GM Ragged's Keep on the Unknown Borderlands

Game Master waynemarkstubbs

The captain's map

The Killing Garden


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Could the party once chosen tweak their skills and weapons to ensure they cover all the bases adequately at second level, DM Ragged?

Opalia is pretty much done for now.

Cheers
FW


This is Daniel Stewart's submission for this adventure. All crunch and fluff is complete. I hope it meets with your approval. Thank you.


Dai wrote:
This is Daniel Stewart's submission for this adventure. All crunch and fluff is complete. I hope it meets with your approval. Thank you.

Can't see Dai's background - the button doesn't work. Just me, or anyone else have the same problem?


Ok. Should work now


OK here is the current submissions list. List 1 are complete (mostly very high quality) submissions. List 2 need polishing a bit. If I've missed you out, please say so. If you have submitted more than one character and I haven't marked them with an *, please say so.

List 1

Henris Flynn - Male Human Transmuter
Margût - Male Hobgoblin Pyromaniac
Feredis* - Male Elf Divine Hunter
Orono* - Female Human Verminous Hunter
Lucian Faucon - Male Human Unchained Rogue
Finnick Lockwood - Male Halfling Cavalier
Ichabod Silverbottom - Male Dwarf Cleric
Blaughter Horgh - Male Human Vanguard/Evangelist
Minah Waits For The Sun - Female Human Lion Shaman
Nogrogamed - Male HalfOrc Scarred Rager/Scarred Witch Doctor
Houk Fine - Male Human Fighter
Opalia Ceylinian - Female Elf Hex Channeler
Dai - Male Human Zen Archer

List 2

Enzio - please stat up and link to profile
Sunset please restat and provide some background

Recruitment will remain open for approximately another 24 hours.

Now here's the thing:

Even discounting those submitting multiple characters, we are going to have a vast oversubscription. I don't want to dismiss so many good characters. So the potential is there to run two games parallel to each other. There are two ways to do this:

1) Shared universe - two parties form at the keep, then go off and explore the valley separately. Advantages: the groups cn swap resources, swap members, trade war stories in the inn etc. Disadvantages - keeping the timelines in sync will be a pain, especially if you try to explore the same areas but at different times. There may have to be some handwaving.

2) Parallel universes - one group arrives at the keep. Meanwhile, in another universe, a different group arrives at the keep. AdvantagesL: easier to run, no timeline issues. Disadvantages - no 'shared universe' benefits, downtime RP opportunities, occasional GM slips as he forgets which universe he is in.

Comments? Preferences? Suggestions?

The Exchange

DM Ragged, I'd prefer to see two separate groups in the same area, perhaps with a means of communication so that they can meet up occasionally. Maybe the parties could be more specialised such as wilderness versus dungeon so that they do not step on each others toes too much.

If you handwaive the likely time differences then that probably gives you a bigger pool of PCs for a long term campaign.

Cheers
FW


I've been in a game that went the first route, and it looked like it went rather well for those who stuck around long enough for the parties to run into eachother. Unfortunately I wasn't able to play long enough to ever be involved in any cross overs. Currently I'm running a game that is meant to dothe same thing, though we haven't had enough players to create a second group yet. But either way, I REALLY like the idea of this, though it does seem like it wouldn't be the easiest thing in the world to do. If you're willing to go that route, it absolutely gets my vote, and anything I can do to help out, just let me know and I'll be down.

Played in a number of games that have gone the second route, and it does work out well. Seems like it's a hair easier on the GM than if they were running two completely separate games, as a lot of the prep is just used twice...plus it's cool to go back after a while and see how the other group handled particular situations.

Either is perfectly fine by me, especially as it increases the chances of playing, but like I said, my vote is idea 1.

As for suggestions...

Spoiler:

What the one fellow did was have one "game" on the boards that covered the whole area. If memory serves it was a bunch of old schoolesque modules all mashed together in the same geographical region...so the main "game" was for that one region. Then there were separate "games" for the different actual adventures. I was involved in the Rapan Athuk (spelling?), but I know there were four or five more.

So large scale information...stuff about the region, house rules, posting guidelines...were all covered in the main game area, and we were encouraged to all spend time in the discussion thread. Then smaller scale stuff that was limited to the specific adventures went into the adventure specific games.


I do not have a preference either way. The first option is intriguing, as others have said, the second would likely be easier to run.


Given the problems of Real Life taking people away from games I'd suggest option (1)

Think 'Mysterious stranger'/'Pale rider' western type character.

Won't have time to adjust character for another few days or so.

Liberty's Edge

For DM ease, I would suggest option 2, but I am open to either.


I really like the idea of the first one but for the GM's sake, I think the second option is the way to go.


Borderlands even the name awakens the Grognard. Less than 24 hours hmmmmm. . . .

Are you looking for Old School in tone and content or running modern trope characters through an old school dungeon?


As a fellow grognard, tickle my old school tastebuds.

Sovereign Court

That... would have been nice to know at the outset.


As previously stated, it's interesting characters I am interested in, not any particular style of crunch. This is not a competition. But Gnomezrule presented himself as a grognard, so I invited him to be one.


If you're willing to put in the work to run the games in the same universe, I would be okay with Option 1. It would be a lot of work for you, though.

To avoid exploring the same areas, we could make sure that if we swap stories, we mention exactly where we went. That way we can avoid overlap.


I don't mind either option. Whichever is more fun and easier for you to manage.
I'm just looking forward to playing.


1 is my preference of the two. .


From a story telling point of view Option 1 seems really cool. Some sort of shared map might help. Low level magic item "The Castilian's Regional Atlas of the Borderlands." This magical atlas is a magical set of books designed to benefit separate aspects of regional management. Designed so that multiple teams can coordinate efforts. Once per day a scribe can use an enchanted quill to make notation in the similarly enchanted book.

Also known as in game device to justify knowledge gained by visiting the google doc shared map.

Sovereign Court

I mean, if what you really want are characters that look like they came out of the Blue Box Basic Set, I can accommodate, but I just need to know!


4d6 ⇒ (1, 4, 2, 3) = 10-1=9
4d6 ⇒ (1, 6, 2, 6) = 15-1=14
4d6 ⇒ (1, 6, 6, 1) = 14-1=13
4d6 ⇒ (5, 5, 5, 3) = 18-3=15
4d6 ⇒ (6, 2, 2, 1) = 11-1=10
4d6 ⇒ (5, 3, 2, 6) = 16-2=14

Well 21 point buy I guess that works.

To the graph paper character sheet.

The Exchange

a tear trickles down down my wrinkled old school cheek....


Pathfinder Adventure Subscriber

Number one would be my choice as well.

The Exchange

GM Ragged - in the same vein as Talomyr/Jesse scranford and I have gamed on these boards several times and he is a good egg!

Cheers
FW


Unfortunately life interfered somewhat this weekend. I doubt I'd be able to finish my deserter submission before this evening so I'll bow out here.

Have a great game everyone!

Edit: Hey French Wolf, good to see you around! Shame I'll miss you on this one.


Actually, it looks like my schedule has opened up a bit. With a little luck I might be able to have my submission up in 4-5 hours, not sure if that will be acceptable but I'm gonna give it a shot.

Planning to submit a Warpriest who's faith is shaken after his first real taste of war and who's doubts led him to take the deserter's path. He's come to the keep looking for somewhere free of external politics where he reflect. And presumably put his talents to use on his own terms.


For some reason I though I had more time for this. I don't think I'll get my character finished, the background is only basic, but here he is, Gunnar Hammersmith


1 person marked this as a favorite.

RECRUITMENT CLOSED

Damien, Gnomezrule, trawets71, if you can supply something acceptable in literally the next few hours I'll see if I can slot you in somewhere.

Thank you all for your submissions, which were all excellent, which is why I've decided to run two parallel games. Having thought on it some more, I've decided to reject the option of a shared universe, simply because of the additional effort and time it would require. It would be an interesting experiment, but not one I can indulge in at the moment.

Anyway, here is the list of accepted submissions:

Henris Flynn - Male Human Transmuter
Margût - Male Hobgoblin Pyromaniac
Orono - Female Human Verminous Hunter
Lucian Faucon - Male Human Unchained Rogue
Finnick Lockwood - Male Halfling Cavalier
Ichabod Silverbottom - Male Dwarf Cleric
Blaughter Horgh - Male Human Vanguard/Evangelist
Minah Waits For The Sun - Female Human Lion Shaman
Nogrogamed - Male HalfOrc Scarred Rager/Scarred Witch Doctor
Houk Fine - Male Human Fighter
Opalia Ceylinian - Female Elf Hex Channeler
Dai - Male Human Zen Archer

which gives us two parties of 6, as follows:

These six characters, please go to Gameplay Thread A

Lucian
Finnick
Nogrogamed
Ichabod
Dai
Opalia

These six characters please go to Gameplay Thread B

Margut
Minah
Houk
Blaughter
Orono
Henris

Sovereign Court

Thank you for the time and effort, GM!


Great stuff!


Congratulations to everyone accepted!

I'm working on finishing off my character as we speak. Hopefully there might be a place for him yet. If not I'm still grateful for the extra consideration DM_Ragged!


I have to step out for a little bit but this is everything I have for the moment for Damien's submission.

I have a little more to do on the backstory and equipment but other than that it should be mostly complete. I will be back at it shortly.


Gunner should be done. I though I had a lot more to do but it was mostly done. If anything is amiss please let me know.


Alright, I think that should do it! Garrun should be all set. Hopefully there's a little room left for him to squeeze into.


Hoping its not too late. Here is Roscoe Tosscobble. Still need to pick some traits. If you want a lovable sneak kicking about I will add traits and make an alias. If you have the space and you like ole Roscoe I'd be honored. Life's been crazy I was trying to get done by 11pm EST. Not sure if that was your cut off or not but it is stuck in my mind's craw.

Roscoe Tosscobble
Chaotic Good Unchained Rogue level 2
Init +3; Perception +6
DEFENSE
AC 18, Touch 15, flat footed 14 (+3 Dex, +1 size, +3 Studded Leather Armour, +1 Dodge)
HP 14 (2d8+2);
Fort +0, Ref +6, Will +0
Fearless +2 save vrs fear
OFFENSE
Speed 20
Melee Sword, short +5 (1d4-1/19-20)
Range Sling Staff, Halfling +5 (1d6-1 X3) range 80
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
STATISTICS
Str 9, Dex 17, Con 11, Int 13, Wis 10, Cha 16
Base Attack 1 CMB -1 ; CMD 13

Feats:
Trap Spotter: Immediate Perception skill check to notice trap within 10ft,
Dodge: Add 1 to AC ,
Evasion: No damage on reflex save,
Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit

Skills:
Acrobatics 9, Appraise 5, Bluff 7, Climb 4, Craft 5, Diplomacy 7, Disable Device 8, Disguise 3, Escape Artist 6, Intimidate 3, Know Dungeon 5, Know Local 5, Linguistics 1, Perception 6, Perform 3, Sleight of Hand 6, Stealth 10, Swim 5, Use Magic Device 7

Languages:
Common, Halfling

SPECIAL ABILITIES:
Weapon Familiarity +1 to hit with thrown weapons
Evasion Reflex save no damage instead of 1/2
Finesse Training (Ex) -1 At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Fearless:(Su) Few things in the world still inspire fear in you. You are immune to all fear effects from non-mythic sources. Fear effects from mythic sources count as mythic for the purposes of this ability.
[b]Trapfinding
Can find magical traps

Rogue Talents:
Gain Rogue Talents. No = 1
Trap Spotter Immediate Perception skill check to notice trap within 10ft

Background:
Roscoe Tosscobble, of the Burrowdown Tosscobbles, was born to a once comfortably well off family living in the rolling hills of Burrowdown in the northeast of Nirmathas between the lake and the north Fangwood. He enjoyed an easy life with his parents Cade and Juniper. About 15 years ago Burrowdown was sacked by a collection of humanoid bandits. In the fighting his father died and much of their property destroyed. Juniper and Roscoe moved to Tamran.

In their new home Juniper took a job working at a local tavern. Roscoe as he grew older also was forced to work as well doing all sorts of work for their land lord. Life was nowhere near as comfortable. Roscoe learned first that he was not a fighter at least when his opponent was looking his way. So he learned how to make friends through charm and guile. When charm and guile failed he added sneakiness and this was also how he dealt with those folks in town who were bullies, got handsy with the tavern girls of which his mother had been, generally seemed not all that nice, or whose purse seemed larger than they deserved. Roscoe cleaned more than tables when he was on the tavern floor. As he neared adulthood he occasionally ran with the wrong crowd though while he had no problem stealing he didn't like stealing from just anyone. A hollow justification before the law but in his mind some people deserved to be robbed at least more than others. This might be the start of his bad luck. You see there are plenty of rich jerks who have money but when you get caught you have to deal with jerks. Roscoe left town when a few too many people started looking for him.

Walking the road was not too hard. He joined a local militia in the hopes that he could travel far from danger on the not entirety honest promise that he would be spared from fighting because he could cook and helped the clerks manage supplies and such. He enjoyed the travel and usually was able to steer clear of significant danger. Though occasionally he was asked to sneak about and bring back word. On a particularly dangerous trek he as usual was playing it safe. After a raid by Molthune who attacked the supply lines a grisly veteran caught Roscoe hiding. The angry officer locked Roscoe in stocks and he walked behind a wagon until they reached a broke down keep. He was left with other soldiers dumped off on a Castilian who was struggling to keep the region together.


Garrun to thread A please, Roscoe to thread B.


Excellent, thank you for consideration! I'll be reporting in within a few hours.

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