GM Neirikr's "The Dragon's Demand" (Inactive)

Game Master Neirikr

"Come not between the dragon and his wrath."

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ABOUT BELHAIM:

Belhaim is a small town located on a tributary of the Verduran Fork, deep in the Verduran Forest of north-central Taldor. The settlement was founded a thousand years ago by the famous dragonslayer Tula Belhaim, who fought valiantly during the calamity now immortalised in tales of chivalry as the Dragon Plague. After the end of the draconic terror, little of note seems to have happened in the area. Since the relatively recent flooding of its once profitable limestone quarry, Belhaim has become a sleepy rural community just off the beaten path, a place where everyone knows everyone and strangers are the talk of the town. The town is in large part self-sufficient. Its main commodities are pottery and fish, but the town doesn't receive enough trade to garner much renown from these industries. Most of the town's inhabitants work for family businesses or provide services.

Currently, both Belhaim and the surrounding Verduran Fork region are ruled over by the Baroness Origena Devy, a widow who serves as regent until his son Arnholde comes of age. Aside from her expected noble duties, Lady Origena mainly serves as a mediator in the frequent clashes between local churches. The town is known to be deeply divided along religious lines: minor squabbles are common among neighbours who have differing beliefs. The ever pragmatic Abadarans continue to search for alternative locations to quarry valuable limestone, whereas local Shelynites seek to preserve the region's rustic beauty. Most common folk adhere to the ancient ways of the Green Faith, trying their best to stay out of politics. However, those with an eye for such matters would note that the future baron is yet unwed and without apparent heirs, leaving the future of the region uncertain...

ABOUT THE ADVENTURE:

Dragon's Demand is a classic story with some cool twists. There might or might not be a dragon involved, but most of the time, you'll be scuffling with other sorts of critters. So, you know, overspecialising might not be the way to go. Aside from history buffs, there is little reason for four to five dragon experts to be hanging about the area, in any case.

With as few spoilers as possible, this is a rough rundown of how the module is paced: the first half is relatively slow, with a significant amount of side quests, most of which can only be completed at this time. There is also room for additional quests based on player interest. After a longer period of downtime at the halfway point of the adventure, things get a bit more hectic.

Based on the above, crafting and other long-term downtime activities are obviously not optimal choices for this adventure.

This is one of the only adventures I have ever ran where I have actually tracked experience points, since there are a couple of ways the module can get a bit sandboxy, making milestone levelling somewhat harder to manage. I won't be slavishly sticking to the XP rules, but exploring some of the side quests is recommendable if you want to reach the highest possible level before the end of the campaign. Player-based stuff will also add up to towards this goal. No experience will be rewarded for slaughtering innocent forest creatures, unless that advances some other significant goal or somehow makes for an interesting story.

CHARACTER CREATION:

The adventure will start at first level. It should be noted that the characters will reach levels 6-7 during the span of a relatively short module, so it might be sensible to think a few levels ahead in terms of build.

  • No Third Party Materials.
  • Ability Scores: purchased using the High Fantasy point-buy (20 points); you can roll if you want, but must abide by the results
  • Classes: all classes are allowed, though some might require good justification*
  • Races: Core is preferable, but all races are allowed with good justification*
  • Hit Points: PFS style (maximum at first level, ½ + 1 thereafter); you can roll if you want, but must abide by the results
  • Traits: two traits, with the option of taking a drawback for a third; if a drawback is chosen, it should be something that actually hinders your character
  • Alignment: no restrictions, as long as you know how to behave yourself**
  • Starting Wealth: class average; you can roll if you want, but must abide by the results
  • Home Rules: background skills, unchained disease and poison rules, stamina rules (free for fighters), and PFS style scrolls (no distinction between arcane and divine magic)

*Thematically, I encourage you to create characters that fit the setting as tightly as possible. Obviously, a multiclass gunslinger/ninja catfolk might not be the best fit for this particular module, whereas a Taldan knight would be very much on brand. Though I don't expect to have issues in this regard, I still reserve the right to turn down characters that are too wildly outside the general feel of the setting. That is not to say that everyone should be straight out of King Arthur: there are plenty of opportunities in and adjacent to Taldor outside the most obvious choices. Save the pirates for Skulls & Shackles, is all I'm saying.

**The module assumes that the characters are good or neutral, but sensibly evil (read: cooperative) characters might fit in as well. This will need to be discussed on a case-by-case basis. I don't expect any of you to use your alignment as an excuse to act like a jerk, but I feel like it can't be overstated that such behaviour is not at all acceptable.

Aside from the above, I would also suggest on creating an established team of characters, rather than a group of strangers. Try to to think about how your characters might know one another, and cooperate on coming up with an overarching connection. For example, the last group I ran this module for consisted of the entourage for a young noblewoman who had come to court the baroness' son. Other fitting choices would be a knight and his retinue, mercenary company escorting a tax collector or a merchant, a group of wandering minstrels, etc. This will also give everyone a concrete reason to be in Belhaim as things kick off, outside pure happenstance.

PLAYER EXPECTATIONS:

  • It would be preferable if everyone posted at least once a day. I understand if you can't, but I will do my best to stick to that schedule, as well as attempt to keep things moving by botting people who are holding things up too long. It should also be noted that I live in Finland, meaning that there are some 7-9 hours between me and most of you. That hasn't caused much trouble so far, since I tend to keep odd hours, but I might occasionally be a bit off sync.
  • If you know you'll be unable to post for a longer period of time, please let me know. I know I'm just a random dude on the internet, but I will worry about you if you disappear on me without an explanation. It might also be a good idea to give a general idea of what you would like your character to do in your absence, even if you don't have time to come up with an elaborate in-character post. Also, that way you can't blame me for getting your character killed. ;P
  • As we start playing, I’ll want both character sheets and other character info to be easily accessible. Create an alias and either type in everything there, or link to a sheet elsewhere. You know the deal. Just try to make the formatting as clear as possible, for my sanity.

I'm planning on starting the campaign next week, most likely on the 9th of August. That is negotiable, if someone needs more time. However, I would like to have your characters ready by then, preferably a bit early so I can look through them and make sure that everything is in order. Since this is my first time running a play-by-post campaign, I'm bound to have forgotten something important, so feel free to ask if you have any questions about anything.

Now to figure out how I'm going to do maps and stuff...


Woohoo new game start! :D I've been wanting to play a buffing class for a bit, and I think I've got an idea that I'm stoked about. It's a bit out there, but it should be fun, especially if we're looking to come into the story as an established group.

The ballad of Nyzaj Bandit's Bane:
Nyzaj grew up bullied and ostracized by the rest of his tribe mates; his shimmering gold scales made him near-useless as a scout or in a night raid, and the odd, twisted wings on his back were a liability squeezing through cramped tunnels. After years of being ignored, he decided he was fed up - he stole away from his tribe's warrens and surrendered to a group of travelers (the party, of course) passing by, offering his services as a (somewhat unimpressive in stature) laborer. In a fit of compassion, the group decided to take him in, and he proved surprisingly eager to help...

...so eager, in fact, that when a pair of bandits attacked during his night watch, he jumped into the fray in a whirlwind of tiny fists and teeth without a second thought. With a couple of (admittedly very lucky) strikes, one bandit was unconscious by the time the rest of his allies had a chance to awake, and soon the theft was thwarted. The bandits weren't particularly strong or cunning, but the victory was intoxicating for the heretofore ignored and underestimated kobold. He began introducing himself to newcomers as "Nyzaj Bandit's Bane" and bound the thief's embroidered silk handkerchief to an oak branch, carrying it like a standard of war. Strangely, Nyzaj's enthusiasm proved contagious - he and the silk handkerchief bouncing along above him became almost a mascot to the band as they traveled, and his verve and vigor pushed others into improving themselves as well. After all, no one wanted to be shown up by that.

Nyzaj's mechanics:
Nyzaj is...wait for it...a scaled fist unchained monk. Doesn't sound much like a buffbot? Taking the Flagbearer feat (remember his silk hankie?) will help with that, as will the three to five skald levels he takes after the single level of monk. Eventually, as his confidence in himself and his allies grows, he'll discover that his oversized fangs, stunted wings, and kind nature are actually manifestations of long-forgotten gold dragon blood in his family, and that bloodline will begin to manifest in force with a level (or more) of dragon disciple. Overall, the build should end up something like:
Stats) STR 10, DEX 14, CON 12, INT 12, WIS 9, CHA 15
Alternate racial abilities) Dragonmaw, Gliding Wings
Traits) Golden Scales, Kobold's Neighbor? Quain Martial Artist/Mizu Ki Hikaru Rebel? Muscle of the Society?
1) Scaled fist unchained monk, Dragon Style (bonus feat), Flagbearer
2) Skald
3) Skald, Lingering Performance
4) Skald, Beast Totem rage power
5) Skald or dragon disciple, Feral Combat Training (bite)
6) Skald or dragon disciple
7) Dragon disciple, Feral Combat Training (claws)

Mechanics questions for the GM:

How married are you to Golarion/story-specific requirements for traits? I'd like to take something like Quain Martial Artist to buff my unarmed attacks or Muscle of the Society to go with the idea of his draconic strength occasionally bursting through, but they have fairly specific story connected to them, and if you don't want that disturbed I'm fine with choosing something else.

If we wind up with a caster-heavy and/or Strength-based-character-light party, I'm good with switching to something besides a skald - I'm pretty flexible. But Nyzaj sounds like fun, and he's a pretty big departure from my usual; broadening horizons is what gaming is all about!


Two things: one, Nyzaj now has a preliminary statblock together. His first level has changed from unchained monk to snakebite striker brawler (as I didn't really see him as lawful and kobolds tend toward rogue-ism anyway), but the basic idea of the build is the same. Two, is there any chance we could get a gameplay thread linked to dot into and delete? I'd like to have the game in my campaigns tab if I can to make sure I don't lose track of when people are posting, even if we're just in discussion phase.


Humanoid (Dwarf), HP 14, +5F/+2R/+2W (+2 vs. spells), +2 Initiative

"Belhaim good place. Filled with good people. I protect town, until divine sign says go!"

Alright, I'm pushing Dorn Dundragon to Dragon's Demand as a frontline fighter. Build is tank/power turtle focused on sundering and battlefield movement. Plan is for him to play pretty close to fighter, but manifest supernatural powers later (mainly by getting Believer's Boon (for an aura of protection) and Believer's Hands (for some self-healing)).

Hey, Rennaivx!
Edit:
Your character's avatar reminds me of the OH YEAH meme. XD


That makes three melee since we are waiting for a pole arms happy gritty something as well. So I guess I will go caster. I do love alchemist which has a bit of magic which is mostly buffs, some healing, ranged damage, and disable device. Cleric or Sorcerer maybe. Though there is this wonderful Kobold bard archetype. I will sleep on it.

Nyzaj is adorable!

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How big is the party going to be all told? I'm still mulling over possibilities, but will probably stay with a reach build.


It sounded like we were aiming for five, right, Neirikr? Me, Electric, Arrius, DAA, and one more?


Humanoid (Dwarf), HP 14, +5F/+2R/+2W (+2 vs. spells), +2 Initiative

If we can get Anthuria or Fabian here, it'll be just like old times. XD


Maps | Monsters | NPCs
Rennaivx wrote:
Two, is there any chance we could get a gameplay thread linked to dot into and delete? I'd like to have the game in my campaigns tab if I can to make sure I don't lose track of when people are posting, even if we're just in discussion phase.

» There is now a gameplay thread. Dot in and delete to have the game show up in your campaigns. «

Rennaivx wrote:
I think I've got an idea that I'm stoked about. It's a bit out there, but it should be fun, especially if we're looking to come into the story as an established group.

A kobold is a good fit for the adventure, and having him be the group mascot helps with the whole "not being ran out of town because you're a scary monster" -thing. To second DAA, Nyjaz sounds absolutely adorable. :)

Quote:
How married are you to Golarion/story-specific requirements for traits? I'd like to take something like Quain Martial Artist to buff my unarmed attacks or Muscle of the Society to go with the idea of his draconic strength occasionally bursting through, but they have fairly specific story connected to them, and if you don't want that disturbed I'm fine with choosing something else.

I tend to be pretty strict about sticking to these sorts of things, but here the issue is mostly mechanical. Both of these traits are fairly powerful (for traits, anyway), and if anyone could take them, everyone would. If you can't find anything else worthwhile, we can discuss reskinning one of the traits, but I would prefer that you pick something else.

electricjokecascade wrote:
How big is the party going to be all told?
Rennaivx wrote:
It sounded like we were aiming for five, right, Neirikr? Me, Electric, Arrius, DAA, and one more?

Yes, one more person would be ideal.

Deaths Adorable Apprentice wrote:
I do love alchemist which has a bit of magic which is mostly buffs, some healing, ranged damage, and disable device. Cleric or Sorcerer maybe. Though there is this wonderful Kobold bard archetype. I will sleep on it.

Any of those should fill out the party quite nicely. I think I'm going to have to impose a one-kobold policy, however, lest things get too silly. :P

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What are we thinking in terms of party identity? I'm thinking of playing a hired mercenary type, someone of dubious morals who is, however, happy to act the hero as long as that's what his employer desires. Anybody thinking of playing someone who might hire a merc? Or perhaps we represent an interest that could have hired him on?


Are the backstories that have been formed able to be altered depending on what the group picks for what we want to link us?

Mercenaries or would be adventurers seems where we are leaning. Though that is not my first vote since those tend to not be very kind people. But I am not opposed to it. This is the option that does let people who do not want to be there or do not like each other to have to work together.

We could go the way of wanting to play religious politics. One does not have to be a divine class to be from a church.


Male Kobold Snakebite striker brawler 1/skald x/dragon disciple x
Dorn Dundragon wrote:
If we can get Anthuria or Fabian here, it'll be just like old times. XD

This campaign's starting because the Seers of the Drowned City campaign we started after Conquest of Bloodsworn Vale petered out because Wicked (Anthuria) had life happen. And Fabian was probably the one I was going to ask next. XD

GM Neirikr wrote:
I tend to be pretty strict about sticking to these sorts of things, but here the issue is mostly mechanical. Both of these traits are fairly powerful (for traits, anyway), and if anyone could take them, everyone would. If you can't find anything else worthwhile, we can discuss reskinning one of the traits, but I would prefer that you pick something else.

Not a problem - it is, after all, your party. :) I've got a couple of other ideas as well, and I'm good with skipping those - they are, as you say, both rather strong. I'll probably look for something to bump up Disable Device, as it fits with kobolds and we're not looking to have anyone else terribly rogue-like.

Death's Adorable Apprentice wrote:
Are the backstories that have been formed able to be altered depending on what the group picks for what we want to link us?

I wrote mine fairly vague on purpose - all it needs is a party passing by that is (gladly or reluctantly) willing to take Nyzaj on. I was definitely planning on adjusting based on whatever we decided drew us together.

Death's Adorable Apprentice wrote:
Mercenaries or would be adventurers seems where we are leaning. Though that is not my first vote since those tend to not be very kind people. But I am not opposed to it. This is the option that does let people who do not want to be there or do not like each other to have to work together.

You can have perfectly kind adventurers or mercenaries - the line of work doesn't preclude people from being good-natured. In fact, I'd submit that because they're such dangerous professions, it almost requires a degree of altruism to justify why they'd put themselves at risk. That or the money, I suppose.

When in doubt, I find that being part of/traveling with a trade caravan is the best and simplest way to go. ;) You can have some people be hired guards, others be teaming up with them for traveling buddies, and still others be traders or hangers-on hoping to join in their profits. It opens up a pretty wide array of background possibilities, and from there all you need to justify is why the characters would get involved in what happens once we get to town.


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electricjokecascade wrote:
Anybody thinking of playing someone who might hire a merc? Or perhaps we represent an interest that could have hired him on?
Nyzaj Bandit's Bane wrote:
When in doubt, I find that being part of/traveling with a trade caravan is the best and simplest way to go. ;) You can have some people be hired guards, others be teaming up with them for traveling buddies, and still others be traders or hangers-on hoping to join in their profits. It opens up a pretty wide array of background possibilities, and from there all you need to justify is why the characters would get involved in what happens once we get to town.

This team could definitely benefit from an employer, or at least someone who has an explicit motivation to drag the party to Belhaim. It's not the sort of place where people end up without a purpose. Aside from a merchant or a tax collector, a visiting noble (maybe a relative of the Devys) or a scholar (interested in local history or nature) might be fitting. Of course, that could also be a NPC, but I think it would be more interesting if it's a PC.

Deaths Adorable Apprentice wrote:
We could go the way of wanting to play religious politics. One does not have to be a divine class to be from a church.

Characters who are aligned with one of the religious factions would certainly have more fun interacting with the locals. Well, some more than others... :P

Nyzaj Bandit's Bane wrote:
Deaths Adorable Apprentice wrote:
Are the backstories that have been formed able to be altered depending on what the group picks for what we want to link us?
I wrote mine fairly vague on purpose - all it needs is a party passing by that is (gladly or reluctantly) willing to take Nyzaj on. I was definitely planning on adjusting based on whatever we decided drew us together.

This would be recommendable, at least to a degree. I find that adding at least a couple significant connections to specific characters helps in the beginning. Of course, it's also good to leave some room for improvisation:

"This reminds me of that time when we..."

Also, as an aside, if you're going to be a mercenary company, you need a name and a logo. That's a must, especially since you have an official flagbearer!

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Figuring out a unique party identity is a little unwieldy in this medium - everybody's too polite to push a party concept strongly, and people tend to just come up with whatever character appeals to them.

It's probably easiest to run with Nyzaj's idea of a catch-all trade caravan we've all joined and become friends through rather than a tight party concept like a band of mercs or a noble's entourage. That's a pity, as I'd love to run with a cool party concept.

I'd be happy to change my concept to help pull a party concept together, like a Taldorian knight with his following, or a merc leader, or whatever. But! I'm also happy with a catch-all caravan if that's simplest.


Maps | Monsters | NPCs

As the GM, I would rather have you be in Belhaim pursuing your own motivations, rather than through happenstance. That way, I have a good angle on what sorts of things you might be interested in doing while you are there, and prepare accordingly. There is nothing wrong with going the trade caravan route, if that's what you want, but that way the beginning of the module might feel a bit contrived.

Of course, a first level party isn't going to be super set in stone in terms of interconnectiveness, regardless of their shared goals. However, I'd like to have a group that is at least nominally united under some sort of common objective. Like, one adventure in on their career, or something like that. A loose collective of operatives with an inspired benefactor is enough for me, if you don't want to get too deep into it.

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How about I throw out some options for people to vote on or append to?

1) Merc squad: a special forces kind of group that enjoys taking on odd jobs or simply being hired to escort important people across dangerous countrysides. We could be escorting an NPC to town, and our contract completed when the game starts, be ready to look for new work.

2) Taldorian knighthood: one of us is a knight of modest reputation who has agreed to tutor Arnholde in the finer aspects of sword play. Said knight comes to town with his boon companions, resigned to treading water in a forgotten court, but, shockingly, gets swept up by events.

3) A royal survey party: Hired by the crown to locate the perfect location for a new hunting lodge, surveyors combed the countryside for a suitable spot and settled on Belhaim. Our party has been sent in by the royal court to ensure no particularly dangerous beasts reside in the area before construction begins.

4) Tell me have you seen him? : Three months ago our party was hired by distraught noble parents who desperately desired we find and bring home their wayward son. Since then, we've expanded our search area in ever widening circles, growing all the more sure that said son is long gone, though happy to keep searching as long as we're paid. We stumble upon Belhaim, eager for some fresh beer and news of the black sheep.

Vote for one of the above, or add your own entry!

I vote for: #3


Male Kobold Snakebite striker brawler 1/skald x/dragon disciple x

You rock, Electric - my brain was stalling hardcore on good party comp ideas. My top votes would be for #3 or #4; I don't remember much of the premise of the module, but from what little I've heard I think either would work well. They also best explain why we'd be going out to investigate whatever occurrences are going on, rather than just staying in town or moving on.

And if the party was tasked with sweeping for hazards as per #3, it would explain why they came in contact with the kobold tribe Nyzaj defected from. Perhaps he even aided in driving the kobolds out out or convincing them to leave after they proved unwilling to coexist - it'd explain why the party trusts him now, since he'd have made a clear contribution to their benefit.


Humanoid (Dwarf), HP 14, +5F/+2R/+2W (+2 vs. spells), +2 Initiative

"Biggest event in life: Dragon attack my home. I blessed by Glorious Father Torag to protect all men--men and women alike! Belhaim good place. Made by Dragon-Slayer. Dorn looks for sign from Heavenly Father!"

Being relatively close to the Five Kings' Mountains, Belhaim is perhaps the third human-majority settlement Dorn visited so far. He researches the history and techniques of dragon-slayers (sensing increased draconic activity, and taking it as a sign from above that he is meant to fight them), making him somewhat of a scholar draconis.
Due to alignment, dwarven greed traits, and convenience, Dorn found himself working closely with the Church of Abadar.
Mostly, therefore, he does odd jobs in town (construction, cleaning, etc.) to earn his keep, tries to learn Draconic, and researches dragons and all things related to them.


I will vote either #3 or #4. Though I like #3 better. It is along the lines of what I was thinking while at work but I could not post.

Dorm does that mean you will not change anything in the backstory to fit with the rest of the group?


Humanoid (Dwarf), HP 14, +5F/+2R/+2W (+2 vs. spells), +2 Initiative

@Backstory: We can meet in a tavern! All good adventures and friendships start in a tavern.

"AND FORGED IN HEAT OF BATTLE!"

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That's three votes for #3 - can I assume we have a majority vote there? I'm going to start working on my PC with that concept in mind.


Maps | Monsters | NPCs
electricjokecascade wrote:
How about I throw out some options for people to vote on or append to?

Kudos for taking the time to come up with ideas! \o/

electricjokecascade wrote:
3) A royal survey party: Hired by the crown to locate the perfect location for a new hunting lodge, surveyors combed the countryside for a suitable spot and settled on Belhaim. Our party has been sent in by the royal court to ensure no particularly dangerous beasts reside in the area before construction begins.

This seems to be the forerunner, so I'll just chime in and confirm that this is a very workable idea. The nearby Dragonfen has a nebulous reputation for being deadly, but it's hard to find up-to-date records on what kind of beasts might lurk there. There is a local lodge, but it is not the kind of place aristocrats would deign to patronise. Duchess Selphine Telegonus of Cassomir would be a likely employer, as the closest member of high nobility.

Nyzaj Bandit's Bane wrote:
And if the party was tasked with sweeping for hazards as per #3, it would explain why they came in contact with the kobold tribe Nyzaj defected from. Perhaps he even aided in driving the kobolds out out or convincing them to leave after they proved unwilling to coexist - it'd explain why the party trusts him now, since he'd have made a clear contribution to their benefit.

Whereabouts do you think Nyzaj's tribe was situated, and what colour were their scales? Is he from the Verduran Forest?

Dorn Dundragon wrote:

Being relatively close to the Five Kings' Mountains, Belhaim is perhaps the third human-majority settlement Dorn visited so far. He researches the history and techniques of dragon-slayers (sensing increased draconic activity, and taking it as a sign from above that he is meant to fight them), making him somewhat of a scholar draconis.

Due to alignment, dwarven greed traits, and convenience, Dorn found himself working closely with the Church of Abadar.
Mostly, therefore, he does odd jobs in town (construction, cleaning, etc.) to earn his keep, tries to learn Draconic, and researches dragons and all things related to them.

Those are all good reasons to go to Belhaim, but no one will be in the town to begin with. I would prefer everyone be in the same group, but you can be a hanger-on if you'd rather be arriving to pursue your own separate motivations. I do think Dorn would fit in quite well with the aforementioned survey party, though.


Male Kobold Snakebite striker brawler 1/skald x/dragon disciple x
GM Neirikr wrote:
Whereabouts do you think Nyzaj's tribe was situated, and what colour were their scales? Is he from the Verduran Forest?

Verduran Forest works for me if it works for you! It's a pretty big place, so it shouldn't be hard to put where he's from as close to or as far from Belhaim as you need. He's gold-scaled, but the rest of his tribe isn't (which is part of what led to him being ostracized, besides being not-a-raging-jerk-like-the-others). Let's say they're...1d5 ⇒ 1...black-scaled! (Unless, of course, something else works better. His backstory's pretty open for GM manipulation as needed to create good story.)


Humanoid (Dwarf), HP 14, +5F/+2R/+2W (+2 vs. spells), +2 Initiative

Neirikr, everyone. I won't actually be able to play with you guys. Sorry for that.


Human Fighter 1 | Stamina: 3 | HP: 3/12 | AC: 16 (12 Tch, 14 Fl) | CMD: 16 | F: 3, R: 2, W: 0 | Init: +4 | Perc: +0 | Active conditions:

Sorry to see you go, Dorn.

Here's my reach fighter - I'm trying out a new build, so may still tinker with the crunch even while I work on the fluff.


Neirkr do you want us to ask people in game we are in or do you want an open recruitment?


Maps | Monsters | NPCs
Nyzaj Bandit's Bane wrote:
Verduran Forest works for me if it works for you! It's a pretty big place, so it shouldn't be hard to put where he's from as close to or as far from Belhaim as you need. He's gold-scaled, but the rest of his tribe isn't (which is part of what led to him being ostracized, besides being not-a-raging-jerk-like-the-others). Let's say they're...1d5 ⇒ 1...black-scaled! (Unless, of course, something else works better. His backstory's pretty open for GM manipulation as needed to create good story.)

For Nyzaj's Eyes Only:
There might or might not be kobolds in this module. If you want to tie yourself into these hypothetical tribes, you could be from a group of Verduran greens, or reds from the northern foothills. The former would be more present than the latter, so you might want to lean that way. Assuming that they were scattered by the group in their previous adventures, there is a possibility that Nyzaj might bump into some familiar faces.
Lukas Neidhart wrote:
Here's my reach fighter - I'm trying out a new build, so may still tinker with the crunch even while I work on the fluff.

The build looks very interesting. I would note that Blade of Mercy is meant for worshippers of Sarenrae. Also, remember to check if you get anything cool out of the stamina rules!

Deaths Adorable Apprentice wrote:
Neirkr do you want us to ask people in game we are in or do you want an open recruitment?

I would still prefer the former. There are some other people I could ask, if Rennai is having trouble finding reinforcements. Any luck?


I have some people I might be able to ask just let me know.


Maps | Monsters | NPCs

If you have someone in mind, go ahead and ask.


Male Kobold Snakebite striker brawler 1/skald x/dragon disciple x

I was waiting a bit to see how things shook out before I asked other folks. Especially since we're looking for two now, I'll probably go ahead and throw a message in my campaign's discussion thread, if that's cool.


Maps | Monsters | NPCs

Message away! If both of you can get in one person, we're set.


Human Fighter 1 | Stamina: 3 | HP: 3/12 | AC: 16 (12 Tch, 14 Fl) | CMD: 16 | F: 3, R: 2, W: 0 | Init: +4 | Perc: +0 | Active conditions:
GM Neirikr wrote:
The build looks very interesting. I would note that Blade of Mercy is meant for worshippers of Sarenrae. Also, remember to check if you get anything cool out of the stamina rules!

Huh! The D20PSFRD makes no mention of that requirement - good to know! I'll remove that now and go find a good replacement. Also, where can I find the stamina rules?


Maps | Monsters | NPCs

That's probably because the original has Golarion-specific description, which the d20PFSRD can't use. I prefer using the Archives of Nethys for character stuff, since a large portion of it comes from the Campaign Setting and Player's Companion lines. I really only use the former to quickly look up general rules systems, such as the stamina rules here.

There are a couple of traits that do similar things as Blade of Mercy, such as this or this. Honestly, Blade of Mercy is just a tad too powerful for a trait to begin with.


My former roommate might wanna play. He a cleric or Paladin or maybe a oracle. So I think I found a healer. After work I will send him a link.


Can my Alchemist take Eschew Materials?
And would it be a waste of time for the brewing of potions?


Maps | Monsters | NPCs

I don't believe that an alchemist would benefit from Eschew Materials, since extracts only count as spells in very specifically defined circumstances. Not to mention that it doesn't really make much sense for a a class that's all about mixing different reagents and whatnot. Though I suppose homeopathy is about as fantastical as anything, as a concept. :P

As for brewing potions, there is about one month of downtime hard coded into the module, so make of that what you will. I certainly wouldn't focus too much on crafting.


My reason for asking is to simplify gameplay but I was far to tired to remember the alchemy crafting kit thing. I was far more tired than I realized. All is well. Forget I asked a that question for it was a silly question.

As to the brew potion thing I am fine not wasting time. There are better things I could be doing is what I have gathered. I can bother the NPC's :) But I get the feat for free so I may use it a little. Otherwise it is a waste of a free feat. Just a few fun buff spell when I have time.

So I am going to go with a Gnome. Because Gnomes are adorable and get so little love. The Trap Breaker archetype looks like a lot of fun and let me get some rouge action in. Plus I get to break locks with bombs! Because BOOM! Also landmines :) I swear I am not going to go the route of the crazy Gnome who just does stuff for no reason. I do have a job and that is a serious thing.

Would you be ok with the trait Unstable Mutagen?


Human Fighter 1 | Stamina: 3 | HP: 3/12 | AC: 16 (12 Tch, 14 Fl) | CMD: 16 | F: 3, R: 2, W: 0 | Init: +4 | Perc: +0 | Active conditions:

Btw, I'm also happy to ask some previous players who impressed me if they'd interested in a new game. Let me know if we still need a seat filled!


Male Kitsu Bard 1

Hi, I'm Death's Adorable Apprentice's friend, and I am more than willing to play a healer of some sort. My initial concept is an Oracle, probably with the life mystery. I'll read through the earlier posts in the thread and see what everyone's characters are like and post a stat block and relevant character information in a few hours.


Maps | Monsters | NPCs
Deaths Adorable Apprentice wrote:
So I am going to go with a Gnome. Because Gnomes are adorable and get so little love. The Trap Breaker archetype looks like a lot of fun and let me get some rouge action in. Plus I get to break locks with bombs! Because BOOM! Also landmines :) I swear I am not going to go the route of the crazy Gnome who just does stuff for no reason. I do have a job and that is a serious thing.

I can get behind a well-played gnome! Trap Breaker looks good too, especially in the absence of a rogue. I can definitely see your character chatting with Nyzaj about the finer points of trapmaking.

Unless you have something else in mind, and you want to tie yourself more firmly to Taldor—the Verduran Forest in particular—you might consider being from the nearby city of Wispil. The settlement won't play any sort of major role in the module itself, but it seems thematically appropriate, being the largest gnome-majority community around.

Fun fact: Belhaim has precisely one gnome inhabitant.

Deaths Adorable Apprentice wrote:
Would you be ok with the trait Unstable Mutagen?

Go ahead! Seems appropriately gnome-y.

Lukas Neidhart wrote:
Btw, I'm also happy to ask some previous players who impressed me if they'd interested in a new game. Let me know if we still need a seat filled!

Good to know. I don't know if Rennai has managed to lure anyone in yet, but if they're having trouble finding anyone, go on ahead.

The Arcane Kitsu Feldoran wrote:
Hi, I'm Death's Adorable Apprentice's friend, and I am more than willing to play a healer of some sort. My initial concept is an Oracle, probably with the life mystery. I'll read through the earlier posts in the thread and see what everyone's characters are like and post a stat block and relevant character information in a few hours.

Welcome aboard! DAA's friends are my friends, and all that. Let me know if you have any questions.


Freaking brilliant! My little alchemist most likely will come from Wispil. I am needing to read up on it a little more anyways. The game I am running is heading to Taldor soon. I love Taldor even though there is little info. Wispil is an interesting place. Also bandits.

I am going to go out on a limb and assume we are leaving from Oppara, Taldor's capital? Lots of Nobles live there.

Do we need to figure out anything about the Noble House we are working for? We do at least need a name for them.


Male Kobold Snakebite striker brawler 1/skald x/dragon disciple x
GM Neirikr wrote:


** spoiler omitted **

For Neirikr's Eyes Only:
I'm good with tying into the (completely hypothetical, of course) group of greens - it could make for interesting story! And you know I'm all about that drama. ;) Sorry I didn't reply to this before, by the way!

@Kitsu - Hi! Welcome!

@Everyone - I've put a message in my other game's discussion thread, so hopefully we'll have results soon!


Male Kitsu Bard 1

Unfortunately, I lost track of time earlier and am currently to tired to get the full character background/stats up before bed so I'm going to leave the concept here and finish up tomorrow.

Mia Vanderholt is a Human Life Oracle with a lame leg who was raised by the church of Sarenrae after a cleric failed to properly heal her broken leg. The further attempts to heal her leg by the cleric without the proper spell to heal it forged Mia's connection to the positive energy plane, revealing the Life Mystery to her. Now that she's an adult, living with the church has begun to chafe with her and she's ready to set out to help people in the rest of the world.

I'll flesh her out more tomorrow, if the concept is okay.


Maps | Monsters | NPCs
Deaths Adorable Apprentice wrote:

I am going to go out on a limb and assume we are leaving from Oppara, Taldor's capital? Lots of Nobles live there.

Do we need to figure out anything about the Noble House we are working for? We do at least need a name for them.

Unless you have other ideas, you'll be leaving from Cassomir and working for Duchess Selphine Telegonus, the closest member of high nobility. Despite their title, House Telegonus have very little in the way of political power: the actual gorvernance of Cassomir falls to the local governor, Bozbeyli. However, the duchess has quite a lot of money, as well as copious free time, and is looking for a new place to spend both.

This is totally open for negotiation if someone has something else in mind. Regardless, the game starts with the group already arriving in the Verduran Fork area, rather than in the big city or en route.

Nyzaj Bandit's Bane wrote:
@Everyone - I've put a message in my other game's discussion thread, so hopefully we'll have results soon!

Yay, thanks!

The Arcane Kitsu Feldoran wrote:
Unfortunately, I lost track of time earlier and am currently to tired to get the full character background/stats up before bed so I'm going to leave the concept here and finish up tomorrow.

That's fine. I might have to extend the deadline anyway, depending on when we find our fifth player.

The Arcane Kitsu Feldoran wrote:

Mia Vanderholt is a Human Life Oracle with a lame leg who was raised by the church of Sarenrae after a cleric failed to properly heal her broken leg. The further attempts to heal her leg by the cleric without the proper spell to heal it forged Mia's connection to the positive energy plane, revealing the Life Mystery to her. Now that she's an adult, living with the church has begun to chafe with her and she's ready to set out to help people in the rest of the world.

I'll flesh her out more tomorrow, if the concept is okay.

Looks good to me. Playing a worshipper of Sarenrae in Taldor is always interesting, being somewhat controversial as the faith of the hostile Qadirans. I would definitely flesh her out some more, especially when it comes to her membership in the party. Belhaim is not exactly a slum or a warzone, and while getting rid of potentially dangerous monsters (in one way or another) can be positive thing, one might think that there are better places for a healer. Maybe she's friends with one or more of the other members of the survey team?


Human Fighter 1 | Stamina: 3 | HP: 3/12 | AC: 16 (12 Tch, 14 Fl) | CMD: 16 | F: 3, R: 2, W: 0 | Init: +4 | Perc: +0 | Active conditions:

I think Lukas is good to go - crunch and fluff should be pretty set.


The strange oracle can be my buddy. Sarenrae's worship was outlawed. Not an easy religion but it is fun.


Maps | Monsters | NPCs
Lukas Neidhart wrote:
I think Lukas is good to go - crunch and fluff should be pretty set.

Ooh, he's a cold motherf*cker. I dig it.

Everything about the fluff seems kosher. I can definitely work some of this stuff back into the module. However, I'm still of the mind that survey party is ducal rather than royal, since anyone in Oppara would be unlikely to even be aware of Belhaim's existance. Certainly, they wouldn't deign to visit such a backwater, lodge or not. Minor nitpick, but I think that's what we'll be going with, unless someone has a better idea.

Crunchwise, you seem to have forgotten to add your background skills. Other than that, everything looks to be in order.

Deaths Adorable Apprentice wrote:
The strange oracle can be my buddy.

Well, it does make sense for a demolitions expert to befriend a healer... :P

Deaths Adorable Apprentice wrote:
Sarenrae's worship was outlawed. Not an easy religion but it is fun.

Yup. Probably won't be that much of an issue so far from the capital, but some more patriotic or militarily minded people might react agressively to open worship of Sarenrae.


So I was talking with The Arcane Kitsu Feldoran and I think we have figured out our connection. In her youth Nisany Blim, (my alchemist) was a rather wild youth. She is the one that ran over the oracle, giving her the lame curse.

It is due to the guilt of maiming someone and there seems to be no way fix it that she sought her grandfather. He works for House Telegonus, my thought was a tutor but anything works. While working for him to scratch together whatever coin she can to try and help the oracle.

Her grandfather is the one that volunteered her for the survey for the new hunting lodge. She brings the oracle along for the ride, hoping to double their money for their services to House Telegonus so they can try to pay for higher level healing.

Seeing that divine healing has yet to work on healing her unintended victim Nisany begins to learn alchemy. Where faith fails maybe science will prevail!

Would something like that work? Yes it is rather rough but I am not filling it out till I know if it can work.


Maps | Monsters | NPCs
Deaths Adorable Apprentice wrote:
Would something like that work? Yes it is rather rough but I am not filling it out till I know if it can work.

Looks good to me! I already have something in mind for you two... >:)


Human Fighter 1 | Stamina: 3 | HP: 3/12 | AC: 16 (12 Tch, 14 Fl) | CMD: 16 | F: 3, R: 2, W: 0 | Init: +4 | Perc: +0 | Active conditions:

We are one diverse group! I'm thinking of changing away from human to complete the package :)

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