
DM Nerk |

A new continent has been discovered, far across the ocean, a place of limitless possibilities and untold riches. Also a place where survival will depend on the skills of those individuals brave enough to forge new communities from the uncharted wilderness. A hundred souls will set sail for the far shore, risking everything, but with the hope of a brighter future than any possible in Avistan or Garund.
This campaign will initially make heavy use of Ultimate Campaign's downtime and exploration rules, and eventually the kingdom building and mass combat rules. It will be extremely sandboxy, with players determining their own goals and setting the course of their own adventures. The colony will largely succeed or fail according to the players choices. If it succeeds, it will grow, and eventually the players can found a kingdom.
Until the players found a kingdom or discover native settlements, there is essentially no town. Nowhere to buy magic items, nowhere to sell their loot. Noone to buy spells from. Ships will come occasionally, but there will be very little contact with the old world.
The new world is NOT a static environment. The colony will have an impact on the new continent, and the inhabitants will respond. Such is the nature of this fantasy world.
Simple survival is by no means guaranteed. Players should expect to face the wilderness with all its dangers, environmental hazards, etc. They should be ready to handle it.
Working together is going to be pretty necessary, and characters who seem likely to be able to do so are more likely to be chosen.
Please provide the following.
Class, race and alignment from everyone. I am not setting any limits on race, class, alignment, etc. other than it be Paizo and PFSRD. That said, I am predisposed towards the CRB classes and races. I'm not looking for any further crunch specifics at this point, which is why I'm not giving you information about point buy, etc. Feel free to ask about these things, so I know you haven't read this.
Description of your character's appearance and personality.
A connection between your character and at least one NPC on the ship. They are 1st level NPC classes. Don't worry about stealing my creative thunder, I'll still have quite a few NPC colonists to play with, not to mention a whole continent to design.
This campaign will be using the P6 rules found here to manage power levels and keep things challenging. It is not recommended that you plan a character that will really blossom at high levels, because they won't get there. You will start play with a “free” level of an NPC class that will not count against your 6 levels.
I have decided not to decide certain things, in particular what the nature of the colonial mission is. Are you religious fanatics going to spread the faith among the heathen? Are you criminals being sent into exile? Are you utopian idealists of one sort or another? Are you fleeing enemies? Are you a mercantile expedition, just trying to get rich? Are you going for some other reason I haven't mentioned? While individuals might differ, the group as a whole should have a reason for going.
Where you set sail from may affect your reasons for setting out, so that will need to be decided, as well as what time of year.
Where you intend to settle will also need to be decided. You won't have a map to work with, but you can aim for the equator or the poles, or anywhere in between. Essentially, you can choose between tropical, subtropical, temperate, subarctic or arctic, and whether you're looking for any specific features, such as rivers, mountains, etc.

Seth86 |

Dotting:
Half-Elf Summoner NG
He wants to get away from all those who terrorized him while he was young. Mocking him and his imaginary friend. When he reached a certain age, his friend was not that imaginary any more. Which scared those around him, it worsened how he was treated. The new continent helped him find a reason to leave and to go make a new life for himself
Question: What people are on board the ship?

Jason Lillis |

Dotting
Dwarf Rogue/Warrior LN
Morgrym had to work hard to convince his wife (Dagga) to join the expedition with him, and the promise of untapped riches did the trick. Packing up their prospecting and mining equipment, the couple are ready to leave as soon as possible, hopefully heading for a temperate, hilly country, to mine and raise their family to new heights of wealth and prestige.

Otm-Shank |

So any day/time you were thinking of playing? Even if you were thinking of playing during the weekend or week would be helpful.
Unless I'm very much mistaken, this will be a pbp campaign mate. Meaning the we play here on the board with descriptive posts.
Still considering what sort of character I might want to submit.

DM Nerk |

@ ATiredDude ... Otm-Shank has it right.
@ Otm-Shank ... thanks.
@ Seth86 ... the people on the boat will be you and the other people who are going to establish a new settlement. Who they are precisely will depend on what kind of expedition this is. I've left that open to discussion, but if people don't want to weigh in, at some point I'll make the call.

Marcus the II |

Unless I'm very much mistaken, this will be a pbp campaign mate. Meaning the we play here on the board with descriptive posts.
Oh of course, I got this confused with another colony game that was to be hosted over skype. >.< In that case:
Human Fighter CG
Marcus is a wild soul with a can-do attitude that borders on overconfidence. He believes that doing good will bring good to you, and using his strength to protect the weak is his way of doing so. As an ex-bodyguard he bears the scars of old bar fights and various other tussles. Standing tall and foreboding, even his friendliest smile looks fiercer than a charging boar.
His connection to another passenger on the ship is his old employer, a brewer/tavern keeper.
A last note is that while I've played pathfinder the P6 and Ultimate Campaign rules are still new to me. I'm always looking to learn something new though! Just letting you know in case that affects your decision making.

DM Nerk |

Yeah, I'd been kicking this idea around for a while when I saw someone else posting a very similar game. Since I can't really do a skype game I couldn't do that one, but it made me realize I really wanted to try this one.
A last note is that while I've played pathfinder the P6 and Ultimate Campaign rules are still new to me. I'm always looking to learn something new though! Just letting you know in case that affects your decision making.
It shouldn't. Everything you need to know about P6 is in the link in the original post, and the UC stuff is on the SRD. It's not terribly complicated.

Doug OBrien |

Dotting.
My premise is... human monk, probably LE.
His family couldn't openly aid him, so they arranged for last minute passage to the new world. Perhaps some day his discoveries in these new lands will secure him an invitation home...or maybe he can start his own 'school' of combat in the New World and build a place for himself there...a place of power and privilege.
His one connection on the ship heading to the new world, is probably a mate of some sort who was able to get him on the ship last minute. The guy knows his past and may be more trouble for my character down the line.
I don't foresee the alignment being a major issue...he's a bit like a self-important, selfish Kane, but not so foolish as to burn bridges with any longtime compatriots, plus he values his "honor" (such as it is), which is more or less a ay of saying he's a man of his word.
Let me know if that sounds reasonable.
Great premise, by the way!

Logan1138 |

This sounds really cool. I had heard about the P6 concept but had not actually seen the rules themselves. I like them a lot. Keeps things more dangerous for PC's and keeps things a little better balanced (no more god-like 15th level wizards).
So...now that I've sufficiently sucked up...my character concept:
Turan Darkwalker, True Neutral Human Ranger
Turan is a tall, somewhat willowy figure (6'2" 170 lbs, age 25) with dark black, short cropped hair and gray eyes. Being a man who spends his time in the wilderness, he favors hunter green and light brown for his clothing.
Turan is fairly terse and introverted, more comfortable in a forest glen than in a crowded tavern. He is rather cynical by nature and usually suspects the worst from most people he encounters.
Turan was asked by his uncle, Cordam Gallus, a wealthy merchant, to accompany Cordam's eldest son/Turan's cousin, Valdric Gallus (the NPC), to this new world to establish a trading post and send back any exotic resources such as unusual food stuffs, spices and animals. The relationship between Valdric and Turan will be somewhat strained as Valdric (correctly) assumes that Turan is there to act as his guard and wet nurse, which chaffs the young Valdric (he is 20 y/o) who has lived a life of privilege and sees his older cousin as a hay-seed rustic.
Btw, what is the point buy? (sorry, I couldn't resist...)

True Repentance |

Lawful Neutral Aasimar Cleric or Oracle (undecided at the moment). He would take Adept as NPC level. Perhaps roleplay wise something happens to curse him (thus becomming an oracle) or something else for him to go the cleric path.
Are you religious fanatics going to spread the faith among the heathen? He has religious training and his god will definately be one of his driving reasons.
Are you utopian idealists of one sort or another? In a way yes to create a land like or better than his homeland would show those back home how great he is/could be.
Are you going for some other reason I haven't mentioned? He is also fleeing something but he will not admit it to himself and it never enters his mind.
Well that's a start...

DM Nerk |

Seth86........................NG Half-elf summoner
Marcusthetireddude............CG Human Fighter + ex-employer/barkeep
Jason Lillis..................LN Dwarf Rogue/warrior + wife
Doug O'brien..................LE Human Monk + shipmate who knows...
Logan38.......................TL;DR*
True Repentance...............LN Aasimar Divine Caster + cousin
3L 2G 1C 1E
So far people have mentioned temperate hills, and mountains by a river with a forest, and not being too far from the equator.
As for what the purpose of the larger expedition is, so far, nobody seems to care, though people have offered a few personal reasons. So let me ask this: Should I go ahead and just decide what the "point" of the colony is so that people can find a way to fit themselves in?

Doug OBrien |

I am fairly open on the point of the colony, as I figure my character didn't have much of a choice and has to make do as best he can in the given circumstances.
If it's a group of religious zealots or missionaries, he won't be too pleased at first, but will roll with it and probably see it as a good chance to make headway among what he sees as otherwise distracted religious-types. If it's a company for exploration and the setting up of new trade routes and uncovering of resources, he'll be happy for the lucrative opportunities. He will just try and fall in with a dependable group he can benefit from and seem valuable to while looking for an opportunity to leverage his situation to better his circumstances.

Adventurer#33 |

Ben Sandlock Halfling Rogue(Swashbuckler Archtype) NG
Tall and well built with long blond hair and blue eyes Ben Sandlock is an impressive figure of manhood, for a Halfling. At three feet and five inches tall Ben is tall for a halfling. He wears his long hair woven into a complex braid that reaches the middle of his back. There are three links of chain woven into the braid at the base of his skull. He is clean shaven except for the longside burns that many halflings wear. He wears blue dyed wool trousers tucked into brown leather gaters. He wears a linen shirt, and a leather vest over it. He has a red silk scarf wrapped around his waist and a wide leather belt over it. A blue wool coat and hooded grey cloak completes his outfit A rapier hangs at his left side and a dagger and his belt pouch hangs on his right.
I think the expedition should set sail from somewhere like Absalom in the early spring. the landing site should be somewhere in the subtropical or temparate zone. A navigable river or natural harbor should be target landing sites. Somewhere with lots of fresh water, trees, and mountains nearby.
The main expedition should be mercantile. This gives us more leeway with our personal motivations.

Otm-Shank |

Gair Hearthseeker Human (Kellid) T/N Ranger
The talk of a temperate region adjacent to mountains would suit Gair's purpose well.
Let me know if you have any thoughts/suggestions? Thanks!

Browman |

Kal'Tos LN Dwarf Cleric of Abadar
He works a travelling cleric helping dwarven towns negotiate contracts and agreements with outsiders often for things like prices of materials the dwarves are selling from their mines. He ensures that both sides are treated fairly and that there is a neutral party that can witness the agreement.
Kal'Tos thinks that the colony should be built close to the mountains, in a defensible spot. Mountains contain many raw materials that will be needed for a new settlement. His ideal spot would be beside a river between half a day and day's travel from the mountains.

Rowan Mikalson |

This sounds really interesting.
[spoiler=H Orc Wizard/Warrior or Alchemist/Expert, depending ]
Garrak Tharn is a budding naturalist coming to the new world to study the fauna and flora of the new, strange place on the behalf of his University.
He thinks the new colony should be placed somewhere with easy access to the ocean and a river, or somewhere with a natural port so supplies can come in and specimens and journals can go out easily. Jungle locals preferred, but he can do his work wherever there is life.
He comes in with his research partner and wife, a female half elf expert in knowledges and crafts named Sorala Tharn.
He stands tall and well muscled, dressed in the clothes of an explorer. His hair is blonde, worn long and tied back. He sports a thick beard and overly large teeth. He is well mannered and proper, but fights like an orc. He is largely motivated by exploration and the acquisition of new knowledge.
[/spoiler

True Repentance |

I reckon we should look for some sort of bay. Safe from the storms, maybe nearby mountains, a major river. And hopefully in a temperate zone. Of course we will have to explore and make sure setting up a settlement is viable. Perhaps we should use the ship as our base for a while until we find the right spot. Sailing up and down the coast sending exploration parties out.

DM Nerk |

Seth86........................NG Half-elf summoner
Marcusthetireddude............CG Human Fighter + ex-employer/barkeep
Jason Lillis..................LN Dwarf Rogue/warrior + wife
Doug O'brien..................LE Human Monk + shipmate who knows...
Logan38.......................NN Human Ranger + cousin
True Repentance...............LN Aasimar Divine Caster + cousin
Rowan Mikalson................?? Half-orc sumthin + half-elf wife
Adventurer 33.................NG Halfling Rogue + wife
Otm-Shank.....................NN Human Ranger + son
Browman.......................LN Dwarf Cleric + brother
ICTSpiceMerchant..............?? Gnome Bard
G3 N5 E1
L4 N4 C1
First, I'm really glad this is getting as much interest as it is. Thanks all!
B, nobody should feel locked into anything. If you suddenly realize you really want to play a kobold barbarian, go for it. My only request is that at the end of the day, only one character per person.
3, it looks like river near mountains is the predominant request. Your captain has sailed along the coast of the new continent on a previous voyage, and knows of two suitable places. One is in the middle of the temperate latitudes a region of rugged hills on a sheltered bay with several small rivers flowing out of the hills. The second is at the cusp of the temperate and subtropical zones, where a range of high mountains is visible just south of a major river delta.
PS, I'd still like a bit of description from a lot of people. If you have described your character's appearance and personality, you know I'm not talking to you.
@ True Repentance. My apologies, but the ship will not be available for extensive explorations. It's mission is to deliver you and return, and with the number of passengers and supplies on board, they'll really have to make a quick turnaround if they don't want to starve on the way home.

ICTSpiceMerchant |

Put together some thoughts for my gnome bard - let me know what you think.
PARTIAL BACKSTORY
Doldri Svornbin lived a privileged life. The son of a noble's scribe, he never wanted for anything and was afforded numerous opportunities to follow in his father's footsteps. Unfortunately, while had some writing talent, he had neither the interest or the patience to transcribe the often-tedious delegations and trade agreements that were the mark of his father's trade. He was far more interested in recoding stories of the fantastical, frequently drug-induced type.
This penchant for vice caused numerous embarrassments for his family, but one episode in particular (involving urination upon a visiting noblewoman's head) went too far. Seeing few other options, his father enlisted his son on an explorative mission his employer was partially financing. Doldri would be responsible for recording the findings of the new colony and reporting back.
This new expedition will be a radical change of circumstance for Doldri, who has never been without the comfort of a bed, the company of friends (and lovers), and the privilege of 5-6 meals a day.
PHYSICAL DESCRIPTION
Doldri stands at 3'4", with long brown hair pulled into a tight ponytail. He wears dark noble's clothing, often with a shockingly bright kerchief or scarf of fine materials. His piercing blue eyes always looking as if they're evaluating or judging the object of their attention.
PERSONALITY
Under certain circumstances, Doldri is a boisterous, outgoing and cheerful lad - mostly those circumstances involve alcohol or other, stronger substances. Since joining the expedition, he has been withdrawn, morose and hot-tempered. Never one to pick a fight, he chooses to express his displeasure with biting sarcasm and jokes or pranks at his fellow passengers' expense. (NOTE: I won't be too annoying with this aspect of his character - I will tread lightly with my sarcasm.)
MECHANICS
I'll be playing as a bard - possibly using the Gnome prankster archetype if it's allowed. He'll be charismatic, intelligent and dexterous, but lacking in physical strength, endurance and self-control. In combat, he'll work to debuff and distract foes. I think his alignment would likely be true neutral, easily moving to NG or NE, depending upon his influences.
Let me know if there's anything else you'd like to see!

Otm-Shank |

As much as I personally might enjoy adventuring in the subtropics, Gair would be much better suited to the sheltered bay with the rugged hills.
I'm glad you mentioned not being locked into anything. The more I'm thinking about it I might make some small alterations to Gair more on the crunch end than anything.
I actually had a question about combat and more specifically maps in this game. Obviously with a campaign of this sort a large number of our encounters will be in wilderness settings while we are exploring, yes?
How do you usually do maps for these sorts of things? I suppose the first question should be : Do you use them at all? If so do you usually make them rather simplistic? ie. mostly bare plains, forests consisting of a large area of difficult terrain and little else. Or do you tend to include lots of dynamic features like large trees, rock outcroppings, ledges, old ruins, that sort of thing?
I ask because I'm wanting to center around use of the Shield Bash feat for Gair but it's really one of the most tactically oriented abilities in the game. The way many DM's handle maps, especially for wilderness random encounters, renders such tactics far less useful than they might otherwise be in say a more dungeon centric adventure.
I'm not asking you to alter your style or put in extra work to accommodate me, just wondering so I can weigh how much potential use I might get out of such a combat style?

True Repentance |

Decided im going to go with the clerical path not oracle.
It's going to be tough surviving then. Why would they leave us to survive or die? That doesn't sound like a good expedition plan. Why wouldn't they be able to stay and gather food and water from the land?
Of course its been sailed and suitable landing sites have been found and those ships only had to feed 1 crew for however long and we would be alot more than usual. Still, what if the expedition fleet was a couple of ships to hold all the necessary equipment. Maybe a ship could be left for us since going back they would be kinda emptyish from unloading.
Anyway just some thoughts.

Rowan Mikalson |

Looking over the P6 system, I think Garrak will be a Warrior/Shapechanger Wizard. As he is trained for both combat and exploration, he is an ideal candidate for exploring unknown lands. He and his wife are NG.
Little more personality and appearance: He tends to be a bit gruff and has issues with those who do not act or do their fair share, but he is neither mean nor confrontational. He was raised in the city with half orc parents, but sometime during his travels as a student naturalist, he spent time doing anthropological work with a orc tribe, apprenticing himself to a shaman. As such, he bears some tribal markings and scarification on his body, but out of the experience, he gained training with orc weapons and tactics.
His wife on the other hand is more friendly to others and far more willing to be diplomatic. They met during university, but unlike her partner, she isn't suited for treking throughout the wilderness. Instead, she prefers to study the specimens and artifacts he brings back and to set up trade deals, arrange for funding, or organize research trips. The pair work well together both in research and as husband and wife, both because they complement each other.
Her hair is long, black and silky and she is only average of height, dwarfed next to her husband. She prefers to wear finer clothes and encourages her husband to do the same, though he resists. She is of Tien and elven descent, while Garrak is Ulfen and orc.
As for the purpose of the expedition, maybe it is funded by a group wealthy patrons with varying interests to explore the land and simply establish a colony. With the amount of money needed to set up and support a colony so far away, it was necessary to band together multiple patrons, each with their own goals. Members of the expedition were placed by each patron.
This way everybody can have their own reasons for coming in and it could prove interesting later when certain factions emerge.
Also, it may be better to have the party be the second wave, the first having scouted the immediate and set up a small settlement, but are relieved by our party. It makes a little more sense than the ship dropping us off in completely unexplored territory.

Void Dragon |

Belluan NE Human Sorcerer Draconic Bloodline.
Belluan keeps his hood over his face most of the time to hide a tattoo that he has across his face. He usually wears black clothing while traveling. He has long black hair that scraggly falls onto his back. If he does get into a fighting situation he makes sure to have his club ready to smash down on unsuspecting enemies.
Belluan enjoys being out in swampy areas where he can sit back and relax. He doesn't trust anyone around him, but he makes sure that they think he is friendly. He loves money and tries to make as much as possible through whatever means necessary. This has led him to become a negotiator so that he can focus on talking to people and making deals to profit himself.
Belluan keeps around a Halfling woman named Beatrice who is almost as in love with gold as he is. She is a cunning roughish woman who has big dreams. She constantly comes up with get rich quick plans that she tries to rope Belluan into. Since some of those plans have actually worked Belluan not only keeps her around, but she is the closest thing to a friend that he has. Neither of them completely trust the other though.

Browman |

Sorry - just reread through the original post.
I could be connected to either a servant or aid who accompanied me or a fastidious brother who is everything I'm not.
Also, I'm not overly familiar with the E6 rules - if Doldri is selected, I may need some assistance.
All E6 really does is put in a soft cap at lvl 6, with most features of lvl 7 being gained as feats over a longer period of time. This limits what magic items are available and caps magic at lvl 3 spells.
It has basically no impact on the first couple levels.

DM Nerk |

@ ICT it looks good as far as it goes, but I would like you to have a connection with at least one NPC on the ship.
@ Otm Shank: I'm not a big user of maps, though that does present problems for the more tactically oriented characters. I have used them from time to time, and can do so. They will be rough, but I assume that's tolerable.
@ Rowan: Looks good.
@ Void: looks good. Well, evil, but you know what I mean.
@ True Repentance: You make excellent points. You may very well feel that this expedition has not been organized efficiently and you may not wish to set sail with these people on such a reckless venture. There are an extraordinary number of ways that the whole project could be made easier. You could be given ample provisions to survive for the first year or so, you could sail with a small fleet and a brigade or two of light cavalry. But why on earth - or golarion - would I want to make things easier? Don't underestimate the most valuable commodity that you have, which is several individuals who far outshine the average mook. By which I mean PCs.
The situation presented is the one you're in. It's the game I'm prepared to run. Part of your role as a player is to find a reason to be in that position. Part of the adventure is having the characters overcome what is, without a doubt, a rough situation.
Maybe you're all criminals being sent into exile and if you make it, jolly good. If not, oh well. Maybe you're being sent by a large mercantile company that simply hasn't the resources to provide more. Maybe the church of Abadar was only willing to extend so much credit to fund such a risky venture. Maybe there were strange lights in the sky on the crossing, and the crew is nearly mutinous, it's all the captain can do to convince them to fulfill the mission instead of chucking the lot of you into the sea.

DM Nerk |

@ ICT .. ok, you answered while I was writing. Good deal. I was sort of thinking that your character travelling with a valet (a gentleman's gentleman!) would be delightfully absurd.
and Browman is quite right. Nothing much will change until 6th level, which in a PbP game is likely to be a long way off. Available magics are limited to what a 6th level character could cast, etc. The reason for it is to keep the game within the realm of gritty fantasy. An overseas colony isn't a challenge when you can teleport back to home in 6 seconds casting time, etc.
@ Murph .. you're welcome to lurk and watch, and to hijack the premise for another game if you like. ESPECIALLY if I get recruited to play in that game ;)

Otm-Shank |

Understood Nerk. From the sounds of it I will likely alter my fighting style to something more friendly to a laid back presentation of combat. Not a big deal at all.
As far as the low amount of backing we have to start, I'm absolutely on board. There were similarly cut off attempts at colonization of the new world IRL. At least one of which was completely wiped out by the native americans...we'll have to try for a better track record :P
As Kellid tribesmen, Gair and Bern are well accustomed to braving harsh lands. Honestly we'd not have it any other way.

ICTSpiceMerchant |

Awesome. Valet it is. And Doldri will only refer to him as "valet" - not his actual name.
I think the idea of multiple patrons funding the expedition is fun and interesting. Each patron could have his/her own agendas that their agents are carrying out - either in the open or privately from their fellow explorers. Could create some additional fun drama in addition to the whole survival aspect.

Otm-Shank |

Indeed, do you have any concepts you'd like to run by us as to possible main backers? A country, or organization like the Aspis consortium or Pathfinder Society?
Oh, I'd wanted to ask : Is there any knowledge of what sort of wildlife occupies the new world? Or at least where we will be landing? Naturally there are magical beasts and the like but is the mundane fauna similar to a real world region, like north america or asia, some sort of blend, does it include dinosaurs? what strikes your fancy?

DM Nerk |

@ Otm, As there has been remarkably little interest among you in determining the origin of your expedition, I have decided that the main backer is at this point unknown. Word has spread that a small fleet of ships is sailing for the newly discovered continent, and colonists are sought.
As to the fauna, what you've heard is that there are flocks of birds that blot out the sun, and herds of deer and elk that so crowd the forest that an arrow shot by a blind man could not fail to bring one down. All manner of good things may be found in plenty here, and in truth, of dangerous beasts and hostile creatures there are none. Would you perhaps be in the market for a bridge?

Boss_Smiley |

What are your feelings about the firearms rules, would a Gunslinger be viable? I'm interested either way, the alternate character probably being an alchemist.
I'll post specific character background once I know which if Gunslinger is allowed.
Also, I should say that while I'm familiar with D&D 3.5 E6 games I'm just making the switch to pathfinder (I'm pretty comfortable with what I've seen though).

DM Nerk |

It's not terribly different from 3.5 E6, just a little bit updated.
As far as gunslingers go, I will refer you to the original post:
Please provide the following.
Class, race and alignment from everyone. I am not setting any limits on race, class, alignment, etc. other than it be Paizo and PFSRD. That said, I am predisposed towards the CRB classes and races. I'm not looking for any further crunch specifics at this point, which is why I'm not giving you information about point buy, etc. Feel free to ask about these things, so I know you haven't read this.

Otm-Shank |

@ Otm, As there has been remarkably little interest among you in determining the origin of your expedition, I have decided that the main backer is at this point unknown. Word has spread that a small fleet of ships is sailing for the newly discovered continent, and colonists are sought.
As to the fauna, what you've heard is that there are flocks of birds that blot out the sun, and herds of deer and elk that so crowd the forest that an arrow shot by a blind man could not fail to bring one down. All manner of good things may be found in plenty here, and in truth, of dangerous beasts and hostile creatures there are none. Would you perhaps be in the market for a bridge?
Alright, shadowy backers suits me just fine.
Now about this bridge. Is it suspended? span? What is it constructed of? Wood? Stone? How would you describe the likelihood of trolls habitating underneath?
I'll need more information if I'm to make a well informed offer :P

Adventurer#33 |

If this this is Golarion then a good place to leave from would be Absalon. Big port lots of ships and different people form all over. It makes it more believable that there are so many different types of people if we were gathered in a place like Absalom. Magnimar may also work though humans from that area will tend to be Varisian. Good chance of having a powerful shadowy backer for the expedition in Absolom. I did mention this in my first post.
I would pay more for a bridge if it is gauranteed to have trolls under it.

Bobson |

Dotting for potential interest. I was in a very similar campaign with Rogath Silvertarn, a CG cleric of Desna (or whoever the setting's luck goddess is), which got put on indefinite hiatus recently. Rogath's interest in the expedition is simply exploration. It's new, and he wants to be among the first there. As a Desnan cleric, he's an explorer at heart.
I'd rebuild him for whatever point buy/dice system ended up getting used, of course, but I really enjoyed playing him so I'd like to send him (or a clone) along with this expedition.

Boss_Smiley |

Right, wasn't sure that your blanket allowances included the gun rules, good to know. I've decided to ditch the Gunslinger idea though, looking over the class it seems to offer what I'm looking for at mid-high levels.
And so, Aleister Crumb and Drook the Cook:
Aleister, a human alchemist, has grown tired his work at the university. Though he is able to access a wealth of information his peers lack imagination, walking well trodden intellectual paths rather than forging into new territory. Despite the university's resources he has found his research difficult to continue, many of the most vital elements are unsanctioned by his superiors, and he has had to resource to personally venturing into the wild to procure his more elusive reagents.
On just such a trip, travelling deep into the jungle with a hired guard, Aleister discovered the utility in what he previously thought of as alchemical failures. He became obsessed with the promise of explosivity, that he could discover a formula that might suggest how real power is generated and controlled.
The university stifles him and when he heard of the new continent his mind swam with the potential. He pleaded with to be go on a funded voyage but was denied. Aleister was presented with a horrible dilemma, leave the security of the university, all that he had worked for, in favour of the dangerous unknown or risk stagnation within an ivory tower. Luckily for Aleister, his old friend had already decided for him.
Growing up an intellectual in poverty was difficult, Aleister was constantly targeted for bullying by others, but it was his strong friendship with Drook that allowed him to pull through. The young Half-Orc befriended Aleister when no one else would and they were soon inseparable. While Aleister excelled academically Drook fell behind, turning to a life of petty crimes and low-paying jobs. Even though he had recently found steady employment as a chef at the city's most rundown tavern it wasn't long until Drook found himself in hot water again; a powerful crime lord was after his life and he had nowhere to run. Nowhere but the sea that is, he immediately signed on to join the expedition to the new world as a cook. When Aleister heard what had happened to his friend he knew he couldn't let him take the voyage alone; he resigned his position at the University and readied himself for a long sea voyage and life on the frontier.
Aleister (NG Human Alchemist) is a thin, somewhat anaemic looking human with short brown hair and spectacles. His copious clothing, riddled with pockets to hold all his alchemical equipment puddles around his thin body.
Aleister is curious above all else, though he isn't foolhardy he will put himself at risk if he might make a new discovery because of it. A free-thinker, he often becomes frustrated by those he considers intellectually conservative. Never one to have many friends, he grows quite close to anyone he learns to trust and can be fiercely loyal towards them. Growing up in poverty he is no stranger to crime, and isn't foolish enough to condemn those that break the law or transgress some seeming 'moral absolute'; his moral philosophy, like his intellectualism, tends towards fluidity.
Drook, is a pot-bellied half-orc who never could quite get things right. Surprising talented as a cook he is happy to be escaping his old life, never really feeling any connection to it, and hopes to plant new roots on the new continent. Old habits die hard though, and he may find himself unable to resist a bad decision or two along the way. He and Aleister are remarkably close and Drook will do whatever he can to protect him, particularly since he feels guilty that Aleister resigned his position at the University just to accompany him.

DM Nerk |

Seth86........................NG Half-elf summoner
Marcusthetireddude............CG Human Fighter + ex-employer/barkeep
Jason Lillis..................LN Dwarf Rogue/warrior + wife
Doug O'brien..................LE Human Monk + shipmate who knows...
Logan38.......................NN Human Ranger + cousin
True Repentance...............LN Aasimar Cleric + cousin
Rowan Mikalson................NG Half-orc wizard + half-elf wife
Adventurer 33.................NG Halfling Rogue + wife
Otm-Shank.....................NN Human Ranger + son
Browman.......................LN Dwarf Cleric + brother
ICTSpiceMerchant..............NN Gnome Bard + "Valet"
Boss_Smiley...................NG Human Alchemist + Drook
Bobson........................CG Cleric
Void Dragon...................NE Human Sorcerer + Beatrice
G6 N6 E2
L4 N8 C2