Ruins of Pathfinder: Reign of Winter (Inactive)

Game Master Robert Brookes

"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot


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"I will show you something different from either
Your shadow at morning striding behind you
Or your shadow at evening rising to meet you;
I will show you fear in a handful of dust."

T.S. Eliot, "Wasteland"

RUINS OF PATHFINDER: REIGN OF WINTER

All of the world's heroes have failed. Seven years ago, the beginning of the end came about in the fires of cataclysm and the footsteps of giants. From millennial slumber, the fallen runelord Karzoug the Claimer arose to reclaim the nation of Varisia as his own. Under his watchful eye, armies of giants and enslaved servants ravaged the Varisian countryside in a war that was equally as brutal as it was short-lived.

Karzoug's march southward would only be thwarted by the combined efforts of Queen Ileosa of Korvosa and the resurrected ancient blue wyrm Kazavon. When Karzoug paused to consider that which was claimed to him, and Avistan began to breathe, the world shuddered from the unexpected impact of a meteor slamming into what was once the elven nation of Kyonin, now little more than a fiery wasteland ruled over by the demon lord Treerazer.

As miles of forests burned, ash and smoke were kicked into the skies and earthquakes shook the land. Even the brightest noonday sun looked as dim as dawn, and with that perpetual twilight came the armies of the drow to the surface. Once nightmares and folklore of the elves, the drow brought themselves out of superstition and fairy-tale into the homes and cities of the surface world. Backed by enslaved demons and their own flesh-warped and bloodthirsty kin, the drow carved up the middle of Avistan as their own surface holdings, but found themselves pinned between the armies of Karzoug and Queen Ileosa, and one threat far greater.

In the shadows of Gallowspire, the Whispering Tyrant Tar-Baphon found freedom from his centuries old prison. Released into the world, this ancient evil quickly moved to secure his power base by reclaiming Ustalav as his sovereign domain and enslaving the populace that resisted. Those who bent a knee to their undying lord serve the undead, or have joined them. Only the bastion of Lastwall stands against this corrupting tide, joined in this hopeless battle by unlikely allies in the hordes of Belzken who refused to return to the drudgery of Tar-Baphon's servitude, fighting instead for the freedom of their peoples.

Cheliax suffers under the schism of civil war, with an ongoing battle for the city of Westcrown between hellknight forces, the imperial military, and a secretive council of thieves that threaten to pull the former capitol down by its foundations if they cannot have it for themselves.

In the south, whispers turn to screams as the serpent god Ydersius rises from the dead and his ophidian children stir in the jungles and marshes. Villages and cities disappear overnight, and the shadow of the serpent god crosses Garund. But the fires that encompass all that was once Katapesh keep Ydersius at bay for the unearthly spawn of Rovagug, Xotani the fire bleeder, turned the once majestic kingdom into a sea of glass.

Stories from the far east tell of the fall of Imperial Minkai under the sway of an army of powerful oni that have enslaved the empire's peoples and begun to wage war on the surrounding dragon empires.

Golarion teeters on the brink of destruction, and in this darkest hour, the endless approach of winter may well be the final nail in a coffin already lowered into the ground.

WELCOME TO THE APOCALYPSE

Reign of Winter is set within the post-apocalyptic setting of Ruins of Pathfinder, where all prior Pathfinder Adventure Paths from Paizo have ended with the defeat of the heroes, and the victory of the villains. Each worst-case scenario (some of the most notable detailed above) have occurred. Now, with Reign of Winter, the world teeters on the brink of destruction and only the PCs stand in the way of the beginning of a permanent ice age.

Reign of Winter will be beginning in the month of Erastus in the year 4716, three years after Baba Yaga was destined to return and take her daughter Elvanna off of the icy throne of Irrisen. For three years global temperatures have begun to drop and the snows of summer were but the beginning. Crops failed, people starved or froze to death in
their homes, and it appears as though there may be no end in sight this year.

With the last year only having a brief four-month "spring" between wide swaths of winter, it has become evident that if nothing is done to prevent this rapidly approaching ice age, the world will never recover. To this end, a covenant of governments and institutions convened in Absalom to discuss the matter at hand. Representatives from Absalom, Taldor, Cheliax, Osirion, Nirmathas, Razmiran, Isger, Lastwall, Andoran, and the Lands of the Linnorm Kings along with individuals not directly associated with their home nations met to discuss the matter at hand. It was decided in the meeting that teams purposed to investigate the dire winter would be put together and sent off to distant corners of the world to search for a solution to the problem.

LIVING ON THE EDGE

"The world has fallen into ruin, and this damnable winter may
become our icy tomb.
" -- Lord Gyx of Absalom.

This unique setting for Reign of Winter modifies the adventure path in several ways. Firstly, there are new and unique Campaign Traits (detailed below) that help tie in the PCs to the events that have turned the world upside-down.

CHARACTER CREATION

Your character in Reign of Winter will belong to the Andoran Expeditionary Force, one of many teams searching for the cause of the supernatural winter that has Golarion in such a death grip. Your team was selected by Knight-Commander Calisiaria Reinn, a female half-elven magus and high ranking member of the Twilight Talons branch of the Eagle Knights. Knight-Commander Reinn or envoys thereof approached your character because of special skills or associations they had, or your character was offered to Reinn (such as the case for people who take the Herald of the Claimer trait, for example).

This campaign will begin during a conference of the party and Knight-Commander Reinn in the Golden Aerie of the Eagle Knights in the capital city of Almas in Andoran.

Characters in this Reign of Winter campaign come from a harder, more cut-throat world than normal. Character creation options help outline this:

Starting Level: PCs will start at 2nd level.
Alignment: Must be either a good or lawful alignment.
Ability Scores: 25 point buy.
HP: Max HP rolls at 1st and 2nd level. Players will roll for HP from level 3 onward.
Traits: 3 traits, one of which must be a Reign of Winter campaign trait, either from the Player's Guide, or from the list below.
Base Starting Money: 1,000gp
Races: Any race from the Core Rulebook. Players wishing to use additional Paizo-created races must request approval.
Classes: All classes from Paizo products.
Firearms: Firearms operate under the "commonplace guns" rule
(see Ultimate Combat for more details).

When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Karrick's profile.

Also, include the following information in your profile:

1) Appearance
2) Personality
3) Background

Campaign Traits

Please note these are in addition to the campaign traits in the Reign of Winter Player's Guide.

Andoran's Last, Best Hope:

You have been recruited, personally, by Knight-Commander Calisaria Reinn of the Eagle Knights to represent Andoran in the mission to uncover the source of the endless winter. Your staunch determination to protect the land of Liberty grants you a +1 trait bonus to Will saves. In addition you also receive an 200gp in bonus in starting money as compensation for services to be rendered.

Herald of the Claimer:

Even the mighty kingdom of Shalast trembles under the weight of ice and snow. Karzoug the Claimer has sent you as his personal emissary and representative of the Kingdom of Shalast (what was once northwestern Varisia). You are marked with a Sihedron rune on your brow that grants you use of detect magic 1/day as a spell like ability and a +1 trait bonus on Knowledge (arcana) checks, and spellcraft is always considered a class skill for you.

Vanguard of Lastwall:

You have been called from the front against the Whispering Tyrant to see this winter end. As a valiant soldier combatting the armies of Tar-Baphon, you have seen many horrors and atrocities in your life combatting the undead legions. You gain a +1 additional HP at every level.

Witch Burner:

The fires of purification burn through you, and as a member of the Hellknight Order of the Pyre you have been entrusted to see their lawful code upheld and the witches of Irrisen burned alive for their tresspass if they are responsible for the endless winter. As a part of this inquisition, you gain spark as a spell-like ability 1/day and receive a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

UNITED WE STAND

Players who make it in to this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

Combat will be handled by a mass initiative roll in one of my posts, followed by announcing a round of combat and listing the order of combatants. Players are welcome to post out of order, but please keep in mind that your actions will take place in the order of initiative, not your posts. At the end of a round, I will post a "synopsis" that covers the actions and reactions of the entire round.

Please look for the coordinate-based combat maps in the first post of any combat encounter. I will ask everyone to please include the coordinate your character (and any followers/cohorts) are in at the bottom of all in-combat posts:

LOCATION (Karrick): B13
LOCATION (Karrick's Dog): B12

If you have any questions feel free to ask!

DIVIDED WE FALL

Recruitment for Reign of Winter will close on March 1st. The campaign will begin March 4th.

I will be accepting 5 characters.


If you require information about the effects of the "worst case scenario" for a particular region of the world or group for your character, feel free to ask and I will provide a detailed description of their status/background based on this alternate-reality.

Dark Archive

I'm placing this here just to make sure my interest is noted. Can you tell me about the Lands of the Linnorm Kings in this world?


Lands of the Linnorm Kings:

Ruin is what the people of the north know now. First, ruin came from the hands of Karzoug the Claimer. When the ancient Runelord of Greed arose from the mountains of Varisia to reclaim his kingdom, he sent forth armies of giants to the north to scatter the Shoanti tribesmen and press on into the northern lands. The Linnorm Kings and their people met Karzoug's giants with the ferocity and heroism expected of their people, but Karzoug's tenacious strategies soon entrenched the Ulfen in a war of attrition against a larger and more powerful army.

Holding their own for years, it was only the icy grasp of unending winter that would weaken the Ulfen resolve. After seven years of battling Karzoug's forces in off-and-on skirmishes and sporadic sieges, starvation and the elements proved to be the enemy that this land could not as readily weather.

Whole crops failed over the three most recent years and thousands died of hunger. Low food stores soon resulted in riots and in-fighting among an already disparate and crippled people. Karzoug likely would have finished off the Ulfen people, were it not for his own kingdom suffering equally under the weight of winter snow and biting ice. The winter has proven to be a stalemate for the two forces, which is likely all well considering each of the Linnorm Kings have broken away from one another, turning their holds into selfish city-states that struggle to maintain the lives of their own people at the sake of all others.

A uniting force, and a reprieve from this abysmal weather, is needed to save these people before the Lands of the Linnorm Kings fades into icy memory.


Ha, love it! Can I ask how The Land of the Linnorm Kings has faired? Thinking of submitting a barbarian.

Whoops ninja'd! Question answered!

Dark Archive

@DM Carpe

*Poke poke*

*points up*


What about the Pathfinder society? And would you object to an adventurer who was formerly higher level and whose skills have atrophied? A sort of called back in the hour of need thing - level not explicit but high enough to be a named man.


What happened to Jalmeray? Asking because I'd like to play a character sent by the Conservatory (quite obscure intelligence organisation on the Jalmerani isle of Grand Sarret, from ISWG)


Dotting for interest,

I think I'd like to make pretty much a "Captain Andoran" sort of character.

Likely go with Ranger with the battle-scout and either skirmisher or trapper archetypes.

He'd take the Andoran's last, best hope campaign trait.


First a bit of a "background talk" here - I have a specific philosophy of not making any PC of higher level than 1. They have to start at 1 and then earn/work their way through.

So, having that in mind I have just one character (at lvl. 2), a lawful neutral monk with a specific background and a very "dedicated" mission. He was part of a rather tough campaign which unfortunately dissolved after we hit level 2, due to effect which is known in scientific terms as "GM's disappearance". I would be more than willing to rework (some parts of) Haterivet's background in order to fit your world better. However there are some parts which I would not be willing to change, and one of them is his focus on hunting and destroying Zon-Kuthon priesthood/followers. My question is - is this aspect too "disturbing" for your campaign? Is it simply too much in your opinion or do you think it would be acceptable?

if that is OK with you, than may I ask you if there is any update on Zon-Kuthon (and his priesthood) in your world?


I'll be submitting Thorgar the Childeater. I'll need to make some slight changes to his backstory, which will move his fateful starvation to a siege against Kazoug's giants.

Despite the name he is a good guy at heart, horrified by what he has done and what he has lost trying to earn some form of redemption the only way he knows how - with a blade.


I'm posting that I'm interested, I'll most likely make a Magus (as I've never played one) possibly with levels in Rogue, haven't decided fully. I'll make the character and alias tonight and send it to you, no idea what race I'll be but I'll work it out.


@Cuàn:

Jalmeray:

When the spawn of Rovagug, Xotani the Fire Bleeder, was unleashed on Katapesh, many survivors of the initial attack fled across the sea towards Jalmeray. Initially the tiny island nation attempted to take in all whom fled from the living apocalypse, but soon they found Niswan flooded with refugees and the expanding refugee camps around the city began to become havens of violence and despair.

As refugees poured in by the thousands, the Jalmerani government was forced to close its borders. Under order of Thakur Kharswan all other ships approaching Jalmeray were to be turned around. Several desperate ships packed full of those fleeing the devastation of Xotani tried to bypass this blockade and found their ships demolished by armies of summoned marid genies, swallowed into the waves.

Now, with their ports blocked and transport in and out of Jalmeray by ship closed off, the island nation has struggled to maintain its exploded population and keep the disparate refugees under control. The Impossible Kingdom lives in constant threat of Xotani's approach, but they believe (in false hope) the large body of water between them and mainland Garund will spare them its inevitable wrath once it becomes active again.

With weather turning for the worst, global temperatures dropping and the dust cloud from the meteor impact darkening the skies Jamleray struggles to stay prosperous. While their near equitorial position provides Jalmeray with an overall warmer climate it will only be a matter of time before snow falls even there. They cannot remain shut off from the world for much longer.

Note: While ship travel in and out of Jalmeray is restricted, PCs can be presumed to have a special dispensation for travel either physically or magically.

@bi0philia: Woo! I love me a good Captain Andoran-style build.

@Haterivet: Sorry, I'm requesting that characters be built from the ground up for this campaign. If you want to make a character similar to Haterivet that is fine, and I would expect that his background explain his experience, etc. I have no objections to a character that hunts down servants of Zon-Kuthon.

Zon-Kuthon/Nidal:

When a meteor impacted with Kyonin six years ago, the disastrous impact kicked up a cloud of dust and ash into the skies that blanketed much of Avistan in perpetual twilight. While the skies have cleared somewhat, day has never felt as bright and the skies seem perpetually shrouded in a thin overcast haze.

This time of second darkness has empowered the faith of Zon-Kuthon, and nowhere is this felt stronger than in the shadowy nation of Nidal. While their nortern border is "protected" by the presence of both Queen Ileosa and the Zon-Kuthon servant Kazavon, Nidal still fears an attack from the Runelord of Greed is inevitable.

Since the time of darkness, with much of Avistan distracted by the destruction of Kyonin and the rise of the runelord Karzoug, Nidal has expanded its influence eastward in a bloody expansionist campaign and reinforced their southern borders in the event that Cheliax's civil war threatens to spill out into their dominion.

All expansion of Nidal has swiftly come to a halt with the encroachment of endless winter, and the Nidalese government has pulled back its advanced forces and focused on keeping its populace fed and has raided eastern lands for necessary food and supplies when their own run low.


I would enjoy the opportunity to join this campaign. I will have to rework my character for both stats and background. I should have a submission ready by tonight.

For now: a very basic stat block is in place.


I would love to play in this campaign, working on a concept for a gunslinger, right now.


Lucent wrote:
@Haterivet: Sorry, I'm requesting that characters be built from the ground up for this campaign. If you want to make a character similar to Haterivet...

Not sure as to what you consider as being "built from the ground up"? I have no issues in changing Hat's ability scores, traits and alike to be fully according to your rules (as long as the new "layout" is not in direct contrast from what he was previously). Especially if we consider that Hat was originally built with a more restrictive skill-set. For me most important part is the character and the story around him.

So if you are OK to say that Hat's background as priest-killer (of Zon-Kuthonites) and a survivor of a gladiatorial games is acceptable, than I would have no issues in making him a 25 points build, 2 traits, full HP, completely reworked equipment section and things alike type of a character.

Of course I would still have to work inside the story as to why he would be part of the expeditionary force, but your snippet of "asking for specialists" helps quite a bit :-)


Nice. I'm trying to figure out a character that would both work for this game and for the background I have in mind.

As a side note, the Vudrani have their own deity bent on the end of the world name Dhalavei. She takes a more structured approach to it than Rovagug but their end goals are the same.


@Haterivet: Ahh, okay I think I understand better now. I wasn't sure if you were going to ask me to honor any previous gear, special abilities, or Xp higher than the base-line for 2nd level (medium progression) or other unique things Haterivet might have acquired through the previous campaign that couldn't normally be attained via character generation. If you want to retain portions of his background and the like, that's fine!


Love the gritty feel of this campaign, will work on a concept tonight. Thinking about an inquisitor..


The post-apocalyptic aspect of this campaign sounds awesome! I love how you've incorporated all of the bad endings from the various AP's. With that said, how have Brevoy, the Stolen Lands, and the various River Kingdoms fared?

BTW, I've got the inkling of a concept for a ranger character.


This campaign sounds like a lot of fun, I'll definitely be creating a character for it of some sort or another. I always like inquisitors and rangers, but we'll see what I come up with.


@Max Hellspont: I don't have my Kingmaker AP books handy right now, and I forget off-hand what the "if the villain wins" outcome for that AP was, so I'll have to check on that when I get home from work. Suffice to say that nothing went well and there's probably some red dragon issues for Brevoy. I'll give a detailed write-up tonight.


Thanks!


Also, I think it's worth noting, the events of Shattered Star have not occurred due to the other calamities in place. So don't consider that AP's events as having transpired under any circumstances.

Dark Archive

@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.


I think that this is brilliant!

I think that want to make a Swordlord...the last true Swordlord of Rostov and tank it up.

Sczarni

Character Submission: Bjorn Thunderrath - Human Druid (Stats to follow)

Description: :

A wild, matted mane of blond hair flows past the shoulders of this huge bear of a man such that you cannot tell where hair begins and beard ends. Layers of furs and hides cover his body with little flesh showing except for his wind-burned dirty face. Piercing, ice-blue eyes seem to hold a gravity and singularity of purpose that belies his otherwise wild, barbaric appearance. His gear seems simple, utilitarian, and well-worn and his walking stick appears to be the carved remains of an lightning-blackened tree.

Personality::

It has been some years since Bjorn regularly interacted with others from the civilized world, but he is enjoying his reintegration from his self-imposed exile. Humor, especially, is something that he has missed and he enjoys laughing again in his new found fellowship. Bjorn is quick to react, and strongly follows his emotions as he expects his instincts to lead him in the correct direction and is often difficult to persuade away from his initial purpose or decision. He feels that logic and reason often lead the civilized races away from harmony and balance, and believes that emotion and intuition are better trusted to show the way. As a result, Bjorn can be the most trusted of allies once he has decided to trust you, is quick to laugh and celebrate a victory, quick to anger if a friend or his philosophy is threatened, but sometimes rash and stubborn in his decision making. While Bjorn has for years avoided civilization, he believes that it is part of the balance of nature - all who are born naturally are a part of the world - and the developments of science, magic, and customs can be cherished as long as they do not result in heedless destruction.

Background::

After his family became lost in the wilderness of the Lands of the Linnorm Kings during a violent winter storm when Bjorn was fourteen, Bjorn bonded with the frigid wasteland and through that communion brought his family to safety. The price of their safety was the dedication of his life to the balance of nature in its harshest forms, and so he generally shuns the city-born and with them keeps only occasional touch with his brothers and sister. Today Bjorn is not truly comfortable unless he wakes with the crisp, cold air scenting of snow in his nostrils. He lives life daily, eking out his existence from the frigid barren lands that has become his home, his communion with them growing constantly.

Recently, however, there has been an imbalance in his communion - unnatural forces tamper with the climate and wilderness and he knows that a wrongness is growing. Seeking solutions after his introspection failed to find the balance that is central to his new life, Bjorn began reaching back out to the populations he has lived without for the past several years. Seeing that the changes to the world is having an even greater impact on the civilized lands, he realized that his calling was to return to civilization and join in the quest to restore balance to the world. As he began reintegrating himself with the civilized races, Bjorn was recruited to join the party, answering a call for a wilderness guide from the Andorans in their quest to solve the riddle of the rising winter.

Liberty's Edge

Here's the alias for "Captain Andoran"

more to follow


Would you be ok with a Plumekith (Aasimar of Garuda descent)?

Basic idea is a Huntmaster Cavalier who used to work as the groundskeeper of the Conservatory, keeping all unwanted visitors off of the isle of Grand Sarret. Now, with the influx of refugees who have taken over the grounds outside the complex as well as it's many gardens the need for his talents has decreased and there has come a call for aid he is the first to sign up. Especially since the call came from Andoran, a country he has been to for his falconry training many years ago.


@DM Carpe: I love the concept of a "I've forgotten more than you'll ever know" style of character. Be it from a curse that stripped them of their power to simple old age.

As for the Pathfinder Society:

Pathfinder Society:

The last seven years have not been good to the Society. The already fractious organization has completely shattered under the stress of Karzoug's return and the other calamities that have befallen Golarion. The Grand Lodge of Absalom continues its efforts as it once did, but its numbers are dramatically diminished. In some aspects, the Pathfinder Society is seeking to record and chronicle the present in time capsules in the event that civilization does not recover from the encroaching dark age.

The Varisian Sczarni lodge was demolished by Karzoug's return and the surviving members either fled into other lands or were assimilated into the resurgent Runelord's armies as spies and infiltrators.

The Lantern Lodge has withdrawn its explorers in light of the approaching war from Minkai and little has been heard of them in two years since war came to Goka.

The other lodges are still operational, though are channeling their resources in much the same way as the Grand Lodge is, trying to record the knowledge of the current era so that future generations -- if society collapses -- will have a light to guide them out of the darkness.


twilsemail wrote:
@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.

Disappeared how so? Ventured off to another part of the world? Another planet/plane? Temporal stasis?


Cuàn wrote:

Would you be ok with a Plumekith (Aasimar of Garuda descent)?

Basic idea is a Huntmaster Cavalier who used to work as the groundskeeper of the Conservatory, keeping all unwanted visitors off of the isle of Grand Sarret. Now, with the influx of refugees who have taken over the grounds outside the complex as well as it's many gardens the need for his talents has decreased and there has come a call for aid he is the first to sign up. Especially since the call came from Andoran, a country he has been to for his falconry training many years ago.

I think a concept like that would be acceptable. Given that background I'd allow a Plumekith!


Lucent wrote:
@Max Hellspont: I don't have my Kingmaker AP books handy right now, and I forget off-hand what the "if the villain wins" outcome for that AP was, so I'll have to check on that when I get home from work. Suffice to say that nothing went well and there's probably some red dragon issues for Brevoy. I'll give a detailed write-up tonight.

Kingmaker:

If I'm not mistaken, The Thousand Breaths (Nyrissa's First World realm) subsumes The Stolen Lands completely and gives her a foothold on the Material Plane in Golarion. Also, assuming she has managed to secure Briar, the only thing capable of destroying her, she would effectively be unkillable.

Dark Archive

Lucent wrote:
twilsemail wrote:
@Lucent; What are your thoughts on a PC that disappeared before the world went to Hell? The PC that I was particularly hoping to bring into the campaign had a lappy life until just recently. I could see him having been released from where he was kept (which is entirely fitting in his back-story) and just recently have emerged into the now shattered Lands of the Linnorm Kings.
Disappeared how so? Ventured off to another part of the world? Another planet/plane? Temporal stasis?

Mostly the latter. THe PC in question is my alias Skaldi the Tallest (who is under construction and needs to be adjusted accordingly). My figuring is that when he entered bargaining with the Linnorm, it was before everything went downhill. He emerged from blinding snow to find Losthome torn asunder and the lands he knew in disarray.


Also - would you mind my submitting Garak (I had offered him up in VoV's recruitment thread recently) again for this PbP? I would obviously go through the steps of altering backstory and rebuilding him according to the thread's instructions, but wanted to make sure he would at least be considered before I undertake that. If you would prefer I submit something altogether different, I am totally cool with that as well.

In fact, what would be your take on someone who welcomed Karzoug's rule (but also wanted to stop eternal winter from dominating the planet)? Likely a wizard of some sort - not evil; probably LN - that welcomes the notion of Thassilon's return. Or is Karzoug just hellbent on destroying everything, even those who surrender? I'm operating under the assumption that he would want subjects to lord over, though I could be horribly mistaken in that regard, I suppose.

(Edit: Whoops - I just read through that character trait that answered this - sorry!)


@Kagehiro: There's actually a campaign trait to be working with Karzoug! He's interested in saving his realm as much as everyone else is, though his personal attention is focused on more immediate dangers like Ileosa and Kazavon, so he can't divide his best men/personal power to something as ephemeral as weather. Though he is aware something supernatural is afoot. You could definitely have a character who works for the Runelord of Greed (which I really hope some people do, it's a fun option!)

As for Garak, I think he could work, but I'd definitely need to see his background as translated to the premise presented here. I think how you do that will matter most.


@twilsemail: That's an intriguing concept. I'd definitely like to see a fully fleshed out background on that, see how they get to that spot of stasis and how they get embroiled in the quest to see the winter's end afterward.

Liberty's Edge

Lucent wrote:


@bi0philia: Woo! I love me a good Captain Andoran-style build.

Good to know!

If you don't think it's a bit too much of a novelty, I'd like to build him as using a shield as his primary weapon, shield-bashing primarily and maybe , some throwing daggers/axes for range.

That's probably as far as I'd take the homage in this bit of a grim setting, but a throwing shield would be interesting I have to admit. My thoughts were that it might be tough to get such a custom magic item in a sort of post-apocalypse Golarion...

thoughts?


Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.


Not too much of a novelty at all, I think something like that is perfectly understandable if you're trying to emulate the fighting style of a particular character.

I have some helpful links below:

Equipment Trick (Shield) for all your shield-throwing, ricocheting, Captain Andoran needs.

Also the Throwing Shield (see the shield section at the bottom of the page) is an enhancement to mundane shields that allows it to be detatched and thrown as a free action (instead of a move action for stowing/wielding it). Mind you the actual attack is still a standard action, but the act of removing it is a free action.

If you intend to use it as both a weapon and armor, you'll need to pay for magical enhancements both ways. Both its weapon enhancements and defensive enhancements tracked (and paid for) separately.

I'd also recommend maybe a gauntlet for your "off-hand". A revolver might be to pricey for second level (even with the Commonplace Guns) setup. Buuut you could probably get one later.

Hope that helps!


I would do a Human female barbarian hurler, by the name of Lorayne Thornhallow.

Lorayne's story is a tragic one. When the winter's cold wind blew in, the realm was unprepared. Food stores depleted, starvation started to take many of the smaller towns and villages, including the one where Lorayne and her family lived. As the coldness crept in, the family huddled together for warmth, yet it was not enough. In the morning, only Lorayne awoke from the cold night. Her husband, his arms wrapped around the boys, stared at her with lifeless eyes, while her sons still looked as if they still slept. Tears flowed from her eyes, only to freeze upon her cheeks.

Despair wracked her body, causing her to grow numb to her surroundings. It was only the pain in her left foot that she realized that nightfall was coming soon, and with it, another night of deathly coldness. Yet she had to provide a proper burial for her family. The ground, frozen, dulling any attempt to dig a grave, she resigns herself to burning the bodies.

Anger begins to build within her, an anger that she has never felt before. Deep, dark, twisted, it seeks vengeance. It seeks to claim those responsible for this, to make them pay, to make them suffer, as she will suffer for the rest of her days.

Going through her belongings, she packs what she thinks she will need. Skirts, water, the little food she has left. Then she stumbles upon her husbands belongings. A suit of studded leather armor, a large sword, and daggers, lots of daggers. Picking one up out of its bandoleer, she throws it into the corner post. Her anger lending strength to the throw, she is amazed at how deep the blade has sunk within the oak beam.
Grunting and straining, she cannot pull the blade from the wooden embrace.

Gathering the rest, she moves it all outside. Then she goes in and arranges her family into a position, each one holding something they cherished. Her son Ryn, his wooden dragon. The eldest Tryon, a wooden sword and shield. For her husband, her scarf that she gave him on their wedding day.

Tears and sobs flow out of her as she walks out of the house. Looking at the family home, crying, she uses the torch and lights the house on fire.
As the flames consume the building, Lorayne draws parallels to its path and her new course.

As the flame burns, it grows stronger. Its hunger to consume makes it great. Nothing can stop the flame. It continues to burn, slowly creeping, seeking more fuel. I am just like that. Within me burns a mothers rage, a rage from the loss of her sons. Whoever or whatever has caused this unnatural coldness shall suffer a fate worse than death. He will suffer A MOTHER'S WRATH

Lorayne stays the night, watching what was her family, her entire existance, burn to ash. Although the night is cold, the fire and her anger keep her warm. As the fire burns to hot coals, she reaches out and scoops up a handful of ash. Dumping it into a horn, she seals it, and slings it over her shoulder, a piece of her old life, for remembrance.


Kagehiro wrote:
Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.

That's an acceptable build from a GM-perspective, but it is bound to cause interpersonal friction in the party itself. I'd recommend against it if only because when I make my choice for the party I will likely want to pick people who can/will work together with minimal difficulty (though some grinding gears will be expected/is fun). But it would be hard for me to pick a necromancer who actively animates the dead and a paladin for the party, or vice-versa.

So keep that in mind.


Lucent wrote:
Kagehiro wrote:
Given the drastic changes to the world at large, his redemption story is probably far less likely to occur convincingly. I think I'll, instead, begin work on the aforementioned wizard. Is a Necromancer using undead minions too far into morally unacceptable territory? As I mentioned, I would be aiming for lawful neutral as a general moral disposition. His view on undead would be a means to an end. More likely than not, he would be part of an order within Shalast tasked with countering an inevitable conflict with Tar-Baphon - an enclave of necromancers to combat the Whispering Tyrant's minions should the need arise. This conflict not yet being the case, I'd imagine such an order would have more freedom to go chasing off into the corners of the world trying to stop an unnatural Ice Age from taking root. Let me know what you think, I'll go ahead and start formulating some more thoughts along this line.

That's an acceptable build from a GM-perspective, but it is bound to cause interpersonal friction in the party itself. I'd recommend against it if only because when I make my choice for the party I will likely want to pick people who can/will work together with minimal difficulty (though some grinding gears will be expected/is fun). But it would be hard for me to pick a necromancer who actively animates the dead and a paladin for the party, or vice-versa.

So keep that in mind.

An addendum to that: The concept, if not the mechanics, is still quite sound. If you aviod actual raising of undead as a primary build it would be a much easier fit. A cleric, oracle of bones, witch, inquisitor or wizard(necromancer) could all fit into this skill set.

I would also see commanding undead to be more acceptable. If an enemy necromancer has raised the dead, channel negative energy to turn them against their creator before destroying them. I could see good-aligned party members being less squicked-out by that.


Fair enough. I mostly lean towards the spells moreso than undead minions themselves (always loved a good finger of death, personally); he just wouldn't have qualms about using undead himself. Now, assuming there's a Paladin present, or a cleric of Pharasma in the mix, I doubt he'll be busting out the zombie-factory skills in the interest of not being cut down by people who probably already don't like him (on account of being attached to Karzoug's name in any way).


@Kagehiro: Sounds like a good plan then!

Liberty's Edge

I really like the shield tricks, I just hate that "throw anything" is a requirement for the majority of them, but it's pointless if you have a throwing shield. It doesn't even make sense for some of them (I have to have throw anything to gag a monster using the shield during a grapple? why?)

Anyway you'd allow me to use those tricks and substitute my throwing shield for the throw anything requirement?


@Styvanus Rozier: Given that both were introduced in the same book (the throwing shield and the equipment trick feats) I believe they are intended to work together. I think even with a throwing shield, you still need "throw anything" to properly throw it without a penalty to attack.

Liberty's Edge

Lucent wrote:
@Styvanus Rozier: Given that both were introduced in the same book (the throwing shield and the equipment trick feats) I believe they are intended to work together. I think even with a throwing shield, you still need "throw anything" to properly throw it without a penalty to attack.

Alrighty, Just wanted to get your ruling on it, thanks for the quick reply!


No problem!


@LORAYNE THORNHALLOW: How do you see this character getting involved with the Eagle Knights/Knight-Commander Reinn? What do you see Lorayne's involvement being like? What special skills does she bring to the table?

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