Blood Vol Cultist

DM Darkthorne's page

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About DM Darkthorne

House Rules:
This should be a lot of fun for all of us. I want to specify a few simple tenants I will hold as a DM.

1. No discrimination or harassment
2. Cooperation and general good attitude
3. Commitment and communication in the game and real world

If any players fail to uphold these, discriminate, or inhibit gameplay in other ways, they will receive a warning. There will be no second warning. I will kill your character and kick you out of the game.

On a lighter note, this will be a very exciting and fun adventure, and despite the tenant of no discrimination, gentle conflict and joking between characters is fine, even desirable. Please see humor in the game as much as possible, as this keeps it interesting as well.

If you have any questions at all, you may post on the out of character thread, which I will create with the actual campaign thread. Please try to keep these separate, with the actual story only on the campaign thread and any questions or comments (except for small things of course) on the OOC.

  • Please use normal text for actions and descriptions.
  • Please use bold text for spoken words.
  • Please use italics for thoughts.
  • Please use purple text (OOC) for small comments in the campaign thread.

I will not have players changing the story to better suit their whims. This does not mean I will not accept criticism or help. Feel free to contact me. This said, the campaign is not rigidly structured and there are many different paths players can go down depending on who they interact with and how. I want the story to unfold as naturally as possible and come to a head through complex and diverse interaction between the players and their world. In this respect, I expect the players themselves to take initiative and to find their own paths (No pun intended with Pathfinder). I will not spoon-feed them the adventure. This is my design. I hope you enjoy it!

I do not use Hero Points, but I will reward outstanding work such as good speeches, clever problem-solving, or shows of prowess with impromptu experience points.

For spellcasters, Please use this list to find appropriate arcane words for your spells. If you cannot find the exact word or a combination is needed, please seek it out and improvise if necessary. For example, for Magic Missile, the words would be Magus Iaculum (Magical Dart). You may write these next to your spells in your profile. This is to help the characters and the spellcasting seem a bit more realistic and to improve role-playing.

Some DM-approved goods and rules, such as traits and some advanced gear, will be allowed from the APG. Otherwise, I would like to stick to the CPG. Once again, if you have any questions, please feel free to ask me.

The Black Phoenix:

The Black Phoenix

Black Phoenix OOC

Important Places:

Kreonata:The land of Kreonata has a large coastline, and many forests in the lowlands of the north and south. In the southwest, Kreonata is connected to the main continent by the neighboring country of Alior. Alior has diverse land, most of it is forested. A river passes into Kreonata through Alior, and is often used for trade. A great mountain range extends from the northern seas to the middle of Kreonata, curving in and continuing east, essentially separating the south and southwest from the northeast. In the middle of the mountain range is a vast desert at high elevation where little life can be found. Mighty rivers spring from unknown sources high up in the mountains and crash down to the fertile valleys below. Around Kreonata are several islands, most of which are abandoned. Some are pirate hideouts, but most of the pirates have been eradicated. In the north, Kreonata is connected to another large landmass by a wide peninsula. A small castle and garrison protect the border from the wild tribes and beasts of the far north. Other cities of Elves, Halflings, and Dwarves can be found in the forests and mountains, but they generally keep to themselves. The cities of Kreonata have long been affluent due to their strategic positioning and rich natural resources. The current regime has done much good in the land and bandits, piracy, and crime have been greatly reduced in the past few years by Lord Aethys and his forces.

Map of Kreonata

Landrinor: The port city of Landrinor, capitol of Kreonata, on the southeastern coast. It has a thriving shipping and shipbuilding industry. Here is the seat of government and commerce, and many come from far and wide to trade and view the city’s wonders. It is a large, busy city filled with pleasures as well as dangers. The Castle Landrinor was built some 2,000 years ago, some say, by Dwarven engineers brought in by the settling humans. There are many myths surrounding Landrinor and it’s origins, and some of them are none too savory. Before the current period of relative peace, there was much fighting and death. The current ruler, Lord Aethys of the house Trygalemon, has been just in his ruling, but in recent years there have been rumors of plots against his life. He has become paranoid and his daughter the princess is to be married to the Lord of Kielan for security. Kielan is a faraway land known for its military prowess.

Klontar: Klontar is a village in the mountains far in the northwest of Kreonata, where hunting is the main profession. It is a major trade depot and outpost in the north.

Turingen: Turingen is a mid-sized agricultural city in the northeastern plains.

Nuramat: Nuramat is a small city in the West that is well-known for it’s trading, specifically in lumber.

Drealor: The neighboring country to the north is not inhabitable and filled with many beasts. There are many myths about what lies beyond the keep at Relior, the last inhabited place.

Alior: Alior, the neighboring country on the west, is an important trading partner with Kreonata.

Kielan: A faraway land known for its military.

Characters:

Arvind Grunwald:
XP: 50
Arvind Grunwald

Connor O’Hoolihan:
XP: 20
Connor O'Hoolihan

Cousin Schmitty:
XP: 50
Cousin Schmitty

Daemon Son-of-None:
XP: 50
Daemon Son-of-None

Kale Porter:
XP: 10
Kale Porter

Roger McCuen:
XP: 20
Roger McCuen

Voem Cubskel:
XP: 20
Voem Cubskel

Journal:

Starday, 3rd of Lamashan, 4999

  • You awake in a darkened cell with no memory and no equipment.
  • Met Tybor Ackbough, the man in leather.
  • Met Travis Bonthar, proprietor of The Briny Boar.
  • Dieter Stolzdorf is found to be dead.
  • You meet the guards. Harold is nice. The one with the club is not so nice, as Voem can vouch for.
  • Arvind scares the guard into letting him go un-manacled.
  • The party is moved through the city in a jailor's carriage.
  • You are all accused of conspiring against the High Lord of Kreonata.
  • The trial begins, and Lord Aethys Trygalemon is met along with his associates. Xenor Nirem begins questioning you.
  • You are faced with a choice:
    1.Help the guards eradicate some sewer beasts.
    2.Face the noose.
  • Another choice is added to the list as a mysterious, blue-hooded figure shows up in your cell during the night.
    3. Escape with "The Brotherhood"

Sunday, 4th of Lamashan, 4999

  • Through the party's arguments and Schmittys charms, Lord Aethys agrees to allow you to go, much to the chagrin of Princess Salomé and Xenor. He asks that you aid in the rescue mission regardless. Meanwhile, he will research your case.
  • Party meets Captain Garth Killroy and the men of The Underwatch. Party is given back their equipment.