shoulder lightly, guessing at what was going through her mind. She was always direct, one of the reasons he liked her. "I hate to admit it, Jathal, but the dwarf is right. There's no hope of catching them on the water. The best we can do is try to reason where they have gone, and find a faster way there. We promised our aid - I don't take that lightly. But there's a border between duty and futility. Let's stay on the right side of that border."

Turning to Ingra and the others, he added, "I've mostly seen the countryside from above - let me think if I can remember anywhere those troglodytes would go to ground in large numbers. Do any of you know of any areas shielded from the light?"

K:geography: 1d20 + 5 ⇒ (9) + 5 = 14 Hmf. Aid another, anyone? :P


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Interrogation:
Dayana glances over to the protesting guard and sighs, slumping her shoulders with a mumble of, "You're right..."

"Still," she continues, slightly louder, "we do need to draw the information from it somehow. If not with pain, then with something else. Do you lot think a goblin would accept offers of leniency in return for cooperation?" Dayana glances back to Dinvirte and Javos.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt:
With a sad, rumbling sigh, almost like a groan, the dragonborn stands from his prayer, a look of frustration on his face. With a shake of his head, Kra'el steps over to the others and examines the situation on the pier. "We were too late. We will have to see what the morning brings. In the daylight, we may find more evidence. Let us secure the city and find some rest. I intend to continue with the dawn."

Do we imagine ourselves to be so callous during times of peace? No. Crisis reveals the truth.

The dragonborn turns and begins moving back toward the gatehouse where they left the rest, though he pauses for the others to catch up.

I think the best thing is probably to resume the search in the morning. There will probably be a lot more information available from the townsfolk then also. Unless a hero point can get us a trail now. Heh.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

Geezer hunt:

Jathal glares out over the river as if it had personally offended her. Ignoring the words of the others she sighs, letting her desire to hunt and kill leave her for now. Shrugging she turns to the rest of the party. "Alright, back to the bridge then." She agrees without any great enthusiasm.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:
"So are we going ta the bridge or the gate? I reckon we've come this far, might as well see what condition that bridge is in."


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Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

The Hunt for Sertanian (Cecilia):
Cecilia couldn't help but stare at her allies, a look of shock on her face. One by one, they offered up excuses and apologies, most of them seemingly giving up at the very first obstacle. The bard had largely remained passive since their argument at the tavern, but she could remain silent no longer. Cecilia was certain that the Diamond League would never have allowed such a small setback to stop them, and she was even more certain that it would not stop her.

"You all speak as though this rescue mission was already over." Cecilia said, clenching her fists. "You say that you will wait for dawn, or stay and reason on where these goblins might have gone? Sertanian does not have such time."

Shaking her head, she began to walk, her boots heavy against the wooden planks of the pier. "I intend to investigate the bridge, search the other side of the lake, interrogate every citizen and guard we encounter, and more if it is required of us. Miss Freston would expect nothing less..."

The bard moved away at a fast walk, seemingly uncaring on whether the other members of the group followed her.

Cecilia will begin moving in the direction of the bridge and the opposite shore of the river. She will be on the lookout for evidence of the boat, and question everyone that she meets along the way


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:
Ingra watches the human woman walk away before grumbling under her breath.

Big talk for someone who can't see where they're going.

She waited for someone to lead the way, not sure if the bard knew where she was going.

I am of course referring to Darkvision :P


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt:

The bard's words hurt more than she could have known. Aelion felt the cut of his promise to aid the old man proving empty, but didn't know what else there was that he could do. With Bryn, he could easily have picked up the trail, even raided them himself. Now... all he could do was go to the bridge, and look into the darkness.

He shouldered his bow and went without meeting Jathal's eyes.


The Hunt for Sertanian:

Kra’el begins to move away from the docks, momentarily losing faith in himself, if not his god. Jathal and Ingra stop the dragonborn though, and after a rousing speech from Cecilia, the group moves on to their next best hope in the chase.

When the party arrives at the market square, they see that the battle they witnessed on their way through earlier has indeed ended and that the people of Brindol have emerged shaken, but victorious. Members of the Golden Lions mill around, alongside more mercenaries from Eldremma Axenhaft's security company, as well a few well-armed citizens. A collection of healers from the Temple of Erathis have gathered in The Red Door inn and are using it as a temporary aid station to treat the wounded.

In the centre of the square, several members of the town council have assembled to hold an emergency meeting. Eshan Jaarman appears to be trying to convince Eoffram Troyas of something. The Lord Warden and Lord Gunter don’t look particularly impressed. Lady Sanja seems to be more favourable to whatever Eshan is trying to communicate, but she seems tired, and more than a little unnerved by the general state of the town.

The bridges north across the Elsir are blackened and bloody, a distressingly familiar motif this dark night. Several guards idle on the bridge, with a stronger contingent on the far side, keeping the gatehouses secure.


~~~
Interrogating the Goblin Survivor:

As Dinvirte and Javos fail to offer up an answer to Dayana’s question, one of the guards steps forward to fill the silence. ”If it can feel the sting of a knife, it can appreciate the absence of one. Likewise for a day in the stocks. If it’s smart enough…”
The lead mercenary steps forward to cut off her comrade’s musings.
”Whether it’s execution or the dungeon, that call rests with the Lord Warden. We should send a runner to the market square to inform him there’s a live one here. I’m sure the Lion Guards have their own questions they want answered.”

~~~
Zalindra:

A grin cracks Eshan’s sombre face, reminding Zalindra of the lord’s more jovial side.
”Only you could find a way to make me laugh on a night like this. I’ll see you at Ilya’s when this is all over and we’ll put that claim to the test.” With that, Eshan takes his leave, continuing off towards the gathering crowd in the market square, leaving Zalindra alone again, outside the town cemetery.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Interrogation:
Dayana's gaze does not slip from the goblin, but she nods in acknowledgement of the mercenaries' words. She remains in her position for a few seconds longer before finally looking up and standing. "Alright then. If you can keep an eye on the little beast, I'll head out to the market square."

The changeling pauses to stretch briefly before setting off at a comfortably brisk jog in the direction of the designated square — assuming no one objected, of course. She let her thoughts wander as she went along, though little of true substance came forth; worrying over ponderings and concerns already voiced like a dog with a bone, and wondering about the wellbeing of some of Brindol's other residents. I hope Emma's alright.


Dayana:

Dayana sets off at a brisk pace through the western gate and past the inn, Chatrenn and Sons. Continuing, with haste, the changeling passes the headquarters of the Axenhaft guards, and then the Alpenglow Trading House as she rushes along the cobbled street.

When she arrives at the market square, she sees that the battle the group had witnessed on their way through earlier has ended and that the people of Brindol have emerged shaken, but victorious. Members of the Golden Lions mill around, alongside more mercenaries from Eldremma Axenhaft's security company, as well a few well-armed citizens. A collection of healers from the Temple of Erathis have gathered in The Red Door inn and are using it as a temporary aid station to treat the wounded.

In the centre of the square, several members of the town council have assembled to hold an emergency meeting. The Lord Warden is barking orders to some of the city guards while Lords Gunter and Troyas try their best to console Lady Sanja who has become more than a little overwhelmed by the sight of the town in chaos.

The bridges north across the Elsir are blackened and bloody, a distressingly familiar motif this dark night. Several guards idle on the bridge, with a stronger contingent on the far side, keeping the gatehouses secure.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Dayana:
The bloody sights she passes are regarded with mute shock, but either her brief battles earlier in the night have inured her to the violence or — more likely — what has occured has not entirely sunk in yet; the sudden onslaught of such a scale so unthinkable as to seem almost dreamlike.

Her mismatched gaze drifts over the square as she finally arrives, taking in the scene. After a short moment Dayana squares her shoulders and approaches the Lord Warden, although she waits until he either stops barking orders for a moment or notices her presence before raising her voice to speak above the din: "M'lord, there is a captured goblin by the Western gate. Additionally, the curator of the Hall of Valor has been abducted, as well as a number of the items in his collection."

... It's not rude to add as an afterthought that a man was abducted by goblins instead of making it her main statement, right?


Dayana:

The public face of the city council, and commander of the city militia, Lord Warden Harrik Orenna turns to face Dayana. His uniform gleams in the firelight, the orange light flickering across a the golden breastplate. The Lord Warden is a tall and heavily muscled man. He has dark brown eyes and his curly hair is the colour of steel.
Staring down at the young woman, the Lord takes on a hard to read expression.

After considerable pause, he speaks up. "The Hall of Valor raided? And the curator abducted? This is grave news indeed, but not the first I have received tonight. This captured goblin however, now that is something more intriguing. Has the creature been questioned?"


Map Town Map Female Human Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Zalindra:

Zalindra grins back at Eshan, for a moment forgetting the events of the dark night, only to have them crash back down as he leaves. Normally unafraid to travel alone on her many trips, she shivers on this night... the cemetery and so many of the familiar surroundings of her life seeming now strange and menacing.

She returns to the museum and spends some time setting things right as much as possible, and then, feeling unsafe because of the events of the night and also because of the broken door, she barricades herself in her room before laying down.

She hadn't thought she could sleep, but her body, tired and exhausted from battle, firefighting, anger, and worry, proves her wrong. She has a last thought of Eshan's grin... the one bright spot in her suddenly darkened life. She knows that he will keep his word and send for her, and with faith in that one surety, she surrenders to slumber.


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Dayana:
"It has not been questioned yet. We're not entirely sure how to go about that." Dayana shrugs lamely. "A pair of my friends and some guards are keeping an eye on it for the moment. It was indicated to me that the Lion Guard might be better suited for the task, and have some better questions to ask the little marauder."

She stares up silently at the man a second or two longer before shifting the topic to Sertanian, "A few people have left Brindol to search for the curator, so perhaps the gods shall show us all some small bit of mercy tonight and return him to us intact." Or perhaps they'll not and we'll only have more corpses on our hands...


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt for Sertanian:
I was going to wait for a more subtle character to approach this first, but oh well. Here goes. :)

The big dragonborn stomps up to the arguing council and manages not to scowl at the tiefling Lady too bad, interrupting their conversation boldly, his voice like an angry storm. "I have fought numerous goblins and an ogre. The creatures claim the Red Hand is back. They have kidnapped Sertanian and stolen several relics. They fled by boat. What are YOU doing about this?"

His piercing gaze smolders toward Eshan and Ariane, mostly. Kra'el's disenchantment with the council and its practices is clearly driving him here. Whether he's projecting his own failure onto them as well, it's possible.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:

Ingra's focus is on the bridge and what lies beyond it.

It hasn't gone unnoticed that her idol, Lord Gunter, is right in front of her. She hasn't done anything to make her worthy of meeting him yet. Though it appears that the current situation is a higher priority than her own ambitions.

Her focus is drawn back to the council once Kra'el begins speaking. If they were truly to help Brindol, then these people would hopefully know where to start.

"Ingra Stormstone of Hammerfist Hold. We followed best we could, for the old man, but also because of the morale any relic from the War of the Red Hand could give a budding army of goblins.

One of the relics belonged to Azarr Kul himself. Gods know what they're planning to do with it."

Ingra feels very out of place. She shouldn't be the one addressing the council. But the more they knew the better. She had to stop herself going on about what the group had found out, because these people might already know.

Part of her wishes that they had gotten in a boat chase.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

The Hunt:

Jathal ignores the words of the Bard, noting she hadn't suggested anything useful. She sighs mentally when they reach the bridge and she sees the gathering. 'More talk.' she thinks with annoyance. She hides a smile as Kra'el voices her feelings on the matter.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt:

Aelion surveyed the damage, taken aback by how badly the city was ruined in so short a time. Had an entire army of goblins and ogres simply appeared out of nowhere to attack them? He had thought it was simply a few raiding parties, the vanguard of the army perhaps, but the damage - and carnage - belied it.

Perhaps they could have done more good here. It made the failure to achieve their goal sting all the worse. If they at least had saved the human and his relics...! Failure made their efforts pointless.

Wishing he still had his bottle of spirits, he was distracted from his thoughts by Kra'el's demands of the council. He stifled a smile. Reverence where reverence was due - and not elsewhere. He was coming to like the dragonborn, for all his rough edges.

"They escaped on the water," was his only curt addition to the information Ingra had offered. There was little more to say.


Dayana:

The Lord Warden frowns when he hears that the witch hasn't brought him any useful information but his look softens with her flattery. "The Golden Lions can certainly take the beast off your hands citizen. I will arrange for a patrol to collect it from the West Gate immediately."
Turning around, Harrik scans the market square for some unoccupied guards. His gaze quickly falls on a group of men walking briskly towards the council.

Eshan Jarmaan leads a small contingent of Lion Guards across the market square. His long, blonde, hair is pulled back to reveal a strong, handsome face. His piercing blue eyes burn with determination.

"Ah, the young Lord Jarmaan..." Harrik starts, but Eshan cuts him off.
"Kartenix's house is in flames, no sign of the captain or his boy. On top of that, Zalindra Freston has just informed me that her grandfather has been abducted too, along with some of the relics from their museum."

"Yes, so I've heard." Harrik responds, before taking the younger man aside. The Lord Warden and Eshan continue to compare notes on the attack for a brief while before turning to address the rest of the council.

The news that at least three townsfolk are missing sends Lady Sanja into a new round of tears, while Lords Gunter and Troyas begin to argue. Lord Gunter puts forward the idea that a contingent of Lion Guards be sent out in the morning to track down the goblins. Lord Troyas seems to be suggesting that any rescue attempt would be futile. This opinion does not sit well with Eshan or Lady Sanja, and Eshan begins to argue with the half-elf.

A voice like thunder soon interrupts the councillors "I have fought numerous goblins and an ogre. The creatures claim the Red Hand is back. They have kidnapped Sertanian and stolen several relics. They fled by boat. What are YOU doing about this?"

The stoic dragonborn is soon joined by the other members of Sertanian's rescue party as they jog across the square from the north, echoing parts of Kra'el's tale.

You may now read spoilers under "The Hunt for Sertanian".


~~~

The Hunt for Sertanian:

Lord Eshan Jaarman meets Kra'el's glowering red eyes with a piercing set of blue ones.
"If this heartless half-elf would authorise it, we would be arranging a search party right now! I take it you're Zalindra's friends, although perhaps that's a strong word considering the way you left her behind!"

As the young lord steps forward to confront the dragonborn, the slight frame of Dayana standing off to the side of the council, near the Lord Warden, comes into view.

"We just can't spare the guards right now!"Eoffram Troyas responds.

"Well if the rest of you weren't so vehemently against hiring freelancers!" Ariane Sanja shouts, her voice cracking through her tears.

The Lord Warden scoffs. "Freelancers? You mean people like this?" He gestures toward Kra'el and Dayana. "Who can't even follow a pack of hobs, or get a goblin prisoner to speak?"

"Which is exactly why we need to be sending the Golden Lions." Damon Gunter adds. The rest of the councillors glare angrily at one another.


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt:
"Sorry that we never learnt ta track a boat on the water in the dark. Speaking 'a dark, notice how it is? Last time I checked humans can't see anything after tha big spot light in tha sky goes down. Tha last thing we wanted was to carry a bunch of torches that gave away our position and pursuit.

We'd be more than happy ta take ya ta the docks where we lost em so yer clearly more trained eyes can pick the boats trail.

I didn't come up here to get involved with politics, I came ta cross tha bridge and search the bank for a boat.

Yer didn't pay me ta fight the hobgoblins at tha Antler and Thistle, I didn't need yer permission ta go at it with a pitch throwing ogre! Keep yer guards and yer gold. I just need ta cross a bridge cause I told Zalindra I'd bring her grand pappy back and so help me Gord, dead or alive, I'm gonna do it!

Send who ever yer want! But tha only way I'm not going is if I'm in irons or dead. This is a waste of everyone's time! Can't one of you scry into a bucket or something and find the poor man?"

dwarven:
Since when did I need permission to kill goblins? I'll swim the river if I have to


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Before the Others Come Into View:
Dayana folds her arms across her chest as more bad news continues to flood into the market square, feeling quite awkward and out of place. Especially as Lady Sanja starts sobbing. Her eyes dart between each speaker and she briefly wonders if she should slink back to the others, wait for the goblin to be taken into custody, and then go home.

At least Eshan has a nice face to look stare at flatly while she thinks on what to do.

The Hunt for Sertanian:
Dayana tears her gaze from the council and unfolds her arms to offer a tiny, stiff wave to Kra'el and the others as his voice booms out and they enter her view.

Ingra Stormstone wrote:
Angry Dwarf is Angry

The changeling blinks owlishly as Ingra rants — when the dwarf is finished, she interjects: "I believe you have made your point, but I believe the goal here is to solve the myriad situations assailing Brindol as quickly and as efficiently as possible, not to insult everyone present and incense tensions further than they already have been by this night."


Female Dwarf Warpriest 1 HP: 6/13 |AC: 16 (20) (tch 10, ff 16) | CMB: 0, CMD 12 (16) | F: +5 R: +0 W: +5 | Init +0 | Perc: +4, darkvision | Spd: 20ft. | Active Conditions: None |

The Hunt for Sertanian:
Ingra is tempted to say that they started it but realises how childish that sounds, especially in front of the council of Brindol and veterans of the War of the Red Hand.

"Appologies for any disrespect. I only meant we did all we could given the circumstances. All we want is to be allowed to continue the search."

Ingra reigned in her temper, but that wouldn't last for long. If any more talking was to be done, she'd cross the bridge alone if she had to.

And as selfish as it sounded, keeping her word meant more to her than assisting with whatever other problems Brindol was facing.

This threat was imminent. An army could not be allowed to gather under the stolen relics.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

The hunt for less chatter:

Jathal drifts closer to Aelion. Speaking to him quietly.
"If the boat had come this way it would have been seen. It must be traveling west. We could cross the bridge and head west. With a fast pace, and leaving markers behind us, we might be able to find the boat, and then lead the others to it."


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

The hunt:

"But would they follow us?" Aelion asked, glancing at the others as he kept his voice quiet. "Half are convinced it's a fool's errand - the dwarf is talking about asking permission to continue. You're a capable fighter, Jathal, and I can hold my own, but we can't take on an army, or even a large raiding party, alone."

He shook his head, thinking. "Maybe what we need to get the others with us is the "command" of the city council. They may even have resources we could take advantage of. Bide a moment, while I speak with them. If their answer is no, I'll still go with you, and we'll find what we can. I won't abandon my promise."

Raising his voice, he stepped forward. "Councilors, the relics that were stolen must have great significance, perhaps even magic, that the Red Hand will undoubtedly unleash against Brindol if given the chance. Sertanian might hold the key to this magic - why else would they have taken him? And there's no reason to believe that he was the only target of such a widespread raid."

"If you have resources to bring to bear, I believe this to be a significant tipping point to use them. Hobgoblins are bad enough, but if all goblinkind and ogres and who knows what else unites under the banner of the Hand once more, Brindol may not exist to regret it in a year's time. And though you have spoken scornfully of our tracking skills, as Ingra said, if you are more skilled than the Tiri Kitor you are welcome to join us and lead the way. If you don't wish to, give us what aid you can, and we will see the Red Hand foiled in this matter. Jathal has a plan for picking up the trail, and they can't be moving fast with at least one prisoner, maybe more. Out in the veldt we should be able to spot them from afar, and save time. Or if the goblin we took prisoner will talk, we may be able to go directly where they're headed."

He couldn't help the slight tinge of disdain that crept into his voice. "We have offered to aid you, aid the city, with no questions asked. Will you do less?"

Well, here goes. Persuasion isn't my IRL strong point. :P


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt:
Kra'el's eyes smolder dangerously back at the Lord, his response a quiet storm. "I'll not argue with you regarding Zalindra. She is too close to this to act rationally, friendship or not." The dragonborn scans the rest of the council present with a seething anger. The quiet calm of his voice belies the angry storm beneath. "Surely you have plans in place for wartime. It hasn't been so long since Brindol was under siege. If you have to vote to make a decision, you will lose... and your people... will... die."

With narrowed eyes, Kra'el steps up to the Lord Warden and speaks loudly enough for all to hear. "Send "freelancers" or send the Golden Lions. But do nothing and you fail your people."

Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18

Kra'el came out a bit angrier than I planned, but he definitely considers this council a problem. Also, he noticed Danaya's wave but he's a bit... busy. lol


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

The Hunt for Sertanian (Cecilia):
Cecilia watched as the elf tried to reason with the town council, while at the same time the dragonborn attempted to bully them. Normally the bard would have been quick to step forward and flatter these lords and ladies, and ensure their support for the rescue of the old museum caretaker. But Cecilia could already see that this conversation had started on entirely the wrong foot.

It would serve her better to wait for an opportunity to speak. And so the bard took a step back, removed her wide-brimmed hat, and waited patiently. During this pause, she looked around the war-torn market square. She tried to see if she recognised anyone in the crowd, or could spot anything else of importance.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18


The Hunt for Sertanian:

Kra'el's booming voice rings through the market square, turning more than a few heads.

The Lord Warden, the public face of the council, and commander of the city militia falls uncharicteristically silent. His tall, muscular frame seems almost waiflike beside the dragonborn. His dark brown eyes fall toward the floor.

The rest of the council look around sheepishly the words of Ingra and Aelion sink in.

Lord Gunter is the first to speak. "The elf is right, the relics can't be left with the goblins, if a new Red Hand is on the rise, the boost to their morale they would bring would be too great."

Running his fingers through his steely hair, the Lord Warden considers Kra'el's ultimatum. "Very well, it sounds like perhaps we have gotten off on the wrong foot. By the sounds of things, you have already done much in the service of this town. If you are here to offer more, then we are truly grateful."

"The Lion Guard can provide horses to carry you and your companions to where it is you need to be. If your friends haven't gotten the goblin to talk yet, and you're willing to stick around until morning, we can see if it can provide any clues as to where the new Red Hand are camped."

Eshan steps forward then. "Before you leave, I promised Zalindra that I would not allow another party to leave the city without her. If you intend to go tonight, I'll send a runner to fetch her now.We can send someone to the gate to collect the others as well."


Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 | Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

The Hunt for Sertanian:
Dayana relaxes slightly as the situation doesn't escalate in a bad direction. She glances to the others, looking for their reactions to this.


Male Dragonborn Paladin 1 | HP: 12/13 | AC 20 (T10, FF 20) | CMB: +4 CMD: 14 | F:+4 R:+0 W:+2 | Init +0 | Darkvision 60ft, Perception +2, Sense Motive +4, Diplomacy +7, Intimidate +10 | Speed 20 ft. | Smite Evil (+3/+1) 0/1

The Hunt:
The dragonborn nods to the Lord Warden and his anger fades, but his intensity does not. With quiet purpose, Kra'el steps over to Jathal and Aelion "If you can find the trail, we should go tonight. Can you?" The trust he is showing for the pair of relative strangers is surprising, even to the dragonborn, but if the Red Hand is truly returned, there is no time to lose.


Female Elf Slayer 1. Hp 11/12. AC15. F +3, R + 5. W + 1. Init + 4. Perception + 8. Portrait

The Hunt:

Jathal stays as calm as always. "Hobgoblins and Goblins aren't noted for being sailors. Taking that boat was a cunning move to lose any pursuers. With the attacks on the bridges and gates no one would have been watching the docks. Only chance had us there to stumble on that trail. But They can't have gone far in the boat. Most likely they've already landed and are heading away. A large group, with a prisoner will leave a trail we can find!"

That said she checks her arrows and other equipment is in place and heads over the bridge, waiting for whoever is coming to join her.


Battle Map Female Human Bard (Sound Striker) || HP: 10/10 || AC: 18 |14 |14 || For: +1 | Ref: +6 | Wil: +1 || CMB: +6 CMD: 15 || Perception: +3 || Bardic Performance 0/7 Rounds Remaining ||

The Hunt:
Cecilia was surprised to see the town council so quickly change their minds. It would seem that Kra'el had a rather strange talent for bringing people around to his way of thinking. She would have to remember that small detail when she finally wrote her epic.

"Yes, we should not delay." The bard said to the other members of the party, suddenly feeling renewed. "Even if we can't find the goblins tonight, we still might be able to find clues or evidence pointing towards their destination.

Turning towards Lord Gunter, Cecilia gave the man a rather theatrical bow. "We appreciate your assistance, Lord Warden. The horses you offered would be most useful in our pursuit. Rest assured that I -Cecilia of the Crimson Lash- shall not rest until these artifacts are returned and our friend is free once again."

With a flourish of her hat, the bard turned away. Once their business is concluded, she joins the elf over by the bridge.


Battle map elf unchained monk (zen archer) 1 || hps:10/10 || AC: 15|15|14 || For:+2 | Ref:+4 | Wil:+4 || Per:+10 low-light vision, Init:+1, CMD:14 || Portrait

the hunt:

Aelion accepted a horse from the Lord Warden, and one for Jathal, before joining the others on the bridge.

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The Scales of War
The world has never been a safe place. Bastions of civilization populate a dark, menacing world — islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.

I’ll be looking for 5-6 characters who will begin at 1st level and advance to level 20 over the course of the 18 modules of this epic adventure path.

Recruitment will be open for two weeks, with an expected close date of 12:00 am (GMT) December 6. I will make my selection over the following week and look to start the adventure by December 11. The selected players should be able to commit to posting at least once per day during the week, and once on weekends. An application will not be considered complete until everything in the Character Creation and Character Background spoilers is completed.

Character Creation:

Abilities: 25 point buy, with no stat below 8 before racial modifiers.
Hit Points:Max hp at first level. Half rounded up at subsequent levels.
Sources Available: Any paizo published material. Unchained versions only for the Barbarian, Rogue, and Summoner. Monk can be either Unchained or Core. I will consider 3rd party material on a case-by-case basis.
Races: Core races, Tieflings and Dragonborn are all fine. Please feel free to ask if you would like to submit any other non-core races.
Alignment: Good alignments are preferable, any non-evil are acceptable. Your character should be a good team player, regardless of alignment.
Hero Points: We will be using hero points. You will begin play with 1 Hero Point out of the maximum of 3.
Wealth: Maximum starting wealth for your class.
Skills: We will be using the rules for background skills available here.
Traits: 2 traits, or 3 with 1 drawback.

Gods and Domains:

Avandra
Alignment: Chaotic Good
Domains: Chaos, Good, Liberation, Luck, Travel
Favoured weapon: Shortsword
Avandra delights in freedom, trade, travel, adventure, and the frontier. Her temples are few in civilized lands, but her wayside shrines appear throughout the world. Halflings, merchants, and all types of adventurers are drawn to her worship, and many people raise a glass in her honour, viewing her as the god of luck.

Bahamut
Alignment: Lawful Good
Domains: Glory, Good, Law, Protection, Scalykind (Dragon)
Favoured weapon: Bite or Longsword
Bahamut, also called the Platinum Dragon, is the good-aligned god of justice, protection and nobility. He is the patron of the metallic dragons. He is stern but kind and helpful to the downtrodden. His clerics and followers are taught to oppose evil and help those in need.

Corellon
Alignment: Neutral Good
Domains: Charm, Good, Magic, Plant (Growth), Rune
Favoured weapon: Quarterstaff
Corellon is the deity of spring, the arts, magic, beauty and the fey. He seeded the world with arcane magic and planted the most ancient forests. Artists and musicians worship him, as do those who view their spellcasting as an art, and his shrines can be found throughout the Feywild. He despises Lolth and her priestesses for leading the drow astray.

Erathis
Alignment: Lawful Neutral
Domains: Artifice, Community, Law, Nobility, Protection
Favoured weapon: Light or Heavy Crossbow
Erathis is the god of civilization, inventions and law. Rulers, judges, pioneers and devoted citizens worship her, and her temples are present in most major cities of the world. She is the patron of the minotaurs after having defeated the primordial Baphomet. She lives with Pelor in Hestavar, where they are known as "the King and Queen of Light" and rule the city.

Ioun
Alignment: Neutral
Domains: Healing (Medicine), Knowledge, Luck (Fate), Rune (Language), War (Tactics)
Favoured weapon: Quarterstaff
Ioun is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Corellon is the patron of arcane magic, but Ioun is the patron of its study. Libraries and wizard academies are built in her name.

Kord
Alignment: Chaotic Neutral
Domains: Chaos, Glory, Strength, War, Weather
Favoured weapon: Greatsword
Kord is the storm god and the lord of battle. He revels in strength, battlefield prowess, and thunder. Fighters and athletes revere him. He is a mercurial god, unbridled and wild, who summons storms over land and sea; those who hope for better weather appease him with prayers and spirited toasts.

Melora
Alignment: Neutral
Domains: Air, Animal, Plant, Water (Oceans), Weather
Favoured weapon: Trident
The goddess of nature, wilderness and the sea, Melora is often worshipped by elves as well as hunters and rangers. She is the antithesis of Erathis, the deity of civilization, and is also known to dislike Asmodeus. She has no astral domain and prefers to simply wander the cosmos. Sailors often make offerings to her before they embark on their voyages.

Moradin
Alignment: Lawful Good
Domains: Artifice, Earth, Good, Law, Protection
Favoured weapon: Warhammer
Moradin is the lawful good deity of creation and patron of artisans, especially miners and smiths. He carved the mountains from the primordial earth and is the guardian and protector of the hearth and the family. Dwarves from all walks of life follow him.

Pelor
Alignment: Neutral Good
Domains: Fire, Glory, Good, Healing, Sun
Favoured weapon: Light or Heavy Mace
Pelor is the god of the sun, agriculture and time as well as the seasonal god of summer. He is known as a healing god and is the most popular god among humans. His clerics are well respected and honoured in most good-aligned realms.

Raven Queen
Alignment: Neutral
Domains: Death, Healing, Knowledge, Repose, Water (Ice)
Favoured weapon: Spiked Chain
The name of the god of death is long forgotten, but she is called the Raven Queen. She is the spinner of fate and the patron of winter. She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed against the curse of undeath.

Sehanine
Alignment: Chaotic Neutral
Domains: Chaos, Darkness (Moon), Magic, Plant (Decay), Trickery
Favoured weapon: Shortbow or Longbow
God of the moon and autumn, Sehanine is the patron of trickery and illusions. She has close ties to Corellon and Melora and is a favourite deity among elves and halflings. Scouts and thieves ask for her blessing on their work.

Character Background:

Player’s Guide

Read the guide above for inspiration. Your character should live in the town Brindol, or have arrived there recently.

I am asking for a 10-minute background from all applicants, following the format outlined below.

Step 1: Write at least 5 background and concept elements that you feel are important to the image of your character. These can be a concept overview, a list of important life events, a physical description, a personality profile etc.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another could be one that you, as a player, want to see developed over the course of the game.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Feel free to use characters mentioned in the Player’s Guide.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

Feel free to ask any questions, I look forward to reading your submissions!


Oh boy, I was waiting for this one. Sorry about this, I hate to come right out the gate but would you consider the following class and race combos?

Draconic examplar and Taninim

Jotun Paragon and Jotun

Dark Archive

This looks very interesting! I have one character available who I would need to rework for your specs (25pt., traits, etc.), but I'll probably consider multiple submissions for this. The first (in current, un-adjusted form)...

Ferdrin Ternyth, who is fascinated with exploring how to wield raw arcane power. He found that most wizards at the arcane universities limited themselves too much with their strict adherence to "spells". He tends to be on the lookout for arcane mentors who share this frame of mind.


Hmm...

Grand Lodge

Teiidae wrote:


Oh boy, I was waiting for this one. Sorry about this, I hate to come right out the gate but would you consider the following class and race combos?

Draconic examplar and Taninim

Jotun Paragon and Jotun

Unfortunately I don't own the source material for those races or classes, so am hesitant to allow them. From what I've read online, I'm not sure if either would work in this campaign.

The Jotun certainly wouldn't, the Taninim may, but again I'm hesitant, especially with the size increases past medium at higher levels.


Looks very interesting. I'm thinking of a Slayer. Race & sex to be decided.


Looks cool. I'll see what I can come up with.


Dotting for interest :)


Looks like a fun campaign. I'm not sure what kind of character I'd make for a story like this, but I'll give it some thought. :)


Dotting.

Leaning toward a Dragonborn Paladin (+1 level of Sorcer) heading toward Dragon Disciple.


This looks great! DM Kaavek, would you allow the Zen Archer Unchained Monk? (by Everyman) It's basically just the Zen Archer archetype updated to Unchained.


This looks interesting. I am considering modifying this character for submission. Looking through the Players guide, it doesn't appear that there are any forests nearby Brindol. I've always pictured this character making a living hunting with a bow. Is there are an area near Brindol for this?


Is a changeling alright? I can change to a tiefling without too much issue. But this crunch (see profile) felt more fitting.

Background...and Step 1:
Godwyn was born into the Blaecwulf family. The son of a lesser 'house knight' within a greater family, he had thought himself to be destined to serve within the courts of the great and powerful. However, that was not to be. For his father, Eldric, was far too ambitious for his own good. While a member of the court, his place was low, his lands were small, and his good fortune was dependent on the whim of those whom he served. So, Eldric, made a deal with a hag. He agreed to give up his first born son in exchange for the power and prestige that he so desired.

Eldric's rise through court was momentous, achieving in a few short months what he had dreamed about for years. He married above his station, and had a handsome son whom he named Godwyn. To his own surprise, he found that he loved his child, and soon regret the pact that he made in the foolishness of his youth. But the years rolled on, and the hag never came for his son. In time, Eldric convinced himself that it had but been a dream.

On Godwyn' sixteenth birthday a cloaked stranger came to Eldric's estate. Immediately he knew who it was, for he remembered her from the pact that he had made nearly two decades ago. To his horror he saw Godwyn, already bound by contract to marry and groomed to inherit the estate, walk towards the hooded stranger as if though in a daze. The hag had come to collect what was her due. In his haste Eldric ordered the hag to be killed, and his guards raised their crossbows. The hag was filled with no less than a dozen bolts before she could raise a hand. For a brief moment Eldric thought he had escaped his fate. But, as the hag fell, so too did Godwyn.

Godwyn lay in a comatose state for over a year. His father hired the best healers in Brevoy to attend to his heir. But as the weeks and months rolled on, Godwyn only seemed to worsen. His nails began to grow longer, and soon became as claws. His teeth sharpened, and in his fevered sleep he growled and moaned as if in pain. As the condition worsened, Eldric spent everything to both keep his son's condition a secret, and to find a cure.

But with the hag dead, the enchantment that led to his rise was dispelled. The increasingly haggered nobleman lost his position in court. His businesses began to fail, for he did not have the skill or knowledge to truly run them. Plague then swept through his land, and the commoners who lived there fled en masse. When the plague in turn took his beloved wife, Eldric was shattered. Everything he had loved and cared for had been taken from him. Before long even the healers abandoned him, for he could not afford them. Sitting alone in his manor, he stopped eating and drinking, never leaving Godwyn' side. And it was there that he died, alone and broken.

When his father breathed his last, Godwyn's eyes shot open. Sitting upright, he looked around wildly with eyes that saw far more clearly than ever before. He looked down in horror at his father's emaciated body, and then at his hands. Jumping to his feet, he ran through the manor, calling for his mother, his servants, the guards...anyone. But he was alone. Where once he was a proud young noble, dreaming of his future, he was now a cursed monster.

Godwyn buried his father, and soon learned the fate of his mother as well as the surrounding lands. He also learned that the outside world thought him dead along with them, for the healers when they left had reported that there was nothing they could do to save him. Seeing himself as a monster, he fled. Deep into the wilds he went, living as best he could.

It was a hard life, going from the pampered existence of a nobleman to that of a vagabond. But, he learned that with his curse came abilities that he never would have dreamed of. He could heal the injured, he could will minor magical tricks, and he was stronger than what he once was. That, and he was hungry. Always, always hungry. But no matter how much he ate, he never seemed to stay full for long or to gain weight. Animals also shied away from him, sensing the unnatural magic that infused him.

Hiding in the Vale, working odd jobs, Godwyn is living day to day. It is his hope that opportunity will present itself so that he can start rebuilding his life.

Appearance
Godwyn appears to be a well groomed, handsome young man in his early twenties. He wears a courtier's outfit, which by his force of will is as clean and mended as it was the day it was made. With it are gloves that he wears over his hands, though with his claws they do look slightly to long for a normal man to wear.

It is when one gets close to him that they can see his curse. Godwyn is infused with the essence of the hag which claimed him. His teeth are sharp, like those of a predator. When he must fight, he removes his gloves, showing the claws that he can never be rid of.

Personality
Godwyn is polite and educated, as would befit a man of his station. But inside of him is a hunger for blood and meat which he always struggles against. And the long buried desire to once again rise to the station that he lost.

Step 2...Goals:

(1) To figure out what caused his curse
(2) To find a way to reclaim what he feels is his rightful social status

Step 3...Secrets:

(1) He actually enjoys the power that his curse brings.
(2) The Hag that cursed him is still alive. And it fears that it’s curse has taken on a life of its own which she can no longer control. She would destroy him if feasible.

Step 4...Dramatis Personae:

(1) Sir Phaeron: A family friend of the Blaecwulf family and close confidant of his father. He believes Godwin to be dead, but would help his friend’s son if he knew the truth.
(2) Gracius: An almost wealthy farmer and merchant within the Vale who has hired Godwyn more than once. More out of pity than any real need.
(3) Sir Marcus Blanc: Godwyn’s rival growing up, as their two families have long feuded. If he knew what became of Godwyn he would certainly use it to his advantage. Or at the very least to Godwyn’s detriment, if for no other reason than to cause him pain.

Step 5....Mannerisms:

(1) Godwyn always wears gloves, regardless of the weather. Likewise he talks without opening his mouth as much as possible. This is in the vain attempt to downplay his curse.
(2) He insists on wearing the clothes of his station, for it is all that he has left.
(3) When forced to fight, Godwyn fights like a savage beast. After the danger has passed he immediately goes back to his noble persona. He is aware of the discrepancy.


I was reading the player's guide and for some reason I latched on to the little blurb in the population section about the halfling river people that come through town every once in a while. I'm sure this is in no way going to be an optimal build but I want to make a halfling (cad) fighter that was always picked on about being weak and told he wouldn't be able to win a fair fight. He ended up taking the jabs to heart and learned to fight unfairly. He ended up staying in town because he was left behind (or chose to stay on his own) to try to train with the militia.

I'll get a more fleshed out idea 'on paper' but I wanted to get the thoughts out of my head before I could forget them.


By the way, here be something the GM may find of use...

Click me.


Kamaloo wrote:
This looks great! DM Kaavek, would you allow the Zen Archer Unchained Monk? (by Everyman) It's basically just the Zen Archer archetype updated to Unchained.

Yep, Everyman's unchained update is fine.

Aria Dros wrote:
This looks interesting. I am considering modifying this character for submission. Looking through the Players guide, it doesn't appear that there are any forests nearby Brindol. I've always pictured this character making a living hunting with a bow. Is there are an area near Brindol for this?

There are three forests surrounding Brindol; the Southwood, the Witchwood and Marth Forest. The Witchwood would be most suited for hunting in. On foot it would be a day's journey north to the village of Witchcross, on the forest's edge.

Godwyn Blaecwulf wrote:
Is a changeling alright? I can change to a tiefling without too much issue. But this crunch (see profile) felt more fitting.

I'll allow a changeling, sure. Sounds like an interesting character.

F. Castor wrote:

By the way, here be something the GM may find of use...

Click me.

Very useful! I think I've had that page bookmarked for about 5 years, glad to finally get a chance to use it!


Talomyr wrote:

Dotting.

Leaning toward a Dragonborn Paladin (+1 level of Sorcer) heading toward Dragon Disciple.

Scratch that idea...not really feeling it after giving it some thought.

@DM Kaavek - Not that I'm necessarily considering going that direction, but if someone were to submit a Bloodrager, would they use bloodrage as written or would it switch to being like the Unchained Barbarian's rage?


Dotting. I like the detail in the Player's Guide. Will this be a good mix of urban and wilderness? I am thinking vigilante warlock, but if game moves away from city then would do something different.


Talomyr wrote:
@DM Kaavek - Not that I'm necessarily considering going that direction, but if someone were to submit a Bloodrager, would they use bloodrage as written or would it switch to being like the Unchained Barbarian's rage?

Thank you for asking, unchained mechanics will be the default for all Rage-like abilities, including those for Bloodragers and Skalds.

Isin Ghar wrote:
Dotting. I like the detail in the Player's Guide. Will this be a good mix of urban and wilderness? I am thinking vigilante warlock, but if game moves away from city then would do something different.

I think a vigilante would work quite well, there's definitely a mix of urban and wilderness adventure to be had.

The Exchange

Would a Nagaji be allowed in this world? I would be interested in bringing in a First Mother's Fang Cavalier

Liberty's Edge

Dotting for interest.


Thank you. :)


3rd Party pre-check. Clearance for the Priest?

D20pfsrd has an early version, it seems, as there are some slight differences between that version and the .pdf.


Dotting. I'm currently thinking an oracle that worships Ioun, using the clouded vision curse and dark tapestry mystery for a mysterious feel. Will work on it and submit it soon.


Barebates wrote:
Would a Nagaji be allowed in this world? I would be interested in bringing in a First Mother's Fang Cavalier

I don't see any reason a Nagaji wouldn't fit, go ahead.

Me'mori wrote:

3rd Party pre-check. Clearance for the Priest?

D20pfsrd has an early version, it seems, as there are some slight differences between that version and the .pdf.

While I'm not outright opposed to the idea of a priest character, I'm also not sure how a character focused on avoiding the front-lines is going to work in an AP with the word 'war' in the title. If you can write an interesting enough submission I might allow it, but you'd be safer submitting a cleric.


How do you feel about content from the Blood of Shadows supplement? I've been itching to play somehing from there, maybe an elven dusk knight paladin, or a shadar-kai bloodrager with the shadow bloodline if you're allowing them? I know they don't really exist as a race in pathfinder, but it wouldn't be hard to build one of you're down with the idea


Harm's Way wrote:
How do you feel about content from the Blood of Shadows supplement? I've been itching to play a dusk knight paladin, maybe an elf belonging to the church of Sehanine? He wouldn't be the most optimised build (the archetype has a really cool flavour but loses out on a lot of helpful paladin mechanics), but I think he would be awful fun to play

Blood of Shadows is fine, can't wait to read you submission.


I think I was right I'm the middle of editing that post when you replied, what are your thoughts on the shadar-kai as a player race before I commit to a build? The player's guide states that Shadowfell isn't too far from the Vale... If you don't like the idea that's cool though, I can work around it :)

Sczarni

Working on a tiefling alchemist / brewer-distiller.

Think Hawkeye from MASH crossed with Gambit from X-Men.

Still bare bones atm, hope to have a more fleshed out pc today.


Sounds interesting. I'm not familiar with dragonborn other than from the link. Paladin seems like the obvious choice but what about inquisitor or warpriest?

Sovereign Court

I have an arcanist that I'm hammering out the final details on. Should be able to throw him in the ring sometime today.


Here's my application: an elven (Tiri Kitor) zen archer unchained monk. Ex-owl rider and, in a sense, looking for trouble. ;)


How long has it been since the Lady Jarmaan passed? I have a notion that Lady Mesha departure might not be what people think. Would it be possible that she left behind an illegitimate child who currently seeks his place in the world by trying to seek glory through combat?

I'm currently envisioning a human daring champion (cavalier) of the flame who knows while his birthright will never be recognized, he can still earn his own glory through other means. It may even be that he is currently seeking out the reason for why his mother left so suddenly.


Harm's Way wrote:
I think I was right I'm the middle of editing that post when you replied, what are your thoughts on the shadar-kai as a player race before I commit to a build? The player's guide states that Shadowfell isn't too far from the Vale... If you don't like the idea that's cool though, I can work around it :)

I wouldn't mind a shadar-kai player, but haven't looked into them much yet. If you've found a pathfinder conversion for the race could you link to it please?

As for the Shadowfell being geographically nearby to the vale, sorry, that's a remnant of my old homebrew world that I must have missed editing out. For this game the Shadowfell and Feywild will be their own respective planes, as they were originally written.

AGamer70 wrote:
Sounds interesting. I'm not familiar with dragonborn other than from the link. Paladin seems like the obvious choice but what about inquisitor or warpriest?

I think that a dragonborn inquisitor or warpriest would be an excellent choice.

"The Lucky Halfling" wrote:

How long has it been since the Lady Jarmaan passed? I have a notion that Lady Mesha departure might not be what people think. Would it be possible that she left behind an illegitimate child who currently seeks his place in the world by trying to seek glory through combat?

I'm currently envisioning a human daring champion (cavalier) of the flame who knows while his birthright will never be recognized, he can still earn his own glory through other means. It may even be that he is currently seeking out the reason for why his mother left so suddenly.

I haven't got a set date for Lady Jarmaan's passing, I would say anywhere between 10-20 years would work, so if you'd like to work that into your backstory just go with however long ago suits you.


Doomed Hero submitting Aerin, elven wizard.

Aerin is a young officer of the guard with a past haunted by the war against the Red Hand. His anger and bitterness has him practically hoping for another war. Over the course of the story he'll learn that war is always hell, and that even if you think you are ready, you aren't.

I'll have the 10 minute background done within the next day or two. The basic background and mechanics are ready.

As a player, I'm a longtime vet of the PbP boards, very reliable and invested. Looking forward to any feedback you might have.


Would it be plausible that the Lady Jarmaan died after the conception and birth of my character? Perhaps it is what led Lady Jarmaan’s death?

A goal I have for the character, is him finding out his father is a murderer and confronting him.


DBH here, with my Elf Slayer Jathal.

I still need to buy most of her gear, but the basics are all here.

portrait

Crunch:

JATHAL

Female Elf slayer 1. CG medium humanoid (elf)

Init +4; Senses Low-Light Vision, Perception +8,

Languages Common, Draconic, Elven, Orc, Sylvan

AC 15, touch 13, flat-footed 12. hp 12 (1HD)

Fort +3, Ref +5, Will +1, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares)

Abilities Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 16

Ranged composite longbow str +0 +4 (1d8/x3), within 30 ft. +5 (1d8+1)
Melee dagger (cold iron) +3 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +4 (1d4+3/19-20), within 30 ft. +5 (1d4+3)
Melee dagger (alchemical silver) +3 (1d4+1/19-20)
Ranged dagger (alchemical silver/thrown) +4 (1d4+2/19-20), within 30 ft. +5 (1d4+2)

Special Qualities Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Studied Target, Track +1, Weapon and Armor Proficiency, Weapon Familiarity,

Feats Point-Blank Shot

Skills (* Background skills)
Acrobatics +7,
Bluff +1,
Climb +6,
*Craft Traps +7,
Disable Device +4,
Disguise +1,
Escape Artist +3,
Heal +1,
Intimidate +1,
Knowledge (Dungeoneering) +7,
Knowledge (Local) +7,
Perception +8,
*Profession Cook +5,
Ride +3,
Sense Motive +5,
Stealth +7,
Survival +5, Survival (Follow or identify tracks) +6,
Swim +2,

Possessions leather; outfit (traveler's); thieves' tools; Composite Longbow STR +0 ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); Dagger (Alchemical Silver); ];
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Studied Target (Ex) A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1.. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Weapon Familiarity (Ex) 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.
Background elements.

Background:

Background elements.

Jathal is of the Tiri Kitor. While she understands the need to protect the Marth forest from those who would exploit it, she much prefers hunting down and removing Orcs and Hobgoblins to dealing with humans.

While Jathal is pleasant company, and attractive, her focus on hunting and killing those she considers a danger to her people can put some off. As she’s felt little or no interest in romance at this stage of her life, this doesn’t worry her.

Jathal is of average height, slender and attractive, with black hair tied back, and her skin lightly tanned from the time she spends outdoors. Her eyes are green, she prefers to wear her armor rather than dresses, and she has a habit of twirling a dagger in her fingers when she’s idle. Her sense of humor is very dry, and tends towards sardonic, black humor.

She does enjoy meeting those of other races, such as Humans, Dwarves and Halflings. As long as it’s somewhere the meeting can be peaceful, such as Brindol. There she can be quite sociable and enjoy herself browsing the market and sampling the various alcoholic drinks to be had.

Rather than deal with threats as they arise Jathal hopes to one day be involved in a campaign or organised hunt of those she hates. Getting together with others to hunt down and eliminate Orcs is something she thinks would serve Elsir vale better than waiting for another Red hand to arise.

Goals.

Jathal wants to be more active in seeking out and killing the enemies that threaten the vale. If that means working with Humans and Dwarves then so much the better.

She also has a strong case of wunderlust. While she loves her home, she wants to get out and see more of the world.

Secrets.

The one Jathal knows: She observed a group of Humans hiding a cache of treasure in the Marth forest. As they were not cutting trees, or hunting she didn’t confront them. Since they seemed a suspicious group Jathal waited until they left, then shifted the cache to a site only she knows of. Planning to open the chest and see what is inside it when she has the skills to deal with traps and locks.

The one she doesn’t: When the group of Humans discovered the cache was gone they argued among themselves and turned to conflict. The only survivor has since used scrying magic to find the identity of the person who moved the cache, and is now looking for Jathal.

What's in it, and who knows is yours to play with.

People.

Ereval, the leader of the patrol group Jathal is a member of. A veteran of scouting and patrols, Ereval worries about Jathal’s obvious hunger for combat and danger. He tries to give her guidance and mentor her in patience.

Soumral Miteratha. Her mother is an Elven wizard. She loves her daughter but can’t begin to understand how the child of two scholarly Elves grew into such an adventurous combat seeker? This has left them little connection with each other and Soumral finds the gap growing wider the more time Jathal spends away from home.

Losk Orckiller. A Dwarven ranger with a deep hatred of Orcs. There is little they have in common aside from the mutual desire to rid the vale of Orcs and others like them. Jathal killed several Orcs who Losk had been hunting. The Dwarf regards that as theft of his rightful kills and insulted Jathal bitterly. The pair are now very hostile to each other.

Quirks.

Jathal has a sense of humor, she’s just remarkably deadpan in expression. Tending to be taken seriously even when she means to joke.

She has developed a taste for Whiskey, and drinks it like most Elves would drink wine, it also makes her feel flirty, and sadistic. Leaving the object of her attentions confused, frightened and aroused.

Jathal can’t forget the look on her mother’s face when Jathal refused the train as a mage. It angers her because she had no desire to simply be what her parents thought she should be, and it saddens her because she loves her mother and wishes she could make her happy.

Any questions, or problems let me know.


Are the Tiri Kitor the only Elves in the region?


DM Kaavek wrote:
Harm's Way wrote:
I think I was right I'm the middle of editing that post when you replied, what are your thoughts on the shadar-kai as a player race before I commit to a build? The player's guide states that Shadowfell isn't too far from the Vale... If you don't like the idea that's cool though, I can work around it :)

I wouldn't mind a shadar-kai player, but haven't looked into them much yet. If you've found a pathfinder conversion for the race could you link to it please?

As for the Shadowfell being geographically nearby to the vale, sorry, that's a remnant of my old homebrew world that I must have missed editing out. For this game the Shadowfell and Feywild will be their own respective planes, as they were originally written.

Some rules I've put together for a Shadar-Kai player race:

Shadar-Kai:

All shadar-kai are subject to the "shadow curse", doomed to lose their souls to the dark powers of the Shadowfell. The shadow curse saps their will to live and fills their hearts with ennui, melancholy, and utter sadness. Those shadar-kai who are overtaken by the curse, or who voluntarily surrender to it, are transformed into shadow-like undead horrors. When such a shadar-kai dies, they are transformed into a wraith.

In order to avoid being affected by the curse, shadar-kai live extreme lifestyles, embracing strong emotions and peak experiences. Most of them use pain to keep their focus, decorating their bodies with tattoos, scarification, and body piercings, in extremely sensitive parts of their bodies. Likewise, some of them engage in self-flagellation, to the point of injuring themselves if they feel that they are being overtaken by the curse.

Physical Description: They look human, with a few exceptions. Their skin is a dusky gray, a trait that being born in the Shadowfell, has given them, and sometimes in extremes of emotion they will "bleed" shadows. Their eyes and their hair are both always of the purest extremes of color, no matter what color it is. Hair is usually the pure forms of natural hair colors, like blood red, snow white, and raven black, while the eyes can range through any color, though that color is always vibrant to non-Shadar-Kai.
Last and most noticeable of all, Shadar-Kai are covered with a web of scars, either self-inflicted or gained in countless fights.

Society: The Shadar-Kai have a love of battle so great that they spend most of their time training and sparring, though there are sects of their social structure that act as merchants, smiths, and priests. In point of fact, there are two types of Shadar-Kai, those that grew up in the city or came to one after leaving their original home, and those that live and stay in one of the many scattered enclaves in the Wastes of their native Shadowfell. Those that remain in the enclave are wild and more dependent on violence and pain to anchor themselves to their bodies so that they do not fade, though that is a part of who the Shadar-Kai are as a people.

Relations: They can get along with most races, and have actually made trade partnerships with humans, elves, and halflings. Also, like most races, they do not get along with orcs, though for them it is because they do not see orcs as worthy opponents in battle. Unlike most races, they can identify with the Drow elves and even respect them. To the Shadar-Kai, the Drow are also born of chaos and darkness, and their love of battle makes them adversaries to be enjoyed. The Drow are almost always given the honor of the Shadar-Kai's full ability in combat.
Their chaotic nature and their birth on the Plane of Shadows also mean that they feel the need to anchor themselves to their bodies, which leads them to establish bonds with vicious and unpredictable creatures.

Alignment and Religion: Shadar-Kai tend to assume a neutral allignment, with chaotic neutral the most common. In the distant past, the Shadar-Kai made a pact to serve the Raven Queen as her mortal agents, moving to the Shadowfell and setting up their communities on the borders of Letherna, the Raven Queen’s domain. The shadar-kai believe that, through their pact, they are the chosen people of death and winter. Through their pact with the Raven Queen, each shadar-kai is an instrument of death and fate. The Raven Queen doesn’t demand worship from the shadar-kai, although she receives it in abundance. She demands only that they observe the pact by keeping her commandments regardless of other beliefs. So most shadar-kai hold no pity for the dying and try to punish those who defy fate. But shadar-kai also believe that nobody truly knows what fate holds. Individual shadar-kai, therefore, seek to make the best of all possible fates.

Adventurers: Long eons in the Shadowfell have shaped the shadar-kai into a fiery and, some say, cruel people. Fighting the apathy pervasive in their home plane, shadar-kai live passionately and fearlessly, if grimly. They see themselves as instruments of death and dissolution, the bringers of the righteous end to complacency, stagnation, and life itself. Theirs is a harsh society of self-interest. Among shadar-kai, the strong of body and mind excel and create legends. The weak molder to dust, passing into eternity unremembered.
Some typical shadar-kai characteristics are: ambitious, bloodthirsty, detached, excessive, grim, intrepid, rash, ruthless, sinister, thrill-seeking, unconventional, violent, zealous

Male Names: Albrek, Baden, Codren, Emul, Horiam, Hutahn, Ioan, Lucyan, Mahahn, Niku, Ovid, Petru, Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar
Female Names: Afyn, Anka, Bahnka, Codruta, Doru, Dyon, Floahr, Ghita, Helayna, Ioana, Jenit, Katryn, Lucya, Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna

Shadar-Kai Racial Traits:

(Advanced Race - 16 RP)
Type: Outsider (native). (3 RP)
Ability Scores: The Shadar-Kai are a hardy race that can smile and be liked my most friendly races, but they are quick to anger and do not always think things through. They gain +2 Constitution, +2 Charisma, –2 Wisdom. (0 RP)
Medium: Shadar-Kai are Medium creatures, and have no bonuses or penalties due to their size. (0 RP)
Normal Speed: Shadar-Kai have a base speed of 30 feet. (0 RP)
Darkvision: Shadar-Kai can see in the dark up to 60 feet. (0 RP)
Low-Light Vision: Shadar-Kai can see twice as far as a race with normal vision in conditions of dim light.(1 RP)
Skill Bonus: Shadar-Kai receive a +2 racial bonus to Acrobatics and Stealth skill checks. (4 RP)
Weapon Familiarity: Shadar-Kai are proficient with spiked chains and whips. (1 RP)
Winterkin: Due to their connection to the Raven Queen, Shadar-Kai gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.(2 RP)
Shadow Travel: When a Shadar-Kai reaches 9th level in any combination of classes, they gain the following spell-like ability (the caster level is equal to the user’s character level):

1/day—shadow walk (self only)

When a Shadar-Kai reaches 13th level in any combination of classes, they gain the following spell-like ability (the caster level is equal to the user’s character level):

1/day—plane shift (self only to the Shadowfell or the Material Plane only)
(5 RP)
Languages: Shadar-Kai begin play speaking Common and Shadoespeak. Shadar-Kai with high Intelligence scores can choose any of the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran. (0 RP)

Grand Lodge

Aerin Aurora wrote:

Doomed Hero submitting Aerin, elven wizard.

Aerin is a young officer of the guard with a past haunted by the war against the Red Hand. His anger and bitterness has him practically hoping for another war. Over the course of the story he'll learn that war is always hell, and that even if you think you are ready, you aren't.

I like the sound of your character so far, although the war was 23 years ago, I think your bio makes a reference to 10 years passing...

"The Lucky Halfling" wrote:

Would it be plausible that the Lady Jarmaan died after the conception and birth of my character? Perhaps it is what led Lady Jarmaan’s death?

A goal I have for the character, is him finding out his father is a murderer and confronting him.

That could indeed be plausible, sounds interesting!

The Pale King wrote:
Are the Tiri Kitor the only Elves in the region?

The Tiri Kitor are the most significant elven tribe in the Elsir Vale. They inhabit the Marth Forest and the Witchwood. Other, minor tribes may exist in the Westdeep or the Thornwastes to the west. More civilised elves could also have immigrated to the towns and cities from further afield.


Kaavek wrote:
I like the sound of your character so far, although the war was 23 years ago, I think your bio makes a reference to 10 years passing...

Hmm. The blurb I read that talked about this game's connection to the Red Hand of Doom AP said 10 years.

Elves are plenty long lived, so the idea still works. I'll make that change. Thank you.


Ok, made that change and also finished the rest of the 10 minute background.

I need to do a final numbers audit, but I think Aerin is ready to go.


Talomyr wrote:
Talomyr wrote:

Dotting.

Leaning toward a Dragonborn Paladin (+1 level of Sorcer) heading toward Dragon Disciple.

Scratch that idea...not really feeling it after giving it some thought.

@Talomyr: to clarify, do you mean scratch going DD, or just going DD with paladin?

Dragonborn Dragon Disciple sounds fascinating - especially given the background with the High Wyrmlord as an evil draconic force, and the Fane of Tiamat having played such a large part.

Dragonborn are apparently clan based - what is their leadership structure and methodology like, please?


Harakani wrote:
Dragonborn are apparently clan based - what is their leadership structure and methodology like, please?

Thanks for asking. Briefly; dragonborn clans are ancient and have persisted throughout the rise and fall of the great dragonborn empire of Arkhosia. The clans are federations of families which united eons ago for reasons that in some cases may not even be remembered now.

Still, dragonborn are extremely proud of their clans and will often go by their clan name rather than their family name so that any glory they find will reflect positively on their clan.
Each clan is headed by a Clanmaster, and dragonborn will often seek the master's guidance in times of distress. Because their population is quite spread out, this often requires finding a local clan enclave where the Elders present will know how to contact the more distant clan master.

There's a lot more information on dragonborn society in the document linked below.
Ecology of the Dragonborn


Dotting for possible interest! I'll see if I can't come up with a good character concept over the next few days.


One thing I should have mentioned for Jathal. For her 2nd lvl Slayer talent she will be taking Slayer Trapfinding. So she can also cover Rogue.


DBH wrote:
One thing I should have mentioned for Jathal. For her 2nd lvl Slayer talent she will be taking Slayer Trapfinding. So she can also cover Rogue.

Nice, thanks for clarifying.


DM Kaavek wrote:
DBH wrote:
One thing I should have mentioned for Jathal. For her 2nd lvl Slayer talent she will be taking Slayer Trapfinding. So she can also cover Rogue.
Nice, thanks for clarifying.

For a hybrid class made up of Ranger/Rogue I have wondered why the Slayer doesn't get Trapfinding automatically? I guess it was felt the Slayer was getting too close to being overpowered as it was, without adding in something else to the list of things it does well.

I went through Giantslayer with a Slayer that covered the Rogue slot. It worked very well. More combat capable, if slower getting the sneak attack dice.


Harakani wrote:
Talomyr wrote:
Talomyr wrote:

Dotting.

Leaning toward a Dragonborn Paladin (+1 level of Sorcer) heading toward Dragon Disciple.

Scratch that idea...not really feeling it after giving it some thought.

@Talomyr: to clarify, do you mean scratch going DD, or just going DD with paladin?

Scratch the whole thing, paladin, DD, and dragonborn.

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