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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber. Organized Play Member. 4,318 posts (4,326 including aliases). 17 reviews. No lists. 1 wishlist. 1 Organized Play character. 2 aliases.




Alright everyone welcome to the game. Please re-introduce yourselves and your character. If you have any final changes about your character you would like to make, now is the time to do it. :-)

Things to remember:
• Lord Neverember was removed as the Open Lord of Waterdeep about 5 years ago. Since then there have been rumors about his hidden treasure, but no one's found anything, and a lot of people have basically written it off as urban legend.

• You have been working together as a party for a little over a year now.

• You might want to consider a party name. It'll make it easier for people to find you, as your fame grows.


Welcome, players. Please dot the thread and then report to the discussion tab.


Campaign Pitch
In Waterdeep, a gold coin is called a dragon. Before he was ousted from his position as the Open Lord of Water­deep, Dagult Neverember embezzled half a million dragons and hid them in a secret vault. As a security precaution, he arranged for all knowledge of the vault’s location and defenses to be magically erased from his mind and the minds of his subordinates. The wizard who performed the procedure trapped this knowledge within an artifact, and then disappeared shortly thereafter. Afterwards, Dagult hid the artifact somewhere in Waterdeep.

I want to run a PBP D&D 5e game of the adventure Waterdeep: Dragon Heist. It’s an urban campaign that takes place in the Forgotten Realms. I’m looking for 4 to 5 players.

There will be a lot of opportunities for roleplaying in this adventure, but your PCs are small fish in a big pond. And you will need to speak to characters and villains who could wipe out your party without breaking a sweat. And if you treat the adventure like GTA: Waterdeep you can expect your character to be put behind bars or just disintegrated.

So if you want to be evil and ambitious. Awesome. Just be smart about it.

Character Creation
We will be making 1st level characters. All official WotC material will be allowed. Waterdeep is a weird place where you can find pretty much anything. I’m not against homebrew, or Unearthed Arcana, but I may need to be sold on it. Please provide a link if you can.

For ability scores roll 4d6 and drop the low. Scores below 8, become 8. If you roll something I deem unplayable, then I will allow a reroll.

Variant humans are allowed, as are feats and multiclassing.

Take the equipment and wealth included in your class and background.

You may then select one Uncommon magic item. After all, your party has already done some adventuring together. Maybe you inherited it, maybe you took it from a memorable enemy, or maybe you found it in some odd dungeon. Or maybe you used it to get past some weird trap, or surpass some insurmountable obstacle. Bottomline, this item should mean something to your character. And not be something you just sell for a quick buck later.

Please do not make a new account unless I confirm that you have been chosen for the game. If you want to write a backstory for your character, that’s great. But please keep it to like a paragraph or two. I need a pitch more than I need a novel.

How I run my game
• For players I expect about 2 to 3 posts a week. And try to check in once a day to read new posts. Real life gets in the way, I get that. But please try to give a warning if you need some time away from the game.

• I will use average damage. It makes my life easier, and enemies a little more dangerous.

• For the sake of mystery and suspense, I will sometimes make secret dice rolls outside of the online dice roller. I’ll try to avoid that for things like combat that should be more player facing, but should the need arise,I’ll be up front about it.

• I will adapt complex dungeons into more cinematic set-piece encounters. This may feel a little railroady at times, but I will do my best to provide player choice where possible. Slow dungeon crawls are fun at a gaming table, but over PBP it can get unwieldy. Instead, I’ll do my best to trim the boring bits into something more fun and narratively satisfying.

• I will create maps as needed for combat, but particularly complex or overly simplistic combats will probably just be done theater of the mind.

• All alignments are acceptable, however, your character needs to be someone who can function in a party with other players. I will not accept “just playing my character” shenanigans if they become disruptive. Granted, if you figure out during the game that maybe your paladin of Torm would have a hard time sticking around the current party, then we can have a discussion and come to some sort of compromise.

• If I get a rule wrong, just point it out to me politely in the Discussion thread. I’ll do my best to be fair and course correct as needed. I do however reserve the right to say no. But I’ll be open about why, and that normally only comes into play for Rule of Cool moments.


This is the Gameplay thread. We won't be starting just yet, but everyone go ahead and dot it.


This is the new discussion thread our Dragon Age PBP game. Everyone please introduce themselves and their character, and dot the gameplay thread.

First things first, does everyone have a PDF or physical copy of the game? If not, don't worry. I'll help you build a character.

Once we have that settled, each character is going to choose a link with at least two other characters. Essentially, how do you know this character? Or, what is your relationship? Or something fun.

Finally I want everyone to send to me via private message, 1 secret about your character that no one in the party knows.


Dragon Age

This is an official recruitment thread for a Dragon Age RPG PBP game. I will be running a small adventure for 4 players called The Dalish Curse with some modifications. I'm hoping to use this adventure as a jumping off point for a more character driven homebrew game. The game will take place in Ferelden approximately 10 years before the events of the "Dragon Age: Origins" video game. And I will consider this an alternate universe type of scenario, and as such I will not feel beholden to any future canon from the games. So whatever happens happens, and Thedas is just going to have to deal.

And, yes, I'll be using the official Dragon Age Tabletop game.

Character Creation
Players will make 2nd level characters. And we will use the Arranging Abilities option to create them. Essentially, roll 3d6 8 times, take the result and consult the Determing Abilities table.

But please don't bother rolling unless you are selected to play. Instead, tell me about what kind of character you want to play in a 1 to 3 paragraph proposal.

The following backgrounds are available in the Core Rulebook if anyone wants to get an idea. Of course, I am more than willing to customize something if needed. Elves, Dwarves, Humans and Qunari are all okay. Just remember that the game takes place in Ferelden. No one can begin as a Grey Warden. Although, I won't stop you if that's your goal for the game.

Backgrounds:

• Ander Survivor
• Apostate
• Antivan Wayfarer
• Avvar
• Chasind Wilder
• Circle Mage
• City Elf
• Dalish Elf
• Dwarf Duster
• Escaped Elven Slave
• Ferelden Craftstman
• Ferelden Noble
• Free Marcher
• High-born Dwarf
• Low-born Dwarf
• Nevarran Adventurer
• Orlesian Commoner
• Orlesian Exile
• Orlesian Noble
• Orlesian Student
• Qunari Beresaad
• Rivaini Merchant
• Seheron Convert
• Surface Dwarf
• Tal Vashoth
• Tevinter Altus
• Tevinter Laetan
• Tevinter Soporati
• Waking Sea Raider

If anyone has any questions, I'm happy to answer. Again, I'm looking for 4 players. And I'm looking at a posting speed of approximately once per weekday, and once per weekend.

Oh, one more thing, I do not remotely care about party balance. If 4 mages have the best proposal, so be it.


I'm considering running an adventure called "The Dalish Curse" for the Dragon Age RPG system from Green Ronin. And I just want to see if there are enough people who know or are willing to learn the system to play.

This is not a recruitment thread. I'm not actually ready to run the game, nor would I be for another week at least. I just want to see if there's any interest.


Welcome to the discussion thread. Please introduce yourselves.


Welcome to the game. Please dot the thread.


Hi, I'm looking to recruit 1 or 2 players for Rise of the Runelords starting in Book 2.

It would be level 5 characters starting with 10,500 gp worth of equipment. 20 point buy for ability scores with most of the official Paizo races available.

Summoners and Occult classes need not apply.


Hi, this thread will be for a recruitment by invitation only. So please ignore. Thanks.


Alright, everyone please finish their final character sheet. Also tells us a little bit about your character so we can start filling out bonds.


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In the lands of Baron Miguel Dulce, there is a tiny copse of land where a small town lies near the Dread Swamp. It is a blight on his lands, full of degenerates, non-humans and other undesirable misfits. It is called Murk Water.

The homes are built on stilts, to protect them from flash floods that happen all too often. The wooden walls have outward facing spikes to protect them from monsters. The herbalist makes a small fortune off of salves to ward insects and other vermin. And the single temple keeps candles lit in a constant vigil to mark the ones who passed away – often from the swamp, and usually violently. The Dread Swamp itself is home to crocodiles, kobolds, frogmen, ghouls and other dangers strange and foul.

Life is hard, there. But it is life nonetheless. The swamp has a wealth of healing herbs, and valuable lumber. Peat grows black as pitch and plentiful. With some hard work, Murk Water has become a home for those who otherwise would have none. A place worth defending.

And now it needs heroes.

Welcome. And please dot the thread.


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Looking to run a Dungeon World game for 3 to 5 players. This game will be a homebrew set in Murk Water, a town on the edge of a swamp that holds many deadly secrets. Adventurers are sought to handle a band of kobolds that have been harassing the town lately -- of course, nothing is as it seems.

I'm looking for a group of collaborative players who either have some familiarity with the Dungeon World rules or a willingness to learn. I have a feeling that the adventure will be fast moving, but I'm not expecting more than a post per week day, and one per weekend.

Standard character creation as described in the DW rule book, so we'll be assigning ability scores. I would prefer to stick with the core classes, but I'd be willing to listen to suggestions.

Anyone interested?


Players, please dot the gameplay thread.


Okay, welcome to the game, kids. If you haven't already, please dot the Gameplay thread. For now we'll continue here. I want everyone to introduce themselves and their PC as they put the finishing touches on their profiles.

Also, please state some goals for your character. This can be mechanics, story ideas, a particular kind of magic item you'd like to get your hands on - whatever comes to mind.


This post is what I would have used in a recruitment thread. But if I can recruit in house, I'd be okay with that. Take a look and see if you're interested. If you are toss around ideas.

I am recruiting for a Skull and Shackles game. Only we’ll be using D&D 5th Edition rather than Pathfinder. I’m looking for 4 to 6 players, posting once or more per day, save weekends. Those who are interested will need to submit a character concept and a brief back story. One to three paragraphs is fine, so long as I get a gist for your style and the kind of character you want to play. Please don’t build a profile unless I choose you for the game. If you want to recycle an old profile, that’s fine, but ultimately that won’t sway my decision.

Life on the High Seas

There isn’t a catch-all profession (sailor) check in D&D 5E. Checks will be made a little more naturally in that regard and will ultimately be at my discretion. But so you’re not caught completely unaware, try to keep the following in mind:

Strength (athletics) will cover running, jumping, climbing and most importantly swimming. For those who want to cast spells unnoticed, you’ll need to succeed at a Dexterity (sleight of hand) check or find a place to hide first with Dexterity (stealth). Characters do not find traps with Wisdom (perception). Instead they’ll need to take time to search for them with an Intelligence (investigation) check. After a hard day’s work, characters onboard the ship will need to make Constitution checks or risk exhaustion – which would be bad.

And the following proficiencies can also be very helpful onboard – which isn’t to say that other tools won’t be:

• Cook’s utensils
• Navigator’s tools
• Vehicles (water)
• Musical Instruments (any)

A Pirate’s Life for Me

Characters will begin press-ganged into service, and so can come from anywhere. But thinking in long terms, your character should be the type of person who could someday embrace life as a pirate, even if only secretly. In other words, a Lawful Good Oath of Devotion Paladin of Iomedae might not be the best fit here. But a Chaotic Neutral Oath of Vengeance Paladin of Calistria certainly could work.

Evil characters can work in this campaign, although I’m hesitant to recommend it. It just brings a little too much baggage. That being said, if you can convince me that a character can play well with others, I’ll certainly consider it. A little party conflict can be fun. But be forewarned that I ultimately reserve judgment, and if things get too disruptive, I will step in. Fun for all is my ultimate goal here.

House Rules

At 1st level, Clerics are proficient in the favored weapon of their deity. Characters that multiclass into Cleric do not receive this proficiency.

Character Creation

You will begin with 1st level characters. Only the races in the PHB are available, with the Aasimar being the sole exception. They can be found in the DMG. Drow are allowed. Most folks in Golarian don’t even know what a Drow is anyway. Although, considering how brutal light sensitivity is, I’m not sure why you’d want to play one really. The variant Human is allowed.

For ability scores, roll 4d6 and drop the low. If you roll badly, you can instead take the Standard Array: 15, 14, 13, 12, 10 and 8. Bear in mind that having an 18 in your main stat isn’t nearly as important in 5E as it was in 3.5 or Pathfinder. A 16 is actually considered very good to start off with.

Protip: Heavy Armor on a ship is probably not the best idea. So you might want to lean more on Dexterity than Strength when it comes to combat – unless you’re a barbarian. That being said, there’s no reason your character could only have one kind of armor available to them.

Take the equipment provided in the class and background. But don’t bother with money. You’re not going to start out with any. Backgrounds from sources other than the PHB are allowed with my approval. I’m also generally okay with customizing backgrounds. But again, I reserve final approval.

Classes will only be from the PHB. But I might be willing to allow a class archetype from another source, including a third party one. This will be on a case by case basis.

This is how we role

The opening of Skulls and Shackles is much more RP heavy than one might expect a game about pirates to be. In fact, it’s a crucial part of the game. The ship is essentially a small sandbox. So be prepared to interact with NPCs as well as your own party, too. Murder hobos need not apply.


Okay, I'm noticing a lot of you guys want to be out-of-towners. Not a problem. I was thinking we could build an NPC who you all have a common connection with. Someone your characters would trust - or at least, "trust enough" to be willing to meet with them for a business proposal. Perhaps someone you might be willing to work under as a Captain.

My initial thoughts are that you guys could be the "Away Team". And this NPC along with some nameless minions could handle the ship stuff while your off to exotic locales, meeting interesting people and taking their stuff.


Welcome to the game. Please dot and return to the discussion thread so can continue with building the campaign and creating characters.


I just want to get the temperature in the room to see if there is any interest in running a FATE game in Freeport.

We would be using the Fate Freeport Companion which is a nice compromise between FATE Core, FATE Accelerated and D20. Of course, I wouldn't obligate anyone buying this product, and would be willing to help anyone with character creation.

The game uses the classic D&D attributes for skills: STR, DEX, CON, INT, WIS, CHA. Players would assign the Standard skill spread: (+0, +1, +1, +2, +2, +3)

We would build NPCs, places, and characters together. And we would also agree on what kind of campaign we want to play.

So who's with me? Who wants to to hoist the colors in the City of Adventure?


1 person marked this as a favorite.

I'm looking to add a couple players to my Savage Worlds action/horror game. The details of the game can be found here:

Patriot, Inc.

New players will start off as Seasoned Wild Cards with $3,000 worth of gear, a free smart phone and a vehicle.

This is an action adventure game with horror elements tossed in. I'm looking to evoke a Buffy/Supernatural tone here. If that interests you please have a look at the game. If you are unsure about the Savage Worlds system I have a few veteran players who along with myself will be happy to show you the ropes.


Welcome to the game. This should be a lot of fun. This adventure isn't really meant to be taken very seriously, so I'll be running a bit fast and loose.


You have come to the Mines of Madness in search of the Forever Stone, a powerful artifact rumored to have many great powers, first among them the power to grant eternal life. According to half-forgotten lore, the stone was hidden from the world long ago by evil wizards and greedy dwarves who coveted its power. They are said to have perished in an orgy of magic and bloodshed after turning on one another. You don’t expect all the rumors to be true, but one thing is certain: Over the years, many adventurers have tried to claim the Forever Stone, but none have succeeded.

To survive the Mines of Madness would be a feather in the cap of any adventurer, but to retrieve the Forever Stone would catapult you into the annals of awesomeness. And so here you are, on the brink of greatness, ready to descend into the depths in search of glory, infamy, and immortality…

Roll a History check DC 20. You can make rolls for skills you are not proficient in. If you make the DC, roll a d4 and peek at the corresponding spoiler.

History Result 1:
The mines are rumored to contain veins of electrum.

History Result 2:
The mines are known to contain veins of a worthless crystalline substance called krimsonite (with a “k”).

History Result 3:
The dwarves who owned the mines went mad, hence the name: Mines of Madness.

History Result 4:
A long-dead wizard named Abracadamus is thought to haunt the mines as a vampire or lich.


1 person marked this as a favorite.

The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do.

Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness?

We seriously doubt it, but go ahead ... prove us wrong!

Mines of Madness is a Very Special D&D® Adventure written for PAX East 2013 and designed for four 3rd-level characters. All characters must be created using the rules in the D&D Next playtest package, with the D&D 5th Edition Basic Rules available for FREE here.

*Not a real award, though seriously, it should be.

***

For those interested, we'll be building 3rd-level characters using the standard array optional rule: 15, 14, 13, 12, 10, and 8. This is basically for expediency sake.

Bear in mind that the new Monster Manual is not out yet so I'll need to use the ones from the last Play Test, so balance will simply not be a thing I can at all promise. But since the Mines of Madness is meant to be deadly as hell anyway...

OK, so let's talk about tone. DO NOT BOTHER WITH A COMPLICATED BACK STORY.

Seriously, the last thing you want to do is get too attached to anyone here. This sucker is an homage to killer modules like Tomb of Horrors. Use the Background options for ideals, bonds and flaws. Either roll for them or pick them out. If you really want to give it a shot, go ahead and try making your own.

So would anyone be interested?


This is the discussion tab where you guys can iron out your character concepts and builds.


This is the gameplay thread. Feel free to Dot.


I have decided to combat the summer lull with awesome.

PATRIOT, Inc.
Vampires, Zombies, Werewolves and Apple Pie – A Savage Worlds Adventure

The Company Line
Welcome to the Paranormal Terrorism Response Initiative and Occult Think-tank – or PATRIOT, Inc. We are committed to America’s struggle against all paranormal threats, foreign and domestic, since our founding in 1955. We are an equal opportunity employer. Join the fight. And God Bless America.

History
Nathan Templar was a member of a black ops group within the United States government that dealt with paranormal threats around the United States. Noting a growing need, he entered the private sector to begin a highly successful company specializing in Paranormal Research, Threat Assessment and Extermination.

Tone
Think The Colbert Report meets Supernatural. Let’s have some fun.

Characters
You will be a squad of private contractor Consultants working as Threat Assessment Officers – read “Temps” – for PATRIOT, Inc., in the far flung future of 2014. Characters will begin play as Novice Humans.

The Doubting Tom hindrance is forbidden for this game, as it simply would not apply. And the Arcane Background (Psionics) and (Weird Science) edges are not appropriate to the theme of this game.

Additional edges will be subject to GM approval.

Equipment
Characters will begin play with the standard $500 and a company smart phone. Players will also have one vehicle of their choice within reason. You’re working stiffs, after all, so you don’t have a fleet of Panzers. You better believe your vehicle will be subject to GM approval. :-)

Skills
We will use the Knowledge Occult (smarts) skill for checks on the supernatural. Arcane Backgrounds will have their own dedicated skill, e.g. Magic (smarts).

Any questions?


Okay here are the character creation rules:

20 point buy. No Ability Scores below 5 after racial adjustment.

Average starting wealth.

1 campaign trait from the Player's Guide and another 2 of your choice. No Drawbacks.

Races approved case-by-case.

No evil alignments. That never works.

Advanced Class Guide playtest permitted with the proviso that the character be adjusted upon official release. Be sure to grab the latest version.

Humans get the language of their ethnicity as a free language.

No Third-party material. But certains feats can be approved case-by-case.

Make sure to read the Player's Guide.


This is a campaign for the Mummy's Mask


“Carnivale” the locals call it. Three days of decadence and debauchery. The city of New Oasis certainly knows how to throw down. It is sometimes jokingly known as the Last Hurrah, because west of the city, just a few days ride by train, lies the frontier -- The Big Drop. Beyond here, civilization is but a pipe dream.

Perhaps you traveled South by steamboat down the Long Dance River from somewhere in the Risen States. Or perhaps you’ve arrived by sea from The Lotus Empire, or even Hierro. Or maybe you’re a native of the Big Drop, slumming it up here in New Oasis to see how the other side lives.

But whether this is your kind of town or somewhere you wouldn’t be caught dead in, you’re ready to move on. Your reasons are your own. Your business your own. Your past lies where you left it, ready to rear its head at its most inconvenient.

During the madness of Carnivale, you heard about opportunity out West. A speck of a town called Tin Star struck a good vein of Adamantine, and over the past five years has built itself to something resembling respectable. It’s a boomtown – possibly an opportunity – but just as likely it’s a powder keg waiting to blow up in your face. You’ve doubtless by now heard how often these places go belly up.

But maybe, just maybe, it could be what you’ve always dreamed of -- a new beginning.

“Prospectors Wanted” you’ve heard. So doubtless the place is a bit rough and tumble. But maybe that’s how you like it, or maybe that’s something you want to put a stop to.

Tin Star is off the Rails, only way there is to travel by land from Outpost 13 – lovingly known as Dry City by the tough bastards willing to make that pit home. It’s hard ride to Tin Star, too. Three days by horse through a stretch of Perdition smote dry beds.

The Scorching Eye hangs high and mean, ready to drop a fool and leave him for the buzzards. And that’s to say nothing of the Orcs, scorpions, rattlers, coyotes, and other random creepy-crawlies looking to tear a piece off a feller. And, of course, there are the Elves, who are, to put it gently, less than hospitable to strangers.

But what’s life without a little risk?

The train leaves at noon – with or without you. In your possession is a ticket to Outpost 13. How you managed to scrape together the funds for this little venture -- well, that’s between you and the Gods without Names. You just make sure your sorry self is at Passenger Car 8 at the appointed time.

Alright, kids, tell me how you woke up from your last night in Carnivale. Did you partake of the festivities, did you exercise saint-like restraint, or were you somewhere in the middle?


Well, I suppose I’ll introduce myself first. I’m Wicked Raygun, your GM for this madness. My real name is Ray, and I live in Puerto Rico. That generally puts me 1 hour ahead of EST.

I’ve run this world before for my wife and two closest friends. We won’t be doing exactly what I did with them, but with the experience I’ve gained there, I have a rough idea on what I should and shouldn’t do. Or at least, that’s the hope. The Scorched Lands as of now is a big empty space of possibilities. We’ll fill it in together.

If you feel I can improve somewhere, please feel free to either bring it up here in the Discussion Tab or PM me if you’d rather keep it private. I want to make this an easy going thread where we can communicate freely.

I’m pretty familiar with Pathfinder rules, but I’m only human. If I make a mistake, go ahead and challenge me. I promise to be civil. I only ask that you do the same in return.

So, yeah, that’s it for now I guess. Please introduce yourselves, talk about your characters and feel free to ask me anything you want.


I want to run a homebrew I’ve been developing and running with my gaming group for over a year now. It’s an Old Western flavored fantasy world with some Steampunk for seasoning. And it was inspired by things like Stephen King’s The Gunslinger, Firefly, Fallout New Vegas, The Magnificent Seven, and The Good, the Bad and the Ugly.

You might be thinking, “Hey, this isn’t original!” And to that I say, Duh. Everything in here is a trope from somewhere or something. This is a collection of stuff I love put into a blender and frappéd with gushing, geeky, fanboy love.

We’ll be using Pathfinder as our rules set, so no one needs to learn anything drastically different. GP will still be the currency, because, screw it, I don’t care. There is a not-too-big-I-hope document full of campaign stuff, but it’s not like there are going to be any pop quizzes. All you have to do is find a niche that speaks to you, and have fun with it.

That is my goal, here. Fun.

I’d like to run a fast-ish kind of game. Players would be expected to post 1 to 2 times a day. Even if it’s just to say, “Busy with RL stuff. Back tomorrow.” My focus will be on moving the story forward, and I will GMPC as necessary. So make note of that going in.

I’m looking for 4 players, but will roll with just 3.

And now we come to submissions. I will say this in bold. Please, please, please, do NOT make a profile. It pains me to see folks build a character, make a profile and then not get picked. If you build one anyway, that’s fine, but it won’t affect my decisions.

Submissions should just be race, class, name (If you got one yet), and a basic idea for a background and personality. Once players have been picked, they can use the Discussion section to iron out details like equipment, feats, background, relationships, etc.

For those of you who are still interested, this is The Scorched Lands.

Deadline for submissions is Dec. 5, 2013, EST.

Anyone, who isn’t interested in playing, but would like to comment on the material, please feel free to do so.