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Devourer

Vamp's page

47 posts. Alias of WesternWolf777.



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+============+
|With Great Power|
+============+

The world is your oyster. Years as a Pathfinder Society agent have taken you across all of Golarion and beyond, and you’ve had more adventures than you can properly remember. Retired now, your power, wealth and skill have grown to the point that you count the rulers of Avistan and the leaders of the most powerful organizations in the Inner Sea as your peers and advisees. You have the kind of success and legend that most mortals can only dream of. You make your home in Absalom, the City at Center of the World, and you are at the center of the City. Children read of your past deeds in the Pathfinder Chronicles and dream of growing up to be like you.

Despite this, the Inner Sea is but a tiny pond on a speck of rock floating in the infinite vastness of the Great Beyond. Even at the heights of mortal power, there are still forces at work in the world which make you tremble at night and lie awake when you want only sleep. Recently you have been troubled by the disappearance of a man you know. The powerful sorcerer Brythen Blood has disappeared without explanation. Blood is High Curator of the College of Mysteries and a Grand Councilman, as well as being a retired Second Spell Lord. He is a powerful figure in Absalom, and his sudden absence has caused whispered rumors to fly among the elite of the city. Whatever your connection with Blood is, you won’t be able to sleep until you can figure out what happened to him and put your worries to rest.

=======================================================================

Hello, welcome to the recruitment thread for With Great Power, a short campaign I’ve devised for execution on Roll20 and the Paizo messageboards. This campaign will consist of the Paizo published modules The Moonscar, followed by The Witchwar Legacy. It will be run in PBP format, with Roll20 used for maps and occasional chatting. For me, this is an attempt to get high level Pathfinder play to work. I’ve attempted it in the past, but without much success. I’ve recently had several other games come to an end, and I have others that will be ending soon. So I’ve decided to give high level play another try.

I’m looking for 4 players with PBP experience and solid posting records (a few hundred posts in at least one game). Also, just for full disclosure, I’m likely to favor applications from players I’ve played with in the past successfully. That’s not to say I won’t take anyone I’ve never played with before, it’s just previously reliable/good players get bonus points.

I’ve been playing and DMing PBPs on these boards for a little more than two years now. If you want to check out my other stuff, just look at my profile. Yes, I’ve had a lot of failed games, but I’ve also had some good ones that are still going or have ended successfully. It’s up to you whether you like what you see enough to invest the time in an application. I usually end games when the players are posting too slowly, or on a few occasions when my RL obligations have increased unexpectedly. Even in those cases, I usually cut the least active games. My current RL situation is stable, and I don’t anticipate it changing soon.

So if you’re still interested after reading all of that, continue on....

Character Creation:

Level: 16
Ability Scores: 17 point buy
Races: Only core and featured are allowed. Don’t bother asking about anything else (including templates).
Alignment: Any, but people willing to help the common good are required. Whether their motivation is the goodness of their heart, a bag of gold, or sadistic pleasure in murdering monsters I don’t really care. PCs must work well with others. CE/CN are the least likely to be selected.
Classes: All Paizo published including archetypes. No master summoners, or synthesists. The wisdom bonus to AC from monk and sacred fist don’t stack in this game. Same goes for anything else the adds the same ability score bonus to the same attribute twice.
Traits: One of your choice + one campaign trait. See campaign trait spoiler below. You may take a drawback for a third trait.
Wealth:You start with 315,000 GP. If you want to craft, sure, but you only get 170,000 GP (if you take any Item Creation feat you start with 170,000 GP). You can purchase downtime businesses/teams/organizations for fluff purposes, but they will not be playing a major role in the campaign.

Campaign Traits:

These traits are meant to represent your involvement with Brythen Blood. They specify some aspect of your character background.

Proud Parent

You are the proud parent of a student at the College of Mysteries. Your child has the great honor of being taught by Brythen Blood himself, due to your own august standing. Without Blood around your child’s prospects for education are decidedly worse.

Benefit: Your motivation for the good of your child lends you a grim resolve the see the quest through. You get a +1 trait bonus on all will saves and the Endurance feat.

Alumni

You graduated from the College of Mysteries in your youth before joining the Pathfinder Society. Brythen Blood was something of a mentor to you, and you have kept in contact over the years.

Benefit: Your training at the College of Mysteries gives you a +1 trait bonus on caster level checks to overcome spell resistance OR a +1 to your caster level on spells from one school or magic. You must choose one benefit when picking this trait, it cannot be changed later.

Bastard

You are a bastard child of Brythen Blood. You didn’t know he was your father while growing up, but he made sure your mother had enough money to provide for you. When you retired from the Pathfinder Society he revealed his identity as your father to you.

Benefit: You received a good education or vocational training. Pick any two wisdom or intelligence based skills, you get a +1 trait bonus on those skills and they are always considered class skills.

Bodyguard

You work as Brythen Blood’s bodyguard. How this came about is up to you, but he pays you well, and it’s usually soft work - good for your retirement. Now that he’s gone missing you’ve been fired. If you can find Blood you get your cushy job back.

Benefit:When an ally is within your reach, you gain an extra attack of opportunity per round for each ally. You also get a +2 bonus to perception checks to avoid being surprised.

Private Muscle

You work as a private investigator, mercenary or some other form of hirable agent. The College of Mysteries hired you to locate and retrieve their missing High Curator.

Benefit:Once per day you may add 1d6 to the result of any 1d20 roll you make, you must declare you are using this ability before you roll the d20.

Your Character: My only requirements for your character's background is that they spent years as a Pathfinder Society agent before retiring, and that they have one of the relationships with Brythen Blood specified by a campaign trait. Other than that, they should have an amount of history appropriate for a 16th level character.

To make a submission please work out their stats and use the following statblock format. You can copy+paste it into your profile and fill it out (though I would recommend a word processor to avoid losing your work). Characters won’t be considered until their stats, description and character background are finished and in an alias on the Paizo site.

Deadline: In order to give me some more prep time and to give people time to notice this and make quality characters, I will be allowing a full month for recruitment. Recruitment will close Wednesday November 19th, 2014. If you have any questions, please ask. I will be monitoring the thread closely. Thank you for your consideration.


Hello board peoples,

I am working on an orc character for an upcoming campaign, and I want to make something a little different. I prefer to play optimized/powerful characters. Obviously the orc lends itself to a sky high strength, a full BAB class, and a two handed weapon. That's been done a million trillion times. I am hoping to go orc, and make an optimized character, who isn't that big dumb brute. I'm willing to try any class. Here are the character creation guidelines:

Level: 1

Ability Scores: 25 Point Buy

Wealth: Average for class

Hit Points: Maximum at 1st Level.

Traits: 1 campaign trait + 1 normal trait (1 drawback can be taken for an additional trait).

Classes: No guns, no gunslingers, no third party. Anything Paizo can be refluffed as necessary. Also, see Alignments section.

Alignments: Any non-evil. All alignment restrictions for classes and PrCs are dropped.

I've been looking at witch (scarred witch doctor), possibly a slumber based build. Does anyone have any other good ideas? Are there ways to optimize around strength that aren't the traditional melee route? Thanks for the consideration.


Discussion thread.


The influential Tiboros family of Nisroch is worried over the wellbeing of their youngest daughter, Anya. A year ago she married a handsome baron from rural Karpad, and 2 months ago she gave birth to a son. All seemed fine for Anya until her frequent letters to her parents mentioned her husband’s growing paranoia and erratic behavior. Three weeks ago her letters stopped altogether, and her family wants answers.

The Tiboroses don’t want to involve the Nidalese authorities directly in any investigation, fearing that such inquiries might jeopardize their noble standing. Instead, the family contacts the Krovax — known for his previous exploits — to travel to the rural barony and ensure their daughter’s safety, promising him a sum of 5,000 gp to cover his expenses and to thank him for his trouble.

The simplest route from Nisroch to Karpad is to travel up the Usk River past Pangolais to the minor river known as Dimar’s Way. While too narrow and shallow for water travel, Dimar’s Way carves a path through the countryside, and a road — known as Geron’s Way near Karpad — runs parallel to the river from Pangolais to beyond the Krovax’s destination. It is a journey of several weeks. One which Korvax began on 26 Rova, 4714. It's now the 11th of Lamashan and Krovax has been on the road for three weeks.

<<< Morning // 11th Lamashan, 4714 AR // Geron's Way, just outside Karpad // 40-45° Farenheit >>

As Krovax and his servants crest the final rise their destination comes into view. Karpad is an isolated, rural town far from the dark streets of the great cities of Nidal, with cobbled streets and roughly 60 wood and stone buildings, all featuring thatch roofs. The largest structure in the vale is the towering stone manor house at the top of the hill, where Baron Stepan and his family live. In a superstitious effort to ward off shadows, the villagers have set a number of bonfires on the edges of town, and every intersection features a handful of lit torches, even though it's bright morning.

The manor is location A on the Karpad map.

Rudo looks impassively down at the hamlet below. He seems unmoved in any way, which is typical for him. His ancient-style Chelaxian longcoat and bowler hat are damp with the morning dew. He pulls his coat reflexively straight. Rudo keeps his clothing immaculate, which forms an interesting juxtaposition with his scarred, ancient flesh which is shiny and thin with age and magically preservation. The ritual scarring on his face marks him both a servant of Zon Kuthon and a mwangi tribesman, an unusual combination to say the least. He looks to Krovax. "Orders, sir?" he asks in his polite tone.


Jewel of the Wastes

First, a little mood music.

It has been a day since it all happened. Their escape from the Sultan's gladitorial stables, the murder of Nizar. Samir and Sonja sit in the boiling hot little room that Samir's “friend” Jabril refers to as his safe house. The stench of urine, animal feces and decaying flesh that defines the Tanning Quarter has been a constant assault on their nostrils. The one “window” in the room is an un-openable ventilation shutter near the ceiling, on the alley side of the building. The wooden shutter covering the vent lets in barely enough light to see by, but plenty of stench. The daubed plaster of the walls is flaking and cracked in the corners of the room, and where there are cracks dry whitish mold blooms. The only other things in the small square room are two wood-framed cots made of scratchy wool, a clay chamber pot which has only been emptied once, a half-empty jug of flat tasting water, and a door into the tannery. The room is fairly swarming with flies as well, attracted by the tannery and the contents of the chamber pot.

Samir's plan had been simple, they would flee south back to Sonja's homeland and get rich prospecting gold in the Ice Horn mountains. He'd even gone so far as to book passage on a ship headed that way for the both of them. The original plan had been to only stay in the safe house overnight, and then to board the ship early in the morning and leave Ahgradin behind. Sonja had no real desire to go home, but going along with Samir meant freedom. She could always ditch him later if she had to. The thing was, there'd been some unexpected delays. The captain of the ship informed Samir through Jabril that difficulty with the Sultan's guards would cause them to delay departure for three days. Apparently all passenger bearing vessels were being held on the orders of Mit'rak, the Sultan's Lord-Captain of the Guard. Something about potentially fleeing dangerous criminals.

As the two fugitives sit staring at each other over the urn of their own bodily waste, there is a brief knock on the door. It opens a moment later, and the woman who has brought them food and emptied their chamber pot sticks her head in. She's the daughter of the tanner whose place they are hiding in. She's ebony skinned and in her early twenties. Her hair is cropped close to her scalp. Her face is plain, though she has the attractive body of a young woman, with the ample curves common to the darker races. She wears a simple and modest linen dress, and reeks of the tannery. ”I have something for you,” she says to Samir. Stepping into the room, she hands a folded up note to the Golden Jackal with stained, hard-worked hands. It's a single sheet of rough parchment, folded once. After he accepts the note she turns to leave the room.

You know the drill. Go for it.


Hello advice boards peoples,

I am trying to make a character for an upcoming game that fills the party roles of skill monkey, party face and party healer. I'd also preferably be putting out decent damage either at melee or range. The party will be four people, an Ulfen barbarian, a mwangi saurian shaman with a spinosaurus, a greed sin wizard, and me. Here are the character creation guidelines:

======================

Starting Level: PCs will start at 1st level.

Alignment: Any Non-Evil

Ability Scores: 25 point buy

HP: Max HP rolls at 1st and 2nd level. Players will roll for HP or take Average from level 3 onward

Traits: 2 traits (drawback for third)

Story Feats: One free Story feat at 1st level

Base Starting Money: Max for class

Races: Any Core, with others allowed on a case by case basis (DM is pretty flexible on the race front).

Classes: All classes from Paizo products (including ACG and whatever other new stuff).

Firearms: Firearms operate under the "commonplace guns" rule

Crafted Items: Any character able to craft items through a feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time at the reduced price if they can craft the item by taking a 10 and succeed.

======================

This kind of character is not something I normally go for, so I'm at a bit of a loss as to how I should build it. I normally play martial characters or summoners. The build should have at least 6 skill points at level 1. They will also preferably have bluff, diplomacy, disable device, knowledge (local), perception, and sense motive as class skills (though not necessarily at level 1 for multiclass builds). It should have access to CLW or infernal healing, and have at least a +5 to hit with its primary attack at level 1. I am willing to try any class(es) that can accomplish this. Is such a character possible?

We'll also be going Mythic eventually, so that's something to consider. Thanks ahead of time for the help!

Andoran

Hey, I just rolled up this new character to try to get into a PFS game soon. I'm not real up to date on what's allowed in additional sources these days, so I figured I'd do a little crowd sourcing. Can anyone please look at my character, and make sure that everything is legal for PFS play with the current rules? The stat block is in my profile. Thanks!


Hey guys, I've invited you here in preparation for a game I want to run here on the boards. I've played with all of you before, and you're all great players. I think most of you know each other already, but if not I'll hope you'll get to know each other soon. The game I'm wanting to do is a Sword & Sorcery setting using modified Pathfinder rules. I'm calling the ruleset and the default setting Grit & Gore.

Here is a document with all the rules and the setting stuff so far:
Grit & Gore

If everyone is willing to play, I'm hoping to do the rest of the world building cooperatively. You guys can either ask me questions about things you'd want to know and I'd write them, or you can make suggestions and I'll take them under strong consideration.

I'm writing an adventure to start the campaign called Jewel of the Wastes. It's still a while off yet, but I want to put this out there to lock down interest and get some world building done if possible. Please let me know what you think. Questions are welcome, thanks for considering!


This is the moment you've been waiting for. You and your companions have just been teleported into the first dungeon for the premier episode of Dungeon Flag.

Your new patrons and their customers are watching with much anticipation to see who will survive, and who will thrive in the game of Dungeon Flag!

You find yourselves in what is clearly a constructed place. The walls of the arena are seemingly cut from one giant stone block. The floors, walls, and ceiling are all perfectly smooth, showing no joints. The ceilings are fifteen feet tall.

The initial room you find yourselves in is a 50'x90' rectangle, with a brightly glowing orb set into the ceiling for light. There is an open stone archway on the eastern end of the room.

Map

What do you do?


This is the moment you've been waiting for. You and your companions have just been teleported into the first dungeon for the premier episode of Dungeon Flag.

Your new patrons and their customers are watching with much anticipation to see who will survive, and who will thrive in the game of Dungeon Flag!

You find yourselves in what is clearly a constructed place. The walls of the arena are seemingly cut from one giant stone block. The floors, walls, and ceiling are all perfectly smooth, showing no joints. The ceilings are fifteen feet tall.

The first room is a 30'x30' square with a stout wooden door in the NW corner.

Map

What do you do?


HP 9 / AC 12, T 12, FF 10 / CMD 10 / Perception +0 / Init +2 Appearance

This is the discussion thread for DF Team 2.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

This the discussion thread for DF team 1.


This is the discussion thread.


This is an interest check for a game idea I've been mulling over.

The Fluff:A race of mysterious god-like aliens have come to Golarion and hired two teams of three adventurers to compete in a contest on their world. The beings will put the two teams into opposite ends of a small randomly created dungeon with a flag hidden in one of its central rooms. Each team's objective is to find the flag, and return it to their own starting point before any of the other contestants do. There will be a powerful monster wandering the course as well, trying to kill them all. Killing the monster will grant access to its treasure. The winning team will advance to the next round and will be awarded with extra wealth and equipment. The losing team will advance with minimal equipment. Any contestants who die will be replaced.

The Concept:This is in some ways an optimization challenge. It's a team player versus player (PVP) take on the traditional dungeon crawl. You will have to combat a dungeon environment (albeit with only a single monster) as well as another team of PCs. Each level will grow larger and slightly more challenging. Over the course of the competition, contestants might potentially face every danger in the book (traps, hazards, haunts, swarms, etc) and only the strongest will survive to move on.

As a game with PVP, there will of course need to be some level of honor here. The competition should remain friendly. People could conceivably track down other people's threads and "cheat". I will be doing what I can to prevent this. I frown on cheating (like most gamers), and I'll trying to pick people with a background of successful participation in normal PBP to prevent having any issues.

The Crunch:I will be using randomly generated dungeons and a randomly selected bestiary creature of a little higher CR than the PCs, then place it in a random room. The two PC teams will begin in rooms on opposite sides of the dungeon, and the flag will be somewhere central. Some doors will be locked, trapped, or hidden. Some rooms will have light, some won't.

Each team will have their own gameplay thread. I will run the dungeon on my PC locally in Maptool. So I will be keeping track of each group's and the monster's positions simultaneously. With two groups there will invariably be different posting rates. Therefore if one group is lagging too far behind the other, I will DMPC them to the best of my ability to catch them up. Setting up “standard exploration procedures” pre-game with each team will help me with this. If there's no other way to avoid it, one group might have to pause occasionally while something gets resolved in the other group's thread.

I will maintain a shared discussion thread for both groups to announce when there has been a winner for each round, or to make other announcements. Once one team secures the flag at their starting point, any surviving PCs will advance to the next character level, and the next round of the competition. The winners will have above average wealth, while losers have standard wealth by level (WBL). Between each round the teams' members will be randomized to prevent one team from dominating after winning once.

If a PC dies they will have the option of bringing in a new character of equal level to the others and normal WBL at the start of the next round. I'm sure players will also quit/disappear at various points, they will be replaced as needed.

House Rules:No teleportation spells, no divination spells that allow you to see/hear/perceive other places than you normally could.

Character Creation:

Races:Core and Featured will all be available.
Classes:Anything published by Paizo and on d20pfsrd.com is acceptable (including all archetypes). No 3rd party please.
Level: Starting at 3
Alignment: Any
Attributes: Focus and foible. One 18 and one 8, then the other four stats are rolled 3d4+5, they can be arranged in any order.
Wealth: 3,000 GP each. No more than 2,000 on one item. No crafting other than consumable items. Partially charged wands are okay.
Drawbacks: Sure, normal trait rules apply otherwise.

So, if you are interested in something like this chime in. Despite me putting up character creation guidelines, do not propose a character yet. I'll be recruiting players first. Just say something about your interest, and I'll look at your profile and posting history. If I get enough interest I'll turn it into an official recruitment. Questions and comments are also welcome.


This is an interest check for a game idea I had the other night. I don't have time at the moment to run another complicated AP or homebrew game, but I can afford to manage a couple of small combats. This game works to that end, and also seems like it would be interesting/fun to me.

The premise:A race of god-like aliens have kidnapped four heroes from Golarion and put them into a small randomly created dungeon with a flag hidden in one of its rooms. Their objective is to find the flag (which will give a buff when held), and return it to their own starting point before any of the other contestants do. Oh, and there's a powerful monster wandering the course as well, trying to kill them all. The winner will advance to the next round (and character level) with a competitive advantage in character wealth, while any other survivors will be advanced with minimal equipment (standard WBL).

This is in some ways an optimization/RP challenge. I will put very few rules on behavior within the maze, which means there very well may be player versus player combat. Other players might form temporary alliances to overcome greater foes. This will essentially be a series of tiny dungeon crawls where there's only one monster and there are three other PCs going for the same goal as you. The contestants may potentially face every danger in the book (traps, hazards, haunts, swarms, etc) and only the strongest will survive to move on.

There will of course be some level of the honor system here, as people could conceivably track down other people's threads and "cheat". I will be trying to pick people with a strong background of successful participation in normal PBP games to avoid such situations.

The Crunch:I will be using randomly generated dungeons and a randomly selected bestiary creature of 3-5 CR levels higher than the PCs, then place it in a random room. The PCs will also begin in random rooms within the dungeon, and so will the flag. Some doors will be locked, trapped, or hidden. Some rooms will have light, some won't.

Each PC will have their own gameplay thread. I will advance three rounds of in-game time every 24-30 real life hours. If someone hasn't posted, their character will do nothing (unless they are in combat in which case I'll DMPC to the best of my ability). Once combat breaks out it'll have to go round by round. Occasionally some people may have to wait for something else to get resolved before they can move on in their thread. I will maintain a shared discussion thread to announce when there has been a winner for each round etc.

If a PC dies they will have the option of bringing in a new PC of equal level to the others and normal WBL at the start of the next round.

House Rules:No teleportation spells, no divination spells that allow you to see/hear/perceive other places than you normally could.

Character Creation
Races:Core and Featured will all be available.
Classes:Anything published by Paizo and on d20pfsrd.com is acceptable (including all archetypes). No 3rd party please.
Level: Starting at 3
Alignment: Any
Attributes: Focus and foible. One 18 and one 8, then the other four stats are rolled 3d4+5, they can be arranged in any order.
Wealth: 3,000 GP each
Drawbacks: Sure, normal trait rules apply otherwise.

So, if you are interested in something like this chime in. I'm very open to comments or suggestions. If I get enough interest I'll turn it into an official recruitment.


This is the OOC discussion thread. Use it for general chatter or things not related to the current in game scene.


WRATH OF THE RIGHTEOUS: THE WORLDWOUND INCURSION

For several weeks, excitement has been building in Kenabres - Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on the 16th of Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event.

Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral.

You are all gathered there as well.

Armasse officially begins at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd gathered in Clydwell Plaza quiets as the aged inquisitor takes the stage, clad in shining, resplendent armor. He clears his throat, but just as he is about to speak, a bright light shines from the west, as if the sun we re rising from the wrong direction. Hulrun's shadow falls huge and distorted across the cathedral's facade. A moment later, the sound of a thunderous explosion rips through the air and earth, along with a violent tremor.

To the west, the fortress known as the Kite- the location of Kenabres's wardstone - vanishes. In its place, a brilliant plume of red fire, lightning, and smoke erupts into the heavens. A moment later , a powerful roar accompanies a welcome sight rising from the crowd - Kenabres's greatest guardian, the ancient silver dragon Terendelev, who had until that moment been attending the opening ceremony disguised as a human. Above, another form appears, as nightmarish as the dragon is breathtaking. A humanoid shape three times the size of any man, with skin coated in fire and lightning, grips a flaming sword and whip. The creature's identity is immediately obvious: Khorramzadeh, the Storm King of the Worldwound, has come to Kenabres!

As the ground continues to shake and disgorge demons into the streets, the dragon and the balor lord clash above. The fight is over in a few harrowing moments, as the balor cuts deep into Terendelev's body, swooping down to strike the dragon and arresting her charge. A few more blows, and the titanic duo spiral downward toward the crowd. The sight of the dragon smashing in to the facade of the Cathedral of St. Clydwell is one no witness will ever forget. At that moment, a titanic demon erupts at the far end of the plaza, reducing several buildings to ruins as it smashes into this world. The rift it creates shoots across the plaza, and this time there is no escape - it opens below the Crusader's feet, angling away into darkness. Even as they fall, the dragon notices their plight. Though she sees death standing over her, she seizes this final chance to save a few more souls. After she utters a few arcane words and stretches out a bleeding talon the falling Crusaders feel her magic take hold of them, slowing their plummet into the darkness as if they were feathers falling into a pit. Yet the fall remains as inexorable, and as they drift downward in to the depths, the last thing they see is the Storm King standing before the ancient silver dragon, his sword lashing out and cleaving full through her neck. As her severed head falls, the rift above the Crusaders slams shut, and the light of the world above is gone.

You have all of the gear you would reasonably be carrying on your person (including armor and weapons). Feel free to react and describe your PC. If you have darkvision you can see and I'll describe your surroundings after everyone has checked in. If you don't have darkvision you can't see anything, but you are aware that more people than just you fell into the hole. You start out prone and battered, but unharmed.


You know the drill.


The Book of the Titan has long guided Yulia, leading her to ever greater adventures, and towards a destiny she is only beginning to understand. Its most recent demand is that she find a giant wizard with whom she should enact a specific and complex ritual. In her search for such a wizard, she has learned of a cloud giant named Zoarth that lives in the Kodar Mountains bordering the Lands of the Linnorm Kings. Unlike most of giantkind, Zoarth is not automatically hostile to the smaller races, although he does like his privacy. His castle lies at the very top of a high peak.

There is a road—more of a path, really—that ascends Mount Kallaris in the northwestern spur of the Kodar Mountains, allowing travelers to reach Zoarth’s castle. Yulia and Imperia are at the base of the path, after a long journey from their home. The trip up the path would be long and arduous on foot.

"So, how do you want to do this?" Imperia asks.

They can see that the top of the peak is enshrouded in a massive bank of clouds, extending what must be a mile in all directions from the top of the mountain. No matter the strength of the wind, the clouds never seem to move or drift.

Sczarni

Hello, I'm looking to get involved with PFS PBP starting with the second PBP gameday. I've seen that there are a lot of recruitment threads for Gameday games up right now, and rather than try to find which ones still had spots, I thought I'd put this up. If you have an open spot at your "table" please let me know! I am a daily poster and experienced PBPer who will be dedicated to getting the scenario done on time.


2 people marked this as a favorite.

<< Minden, Graf Theodoric's Winter Camp // Saturday, October 12, 482 Anno Domini (2 weeks after the Massacre of Verden) // 20:48 // Cold; 37° F >>

The icy wind howls as it tears its way down from the north sea, across the moors, bogs and forests of Sachsenland. The tent shakes in the wind, rattling its poles and ropes. The roughly cut wooden "planks" that make up the floor of the semi-permanent cloth structure are slicked with half frozen mud. They are so splintery that no one can afford to take their boots off inside. The only "furniture" in the twelve by twelve foot space are four straw "mattresses" bound together with cheap twine and a small iron brazier for burning wood on the floor in the center. The walls are made of hides stitched expertly together and strung over wooden poles.

Three new knights, from far flung parts of Charlemagne's great empire sit around around the smoky brazier with a large jug of cheap wine. They've only just been assigned together, each part of the new conscripts that were called up to serve in the forces that fought at Süntel. None of them saw any of the fight that day, but in the chaos afterward the three of them were formed into a unit. Mounted men would be scarce until spring, so the three of them would have to serve alone for now. Their horses are tethered just outside the tent, their stamps and snorts can be heard reassuringly ever so often. The three knights were told that they would receive a new assignment in the morning, and that they had the night to do as they pleased. But they'd better be at the church bright and early for Lauds.

Okay, introduce yourselves and make friends (or not).


Here is the discussion thread. This is to be used for general discussion, and OOC commentary not directly related to the current scene. Please do not roleplay here.


This is an attempt at a historical game, set in real world Earth in the late 8th century in northern Europe. I am trying to make it as close to real history as possible.

Game Background
The year is 782 AD. Karolus Magnus (Charlemagne, Charles the Great) is King of the Franks, Lombards, and ruler of most of Western Europe. He is well on his way to becoming the first "Emperor of the Romans" since the fall of the western Empire in 476. Frankish society is flourishing under his rule. He has instituted reforms in monetary policy, education, writing (despite being illiterate himself) and the Church. In his mid thirties, he is a victorious conqueror and one of (if not the) most powerful men in the known world. Even Pope Adrian I is beholden to the great king.

Charlemagne's campaign to conquer and Christianize the Saxons has been raging on and off for a decade. The last two years (780-782) have been peaceful, with the Saxons under Frankish rule. Charlemagne was away in Itlay, on campaign. Upon his return to Saxony he instituted a new code of law and appointed new Counts (Grafs), from the ranks of both loyal Saxons and Franks. The laws prescribed death for pagans who refused to convert to Christianity. Under the draconian laws, conflict flared up again. In autumn of 782 Widukind, the former war leader of the Saxons returned from his exile in Danemark to lead a new revolt. They burned Frankish churches, and slew the priests.

A graf named Theodoric, a relative of the king, as well as a force of lesser nobles and their army were dispatched to deal with the rebels. Theodoric's army and the nobles' army met up and arrived at the Süntel mountains together, where the Saxon rebels were camped. Theodoric set up camp with his men on the south side of the Weser river, while the nobles' army set up on the north side. The nobles were on the same side as the Saxon camp. They were worried that if they stuck to Theodoric's plan and waited for him, all the glory would go to him. So, instead of waiting for Theodoric they attacked alone. The results were disastrous. From the Revised Annals of the Kingdom of the Franks:

"....Each individual seized his weapons and charged with as much speed as he could muster, just as fast as his horse would carry him, upon the place where the Saxons were drawn up in battle-array in front of their camp; they acted as if their task was to pursue a fleeing foe and seize booty rather than to take on an enemy standing marshaled to face them. Since the approach had gone badly, badly also went the battle; for when this was joined they were surrounded by the Saxons and killed almost to a man. Those who were able to make their escape even so fled not to their own camp, from which they had set out, but to Theodoric's, across the mountain. The loss to the Franks was greater than numbers alone, however, for two of the legates, Adalgis and Cailo, four counts and as many as twenty other men of distinction and nobility were killed, as well as others who were in their followings and chose to die at their sides rather than survive them.

When the king [Charlemagne] received news of what had happened, he judged that there must be not a moment's delay; swiftly collecting together an army, he entered Saxony and questioned the primores of the Saxons, all of whom he had summoned to attend him, as to who was responsible for the rebellion which had taken place. And since they all declared that Widukind was the author of this wickedness but were unable to deliver him up in view of the fact that he had taken himself off to the Northmen once the deed had been done, no fewer than 4,500 of the others, those who had fallen in with his promptings and committed such a gross outrage, were handed over and at the place on the river Aller called Verden, at the king's command, all beheaded in a single day. Thus was punishment executed; and the king then retired to winter-quarters at Thionville, where he celebrated both the Lord's birthday and Easter in the customary fashion.

The result of the bloody day was to galvanize Widukind and his followers. It would be total war with the Saxon rebels. This is where you step in. You are a member of a newly formed unit of knights (for lack of a better term). War was a yearly occurrence for the subjects of Charlemagne, each spring he gathered an army from across his empire and attacked someone. According to law, Freemen with three or more manses* are required to join the army as knights. If you have two manses, you are to partner with another two-manse landholder and equip one of you to represent both. Three one manse landholders must choose one from their number and equip him. For those with only half a manse, 6 men select one of their number and help to arm him. You are from one of these poorest of landowning families. You control half a manse. Your lord has clumped you together with five other half-manse owners. The others chose you to represent them, and paid for your armament. The law requires that every knight have a shield, lance, sword, dagger, bow and quiver with at least 12 arrows. There is no requirement that one fight with all the weapons, merely that they posses them.
*A manse is an estate which encompasses approximately 135 acres.

With winter coming, proper war cannot be waged. However that will not stop the Saxon rebels from burning every church they can get their hands on. You are under the command of Graf Theodoric in what is current day Minden in Nordrhein-Westfalen. You will be trying to protect the loyal Christians of the area until Charlemagne can return with an army in the spring and wipe out the rebels.

The feudal system is only just beginning to form, and there isn't yet a codified system of nobility and titles beyond King, Margraf, Graf (Count), and Lord. The knightly class is emerging as a way for free peasants to move into the lower nobility, and granting of hereditary lands to successful knights is becoming commonplace. You inherited your half manse from a male relative, and are only the second one in your line to hold it. The recent adaptation of the stirrup from the Moorish Muslims in Spain has allowed for the development of the devastating cavalry lance charge.

8th Century Culture
Your character is a Frank or a member of one of the ethnic groups conquered by the Carolingian Empire before 782. They are Roman Catholic and medieval in outlook and belief. There is no magic, but they believe in magic (and that it is the work of demons and Satan). They believe in the literal truth of the Bible as dictated by the Catholic Church, the Pope and king Charlemagne. They cannot read (probably), and have no conception of a scientific worldview. Everything that happens is because God or the devil wants it to. Medicine is primitive and largely ineffective. Classical Roman and Greek culture have been lost, you live amongst the hundreds of years old ruins of Roman society. Women are inferior and cannot participate in politics, war or public life in general. They can marry, become nuns or become prostitutes. There are no other paths available to them. Non Christian peoples are viewed as dangerous devil worshiping barbarians who are worthy only of conversion or death. There is no real art other than that sponsored by the church, and its main purpose is religious instruction. Many children die. If they survive childhood, the average person might live to 40 if they avoid a violent death. Peasants tend to die younger than the nobles. Without strong governance and societal institutions, personal honor is very important.

Starting at 1:50:00 of this podcast Dan Carlin starts talking about the Franks who lead up to Charlemagne, and then Charlemagne himself.

This map shows the names of places we'll be using
This map shows the current extent of the empire

Very informative article about Charlemagne's Military

House Rules:

Piecemeal Armor
Wounds and Vigor
Healing Surges - A number of times per day equal to 1/2 a character's level plus their Constitution modifier a character can take a moment to rest, refocus and regain some vigor. With one use of this ability, a character can heal 1d6 hit points of damage for every two levels they possess. Using this ability is a swift action that requires no free hands. A character may only target themselves with this ability.
Treat Deadly Wounds:Modify the "treat deadly wounds" use of the heal skill as follows:
Treat Deadly Wounds
Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.
When treating deadly wounds, you can restore wound points to a damaged creature. Treating deadly wounds restores 1 wound point per level of the creature. If you exceed the DC by 5 or more, add your heal skill rank to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Time: 1 hour.

Character Creation:

Level - 1st (The most bad ass person on earth might be level 5 or so. See Calibrating Your Expectations).
Races - Human only (duh)
Ability Scores - 20 point buy. You guys are way cooler than normal people.
Classes - Fighter, Barbarian, All the Tripod Machine Classes here (No other classes allowed, including Cavalier, don't ask!)
Traits - Two from different categories, reflavor to fit Earth as necessary. Earth appropriate drawbacks are also fine, but only one.
Starting Wealth - 300 GP. You must buy a lance, shield (any), sword, dagger, warhorse (light or heavy), bow (any) and arrows.
Here are the Armor and Weapons available at that time (if it's not here, you can't buy it):
shields - wooden large and small (no tower)
armor- leather, hide, chain, or scale (nothing else, remember we're using piecemail armor)
weapons - gauntlet*, dagger, club, shortspear, longspear, quarterstaff, spear, sling, throwing axe, handaxe, short sword, battleaxe, longsword, scimitar*, greataxe*, greatclub, lance, longbow*, composite longbow*, shortbow, composite shortbow

*These weapons are new technology, or rare, thus they are double price.
other gear - Many technologies didn't exist at the time. Try to keep your gear simple, if there's something that wouldn't have been around I'll let you know.

Languages - Latin, German, Italian, Czech, Dutch, Frisian, French, Slovene, Sorbian, and Polish (Slightly anachronistic I know. Just trying to make things easy. German is "common".) You can't read or write unless you spend a skill point in linguistics. Then you can learn to read/write one of the languages you speak. Spending a skill point in this way does not grant an additional language.
Feats - Feats from Tripod Machine stuff will be accepted on a case-by-case basis.

For me to consider your submission you need to create an alias for it, and put all their stats in the profile using this format. All the messageboard formatting is there, all you need to do is copy paste it and then fill it out. See Devan, Dorian, Eugeni, Ferit or Gorou for examples. You need to complete a background and the personality section, as well as their physical description.

Keep in mind the avaerage guy was probably about 5'7" tall and 150 lbs. back then. Charlemagne was around 6' (according to 2010 X-Ray and CT Scan of his tibia) which puts him in the 99th percentile of tall people in the period. At 6' he was considered a near giant. So I don't want to see 6'7" 300 lbs on your character sheet. You eat mostly bread , cheese/butter and some veggies. You might get some meat a couple times a week if you're lucky and it's probably salted pork or some kind of bird.

Frankish Hairstyles. They may have also worn suebian knots. They were down with mustaches and beards.

Clothes

I want to leave recruitment open for long enough that people can do a good job, and get familiar with the new classes. It will also give me more time to prepare the campaign. So have your submissions finished by 4:00 AM EST, Thursday February 20th. Late submissions will not be considered. If you've got questions, ask them.


Game Background
The year is 782 AD. Karolus Magnus (Charlemagne, Charles the Great) is King of the Franks, and Lombards, and ruler of most of Western Europe. He is well on his way to becoming the first "Emperor of the Romans" since the fall of the western Empire in 476. Frankish society is flourishing under his rule. He has instituted reforms in monetary policy, education, writing and the Church. In his mid thirties, he is a victorious conqueror and one of (if not the) most powerful men in the known world.

His campaign to conquer and Christianize the Saxons has been raging on and off for a decade. The last two years (780-782) have been peaceful, with the Saxons under Frankish rule. Charlemagne was away in Itlay, on campaign. Upon his return to Saxony he instituted a new code of law and appointed new Counts (Grafs), from the ranks of both loyal Saxons and Franks. The laws prescribed death for pagans who refused to convert to Christianity. Under the draconian laws, conflict flared up again. In autumn of 782 Widukind, the former war leader of the Saxons returned from his exile in Danemark to lead a new revolt. They burned Frankish churches, and slew the priests.

A graf named Theodoric, a relative of the king, as well as a force of lesser nobles and their army were dispatched to deal with the rebels. Theodoric's army and the nobles' army met up and arrived at the Süntel mountains together, where the Saxon rebels were camped. Theodoric set up camp with his men on the south side of the Weser river, while the nobles' army set up on the north side. The nobles were on the same side as the Saxon camp. They were worried that if they stuck to Theodoric's plan and waited for him, all the glory would go to him. So, instead of waiting for Theodoric they attacked alone. The results were disastrous. From the Revised Annals of the Kingdom of the Franks:

"....Each individual seized his weapons and charged with as much speed as he could muster, just as fast as his horse would carry him, upon the place where the Saxons were drawn up in battle-array in front of their camp; they acted as if their task was to pursue a fleeing foe and seize booty rather than to take on an enemy standing marshaled to face them. Since the approach had gone badly, badly also went the battle; for when this was joined they were surrounded by the Saxons and killed almost to a man. Those who were able to make their escape even so fled not to their own camp, from which they had set out, but to Theodoric's, across the mountain. The loss to the Franks was greater than numbers alone, however, for two of the legates, Adalgis and Cailo, four counts and as many as twenty other men of distinction and nobility were killed, as well as others who were in their followings and chose to die at their sides rather than survive them.

When the king [Charlemagne] received news of what had happened, he judged that there must be not a moment's delay; swiftly collecting together an army, he entered Saxony and questioned the primores of the Saxons, all of whom he had summoned to attend him, as to who was responsible for the rebellion which had taken place. And since they all declared that Widukind was the author of this wickedness but were unable to deliver him up in view of the fact that he had taken himself off to the Northmen once the deed had been done, no fewer than 4,500 of the others, those who had fallen in with his promptings and committed such a gross outrage, were handed over and at the place on the river Aller called Verden, at the king's command, all beheaded in a single day. Thus was punishment executed; and the king then retired to winter-quarters at Thionville, where he celebrated both the Lord's birthday and Easter in the customary fashion.

The result of the bloody day was to galvanize Widukind and his followers. It would be total war with the Saxon rebels. This is where you step in. You are a member of a newly formed unit of knights (for lack of a better term). War was a yearly occurrence for the subjects of Charlemagne, each spring he gathered an army from across his empire and attacked someone. According to law, Freemen with three or more manses* are required to join the army as knights. If you have two manses, you are to partner with another two-manse landholder and equip one of you to represent both. Three one manse landholders must choose one from their number and equip him. For those with only half a manse, 6 men select one of their number and help to arm him. You are from one of these poorest of landowning families. You control half a manse. Your lord has clumped you together with five other half-manse owners. The others chose you to represent them, and paid for your armament. The law requires that every knight have a shield, lance, sword, dagger, bow and quiver with at least 12 arrows. There is no requirement that one fight with all the weapons, merely that they posses them.
*A manse is an estate which encompasses approximately 135 acres.

With winter coming, proper war cannot be waged. However that will not stop the Saxon rebels from burning every church they can get their hands on. You are under the command of Graf Theodoric in what is current day Minden in Nordrhein-Westfalen. You will be trying to protect the loyal Christians of the area until Charlemagne can return with an army in the spring and wipe out the rebels.

The feudal system is only just beginning to form, and there isn't yet a codified system of nobility and titles beyond King, Margraf, Graf (Count), and Lord. The knightly class is emerging as a way for free peasants to move into the lower nobility, and granting of hereditary lands to successful knights is becoming commonplace. You inherited your half manse from a male relative, and are only the second one in your line to hold it. The recent adaptation of the stirrup from the Moorish Muslims in Spain has allowed for the development of the devastating cavalry lance charge.

8th Century Culture
Your character is a Frank or a member of one of the ethnic groups conquered by the Carolingian Empire before 782. They are Roman Catholic and medieval in outlook and belief. There is no magic, but they believe in magic. They believe in the literal truth of the bible as dictated by the Church and Pope. They cannot read, and have no conception of a scientific worldview. Medicine is primitive and largely ineffective. Women are inferior and cannot participate in politics, war or public life in general. They can marry, become nuns or become prostitutes. There are no other paths available to them. Non Christian peoples are viewed as dangerous devil worshiping barbarians who are worthy only of conversion or death.

House Rules:

Piecemeal Armor
Wounds and Vigor
Healing Surges - A number of times per day equal to 1/2 a character's level plus their Constitution modifier a character can take a moment to rest, refocus and regain some vigor. With one use of this ability, a character can heal 1d6 hit points of damage for every two levels they possess. Using this ability is a swift action that requires no free hands. A character may only target themselves with this ability.
Treat Deadly Wounds:Modify the "treat deadly wounds" use of the heal skill as follows:
Treat Deadly Wounds
Note: You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your check for each use from a healer's kit that you lack.
When treating deadly wounds, you can restore wound points to a damaged creature. Treating deadly wounds restores 1 wound point per level of the creature. If you exceed the DC by 5 or more, add your heal skill rank to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
Time: 1 hour.

Character Crunch:

Level - 1st (The most bad ass person on earth might be level 5 or so. See Calibrating Your Expectations).
Ability Scores - 20 point buy. You guys are way cooler than normal people.
Classes - Fighter, Barbarian, All the Tripod Machine Classes
Traits - Two from different categories, reflavor to fit Earth as necessary. Earth appropriate drawbacks are also fine.
Starting Wealth - 300 GP. You must buy a lance, shield (any), sword, dagger, warhorse (light or heavy), bow (any) and arrows.
Here are the Armor and Weapons available at that time (if it's not here, you can't buy it):
shields - wooden large and small (no tower)
armor- leather, hide, chain, or scale (nothing else)
weapons - gauntlet*, dagger, club, shortspear, longspear, quarterstaff, spear, sling, throwing axe, handaxe, short sword, battleaxe, longsword, scimitar*, greataxe*, greatclub, lance, longbow, shortbow
*These weapons are new technology, or rare, thus they are double price.
other gear - Many technologies didn't exist at the time. Try to keep your gear simple, if there's something that wouldn't have been around I'll let you know.

So, all that said, this is an INTEREST CHECK, not a recruitment. Do not make a character. If you would be interested in a game like this, tell me. I'm thinking it would revolve totally around the Saxon Wars, and possibly involve mass combat later on. Depending on interest, I may or may not go forward with it.


1 person marked this as a favorite.

“ What keeps us from the riches of the southern lands? Our need for strength, our pride, our personal glory. These help us survive the cold winters, by blade and by song, but they keep us from testing our destiny against the southlands. We’ll see a High King soon enough—a warlord strong enough to tie our lands together, proud enough that his vision will bring the enemies of the Linnorm Kings to their knees, and visionary enough to tie all our personal glory into a saga that will deafen the world’s ears. I am king enough to know I am not that man, yet I vow this—I will find this King before I die.”

Sveinn Blood-Eagle, ruler of Kalsgard

“I tell you this, adventurer—forge your own destiny or you will live in another’s shadow for all time. High cunning or low, imagination and desire must be your destiny’s guides. I braved the icy wilds of these lands to gain the favor its people. I chose not to slay but to conquer Boiltongue. I played a game of wits with my life at stake and gained myself a linnorm as a pet. I have proven mighty, and so countless others, now dead, have tried to follow in my footsteps... but they forget that the mind i s a weapon more powerful than any you might carry in your hand.”

White Estrid, ruler of Halgrim

This is a recruitment thread for a solo campaign. I'm looking to run a game with one PC, and their NPC cohort and allies. The player would need to be a daily poster and a quality writer. This will be as much an exercise in story telling as it will be a traditional PF game, though it will still be expressed through normal PBP game play.

The premise:
Legend holds that there will indeed, some day, be a Linnorm King powerful enough to unite the kingdoms under one banner—but for such a king to rise to power, the old tales require such a ruler to first slay the greatest linnorm in the land: Fafnheir. Many have attempted to slay this legendary beast, beginning with the first of the land’s Linnorm Kings—King Saebjorn Arm-Fang. Yet even he failed to achieve this glory.

Your character will be the mythic hero who will fulfill the prophecy and slay the linnorm Fafnheir, though not before a long and arduous quest. If you succeed, the skalds will sing your sagas for all time. I will start out by running you through the Paizo module Curse of the Riven Sky, and continue from there. The general plot arc would be as follows:

  • Curse of the Riven Sky
  • Player amasses an army
  • Player goes on a linnorm Hunt
  • Player claims a kingdom
  • Player defeats Fafnheir
  • Player unites the Linnorm Kingdoms

    Character Crunch

  • Ability Scores - 22 point buy. Nothing lower than an 8, Minimum 12 charisma.
  • Races - Human, Half Orc, Half Elf, Aasimar, Tiefling, Slyph, Oread, Ifrit, Undine. Characters must be ethnically Ulfen, or at least permanent residents in the Lands of the Linnorm Kings. These restrictions are for flavor reasons, no other races will be allowed.
  • Classes - Any Paizo (including ACG) except for gunslinger, ninja, samurai, monk (except for the martial artist archetype, which should be reflavored to Ulfen brawling or something like that). These exceptions are purely for flavor reasons.
  • Level - 12
  • Mythic - Tier 6
  • Wealth - 108,000 GP
  • Traits - Three, take one drawback. Only one from each category.
  • Leadership - You get leadership for free at 7th level. Your cohort receives wealth for an NPC of their level, and need not follow the race restrictions for your PC (they can be any core or featured race in the ACG). However, they still need a compelling reason to be in the LoTLK, and to be following an Ulfen hero. You will create your cohort, but I will play them as an NPC.

    House Rules

  • No firearms.
  • Honor System with the Tribal Code subset

    Character Fluff
    Obviously as a twelfth level mythic character you're going to have a lot of background, and as a solo player you'll be doing the job of a whole party and a lot of writing. If you don't like writing story, then this game isn't for you.

    The recruitment for this game will be done in several week long stages. During the first week I am only looking for character crunch. In subsequent weeks, those characters I'm interested in continuing with will write a series of vignettes detailing their adventures and mythic trials to date. The source of their mythic power will be a mysterious tome called the The Book of the Titan. Beyond that loose framework the background aspect of our story will be largely up to the player.

    What you Need to Apply
    You should create complete crunch for you character and cohort before Thursday, January 30th at 4 PM EST. This includes spending all your gold, calculating encumbrance, etc. You should also include a description of your character's appearance (picture references are great) and a description of their personality.

    Please use this format for your stat block. You can add sections for spells/hexes/animal companion/formulae/whatever, just stick to the:

    --------------------
    ABILTY TYPE
    --------------------

    format. The only place I want to see spoilers is for your background, and any special abilities you copy+paste into that section that are particularly long. Here are some examples; Devan, Sampson, Ruarc.

    Once you've finished your PC's alias to the above specifications, make a single post with it that has your cohort's stat block inside a spoiler. If you are selected eventually I'll put the cohort's stats in their own profile that I can use to NPC them. The post from your character's avatar with the cohort's stats will be the signal that you are ready for review.

    If you have any questions let me know, I'll be monitoring the thread closely. If I already answered the question I may ignore you. So make sure to read all my posts. Thanks! (^_^)

    Reference Info:
    Ulfen

    Lands of the Linnorm Kings

    Lands of the Linnorm Kings Book

    Real life pseudo references:
    Viking Stuffs

    More Viking Stuffs


  • “ What keeps us from the riches of the southern lands? Our need for strength, our pride, our personal glory. These help us survive the cold winters, by blade and by song, but they keep us from testing our destiny against the southlands. We’ll see a High King soon enough—a warlord strong enough to tie our lands together, proud enough that his vision will bring the enemies of the Linnorm Kings to their knees, and visionary enough to tie all our personal glory into a saga that will deafen the world’s ears. I am king enough to know I am not that man, yet I vow this—I will find this King before I die.”
    Sveinn Blood-Eagle, ruler of Kalsgard

    “I tell you this, adventurer—forge your own destiny or you will live in another’s shadow for all time. High cunning or low, imagination and desire must be your destiny’s guides. I braved the icy wilds of these lands to gain the favor its people. I chose not to slay but to conquer Boiltongue. I played a game of wits with my life at stake and gained myself a linnorm as a pet. I have proven mighty, and so countless others, now dead, have tried to follow in my footsteps... but they forget that the mind i s a weapon more powerful than any you might carry in your hand.”
    White Estrid, ruler of Halgrim

    This is an interest check thread for a solo campaign. I'm not sure if this sort of thing would even be viable, but I think it could work. I'm looking to run a game with one PC, and their NPC cohort and allies. The player would need to be a daily poster (even on weekends) and a quality writer. This will be as much an exercise in story telling as it will be a traditional PF game.

    The premise:
    Legend holds that there will indeed, some day, be a Linnorm King powerful enough to unite the kingdoms under one banner—but for such a king to rise to power, the old tales require such a ruler to first slay the greatest linnorm in the land: Fafnheir. Many have attempted to slay this legendary beast, beginning with the first of the land’s Linnorm Kings—King Saebjorn Arm-Fang. Yet even he failed to achieve this glory.

    Your character will be the mythic hero who will fulfill the prophecy and slay the linnorm Fafnheir, though not before a long and arduous quest. If you suceed, the skalds will sing your sagas for all time. I will start out by running you through the Paizo module Curse of the Riven Sky, and continue from there. The general plot arc would be as follows:

  • Curse of the Riven Sky
  • Player amasses an army
  • Player goes on a linnorm Hunt
  • Player claims a kingdom
  • Player defeats Fafnheir
  • Player unites the Linnorm Kingdoms

    Character Crunch
    These rules are not set in stone yet, but are my intial ideas.

  • Ability Scores - 22 point buy. Nothing lower than an 8, Minimum 12 charisma.
  • Races - Human, Half Orc, Half Elf, Aasimar, Tiefling, Slyph, Shaitan, Ifrit, Undine. Characters must be ethnically Ulfen, or at least permanent residents in the Lands of the Linnorm Kings. These restrictions are for flavor reasons, no other races will be allowed.
  • Classes - Any Paizo except for gunslinger, ninja, samurai. Monks must be deflavored of their Eastern traits. These exceptions are purely for flavor reasons.
  • Level - 12
  • Mythic - Tier 6
  • Wealth - 108,000 GP
  • Traits - Three, take one drawback. Only one from each categoy.
  • Leadership - You get leadership for free at 7th level

    House Rules

  • No firearms.
  • Honor System with the Tribal Code subset

    Character Fluff
    Obviously as a twelth level mythic character you're going to have a lot of background, and as a solo player you'll be doing the job of a whole party and a lot of writing. If you don't like writing stories, then this game isn't for you. I wouldn't want a traditional backstory for this, but rather a series of vignettes. I'll just continue with the bullet point lists I guess. Each one of these would be a mini narrative and should build an overall picture of the character. They would be written in past tense, in third person perspective.

  • Your character's first adventure. It could be them first leaving home, the climax of their first adventure, whatever. Just something to do with the moment they became an adventurer.
  • The moment your character became mythic by discovering a magical tome called the Book of the Titan. This massive book is sized for a giant. It is made of two slabs of black, obsidion-like stone which are bound together with four rune-etched adamantine rings. It should be found after defeating a challenging foe, around the time your character was second level. When they opened the book and read it, they were instilled with mythic power. The book told them that were destined for greatness and must seek out and overcome heinous challenges and threats to the land to fulfill their destiny.
  • Five more vignettes talking about the mythic trials your character went through to get to level 12 and Mythic Tier 6. They can be anything, as long as the character ends up back in the Lands of the Linnorm Kings at the end. The Book of the Titan tasks your character with each trial after the previous one is finished.

    Obviously this is a ton of writing compared to a normal background, so I would likely do it in stages. Maybe in the first week of recruitment character crunch only. Then I would weed out people I'm not interested in. In week two applicants would write the first two vignettes, then I would weed out more people, week three two more vignettes etc. Since regular posting will be essential for this type of game, I'd likely also have a requirement that anyone applying post at least once every 24ish hours.

    So after vomiting out all these ideas, would anyone be interested in something like this? If I get enough interest I'll make it an actual recruitment. Feel free to comment on any aspects of the post above, or ask questions. Thanks for considering (^_^)


  • ....Marcos cuts back in, ”The Decemvirate has authorized us to offer you the chance to be test subjects. All of you were very close to passing your Confirmations. Do this, and you will become Pathfinders. Should things go poorly, your families will be informed and your funerals paid for,” he says with a half-joking grin.

    The three Masters sit there looking expectant. Each of the five Initiates steps forward, and taking a syringe, put it to their arms. It's time they become Pathfinders!

    When you're ready, please make a post describing in detail your character's appearance. Then describe them injecting the Numerian serum and their subsequent transformation. Once everyone has done so, I'll move us on.


    This is the OOC discussion thread. Please use it for any OOC chatter or anything not pertaining to the current in game scene. If there's a rules issue and you've asked in gameplay and I've respond, but you're still not satisfied, lets move it here as well to avoid clutter.


    1 person marked this as a favorite.

    You didn’t make the cut....

    You’ve worked so hard to become a Pathfinder. Some of you traveled hundreds of miles to make your way to the Grand Lodge in Absalom, others merely walked across the City at the Center of World. You came from all races and backgrounds. You passed your initial interviews after being subjected to strict questioning and magical tests. You took the Oath of the Initiate. Under this vow, you agreed to submit to all the laws that bind full Pathfinders, but were additionally required to follow any and all edicts passed down from those in charge of your training, accepting punishment when merited and foregoing any compensation for your labor.

    Upon taking the oath and being officially raised to initiate status, your Pathfinder’s training—and, many say, your true testing—began immediately. You were stripped of all but your most basic possessions, with the items placed in secure storage, and issued nondescript outfits of homespun gray cloth. Then you were brought to the Quadrangle, the massive cluster of buildings in the northeast corner of the Grand Lodge, and assigned your new quarters, packed three or more to a room with other initiates from all over Golarion. For the next years, these austere cells, featuring only bunks, desks, and a lockable trunk for each of you, were your only homes. Food and drink were provided by the Society. Your lives were run by a consortium of three deans: the Master of Swords, Marcos Farabellus; the Master of Spells, Aram Zey; and the Master of Scrolls, Kreighton Shaine.

    Your lives as initiates consisted of hard work. There were many mandatory classes and study sessions with retired Pathfinders, as well as daily work duties. The first year was brutal, and many of your companions washed out. By the end of your third year of training, you were ready for Confirmation. Each of you chose one of the three Masters to create your test. Each Confirmation is unique to the individual. Once the test was passed, you would have become full Pathfinder agents. Each of you failed in your task, though not for lack of trying. For some of you the Confirmation lasted for months or years, ending in a missed opportunity or an instance of bad luck. For others the Confirmation was over in a single day, you simply found yourselves not quite good enough for the tasks set to you.

    After your failure, you were called before a council of the three Masters. You knew what would come next. You would be summarily discharged from the Society and never allowed to test again. Shame hung on your shoulders like a heavy blanket as the three Masters stared down at you from behind their podiums. Marcos, the most likable of the three was the first to speak. ”You have all failed your Confirmations. Normally, you know what would happen next. But you lot....You lot are lucky!” Marcos cracked a smile through his thick, black beard, running a calloused hand over his shaved head. Aram Zey sneered at him characteristically, before whipping his long, black hair back over his shoulder. The handsome Kelish Master of Spells continued, ”Yes. You are to be given a second chance. But not one that is without risk....” His hooded eyes lent him the air of a viper as he stared at the initiates.

    The elven Master of Scrolls was staring off into space, as he often does. He broke his reverie at Zey’s words. ”Indeed...but risk comes hand in hand with reward, does it not?” Master Shaine brushed his lank, blonde hair sleepily back behind his long, pointed ears. ”Well, don’t leave them hanging Marcos, explain.” The Master of Swords nodded, and took over talking. ”Recently a team of agents returned from investigating the site of an ancient starfall in Numeria. The site has been picked over many times before, but our agents were able to discover a hidden portal and solve the locking mechanism. They discovered a buried...something.”

    Aram Zey cut in, looking frustrated with Marcos’ ambiguity. ”We suspect it was some manner of vessel used by the people who created the Silver Mount. The vessel was empty, and mostly destroyed, but the agents made a very interesting discovery. A case of, for lack of a better word...infusions.” The Master of Spells made a gesture, and a section of the room just in front of the Initiates wavered for a moment. As his illusion dissolved it revealed an aluminum case cracked open, resting on a meter tall wooden pedestal. Inside the case were several syringes filled with a green liquid.

    Master Shaine interjected, ”It’s fascinating really, the Society’s best alchemists have been unable to determine what exactly is inside those tubes. They best they can tell us is that the admixture is meant for injection and would likely have a transformative effect.”

    Marcos cut back in, ”The Decemvirate has authorized us to offer you the chance to be test subjects. All of you were very close to passing your Confirmations. Do this, and you will become Pathfinders. Should things go poorly, your families will be informed and your funerals paid for,” he said with a half-joking grin.

    =======================================================================

    The Game: This game will be a long term campaign taking place entirely in Absalom and its surrounding environs. I will run a series of nearly all the PFS scenarios set in Absalom as well as one module: Gallery of Evil, Silent Tide, The Frozen Fingers of Midnight, Mists of Mwangi, Black Waters, Slave Pits of Absalom, King Xeros of Old Azlant, Hands of the Muted God, Sniper in the Deep etc. etc. I will run them in chronological order when possible, coming back to the level inappropriate ones later. Obviously this will take years of real time to complete. It also has a typical DM Jelani twist on character creation, see Character Crunch spoiler below.

    You: Recently many of my favorite PBPs have slowed down considerably. The top two things I’ll be looking at in potential players are their posting frequency and the quality of their writing.

    Character Crunch:

    Level: 1 (you will advance a level every two scenarios we complete or as appropriate in the module)
    Races: All paizo published except for Ratfolk, Tengu, Grippli, Samsarans, Strix, Vishkanyas, or Wayangs. Questions about playing races outside these rules will be ignored.
    Ability Scores: 17 point buy, nothing starting lower than 8 after racials.
    Classes: Any Paizo published class or archetype, except for synthesist summoner. The latest ACG playtest classes are fine, but you will have to rebuild to whatever the final version is when it comes out.
    Alignment: Any except for CE. Must follow the Pathfinder Society “laws” of Exploration, Reporting and Cooperation.
    HP: Max at first level, and then hald HD+1+con mod after that. Companions get half HD+1+con mod for every HD, including first.
    Traits: Two, standard rules apply. Drawbacks are allowed (encouraged even).
    Starting Wealth: 300 GP

    No crafting other than mundane items, and consumables (wands, scrolls, potions).

    Firearms are emerging.

    Every character gains the Armor Bonus, Str/Dex bonus and Evolution Pool of an eidolon of their hit dice. They must follow the same limit on number of natural attacks as eidolons (including any attacks from their race in the total). They gain no free evolutions, but qualify for the extra evolution feat. They do not gain any other features of an eidolon.

    Please create an alias for your character formatted like a standard monster stat block. I don’t like too many spoilers, and I want everything in the standard spot so I can find it quickly. You can copy this basic template to make it easy on you. See my characters Alyona, Devan, Ferit, Nexander, or Sampson for examples of what’s acceptable.

    Character Fluff: You should write a backstory telling me about your character’s family, where your character is from, why they wanted to become a Pathfinder, how they came to Absalom, how they got their initial training, what their experiences as an Initiate were, and what their failed Confirmation was. Backstory is a big part of what makes me like a character. Please use Golarion lore and locations to your advantage, there’s plenty of info on PathfinderWiki if you’re not familiar. The less specific your character is, the less interesting they will be to me.

    The game will start right after your character injects themselves with the green stuff and gets their evolutions. Obviously characters who wouldn’t inject themselves for the chance to be Pathfinders need not apply!

    I’d also like a description of your character’s personality and their physical appearance. See the sample characters in the crunch spoiler above.

    Game Stuff:I will use maps for combat, but I have some house rules to speed combat up. I run initiative in blocks (highest roller for party sets init for the group), actions occur in posting order, you resolve your own actions (ie. rolling saves or AOOs for monsters when needed. It’ll just be copy paste from my profile). If you disappear without warning, I reserve the right to kill off your character and/or recruit a replacement for you. I don’t like to do this, but keeping a game moving is important to its longevity. Here is one of my more recent games, you can see the house rules in action there, and get a look at my style.

    Selection: I will leave recruitment open until 11 PM EST on Friday January 10th, 2014. After your first post in this thread, I want a post from you every 24 hours. It can be anything, but the more interesting and on topic it is the better. Even a brief post just to meet the requirement is better than nothing. At the end of recruitment, people who have posted every day will be considered before those that haven’t.

    If I forgot something, or you have any questions, please ask! I will be monitoring the thread closely, and will respond as soon as I'm able. Thanks!


    It’s been nearly a month since Venture Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound merchant vessel and gave you a series of quick, stern instructions.

    “One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie—tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so—at least right now—and so this idea that Collgardie has that the Society is there and doing just that is worrisome. In a few weeks’ time, you’ll be in Korvosa. From there, book passage on a river ship for Harse, then travel overland to the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga—we may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. Any questions?”

    Please make an introduction post thoroughly describing your character, and then ask any questions you would have for Venture Captain Dreng.


    This is the discussion thread. Feel free to chat here about whatever. Please use this thread for any OOC chatter not directly related to the current in-game scene.

    If you have a question you can ask it here also.

    I will run initiative in blocks, meaning whoever rolls highest for the party will set the whole party's initiative for the combat. Then the party's actions will occur in posting order. Meaning if you want to go after someone make sure you say so, but that you don't need to wait on anyone else to post your actions.

    I will also put the monster's basic stats in a spoiler in my profile so that you can resolve your own actions. This means you roll saves for the monster against your spells, roll it's AOOs on yourself, roll versus it's concealment/SR/whatever yourself. This makes my life mucb easier at round summary time and generally yours as well because you can write an accurate description of your whole action.

    Please format your posts as follows:

    Jackson the devilbear walks into the bar shouting, "I've got hairy feet!" That guy's lookin' at me funny. He reaches over to a nearby table, and picks up a tankard of ale before throwing it into the complete stranger's face.
    _____________________

    Any OOC stuff here

    For combat, like this:
    Move action; Grab tankard.
    Standard action; throw it at bardweller #3

    Face tankard (power attack, bless, whatever buffs/penalties): 1d20 + 9999 ⇒ (13) + 9999 = 10012
    Damage: 1d4 - 50 ⇒ (3) - 50 = -47

    ===============================

    That's third person, present tense (unless flashing back) narrative. Speech should be bolded, inner thoughts italicized.


    What
    I will be running the PFS scenario, City of strangers, Part 1: The Shadow Gambit, as a way of play testing the new Advanced Class Guide classes. I will be running a DMPC, and am looking for 4 other players. We’ll be playing through the scenario at tier 6-7. I will not be reporting this scenario for credit, nor do you need an official PFS character to play

    Me
    I am an avid PBPer and am currently running four other games on the boards, and playing in several more:

    The 5th Mendevian Crusade

    Carrion Crown

    Aspis Rising

    Council of Thieves

    I am a pretty busy guy at the moment, so this game is a bit of a stretch for me. I might only have time to update once or twice a week. I will attempt to do things faster than that, but I’m not making any guarantees.

    I will be using maps for combat, and running with some house rules that I’ve developed to make the PBP experience go more smoothly, I will explain them after we start but mainly they involve running combat in initiative blocks and giving players access to some of the monster’s stats so they can resolve their own actions in one post and not need to wait on me or others.

    You
    You are familiar with Golarion and specifically the Pathfinder Society organization (in the game world, not talking about real world PFS, though that wouldn’t hurt). You have downloaded the Advanced Class Guide playtest document and want to give one of them a go. You can post at least three times a week, and are capable of writing in 3rd person narrative without egregious grammar or spelling mistakes. You understand that long disappearances without notice first will likely get your character killed off and removed from the game.

    Your Character
    Crunch
    Level: 5
    Class: One of the advanced playtest classes. Multiclassing with normal classes is okay, as long as 3/5 levels are in a single ACG class and you follow the rules in the guide for multiclassing.
    Races: Core + Featured
    Alignment: Don’t care, play well with others (no PVP).
    Ability Scores: 20 point buy (nothing lower than 8 to start)
    HP: Max at first level and then ½ HD+1+con mod after that. Companions get ½ HD+1+Con for all HD (including first).
    Traits: 2, any non AP Paizo published
    Feats: No crafting non consumables (wands, potions, scrolls only).
    Starting Wealth: 10,500 GP (nor more than 4,000 GP on a single item)

    Make an alias using this format. Just copy it and then paste it into your profile, and fill it out. Here’s Sampson as an example.

    Fluff

  • Your character should be a member of the Pathfinder Society in good standing with one of its factions.
  • Give me a concise background that covers the following information.
    -Your homeland and who your parents were
    -A major childhood event
    -A major event in adolescence and how you got your training
    -How you joined the Pathfinders, how you joined your faction
    -Your character’s hardest mission to date, and how they handled it
  • A description of your character's appearance, bonus points for pictures
  • Give me a writing sample, five minutes from your character’s life in 3rd person, past tense narrative.

    Your writing sample and background are to show me you don’t suck at writing, and will be the largest part of what I consider when choosing people.

    ========================================================================

    City of strangers, Part 1: The Shadow Gambit

    It’s been nearly a month since Venture Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound merchant vessel and gave you a series of quick, stern instructions.

    “One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie—tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so—at least right now—and so this idea that Collgardie has that the Society is there and doing just that is worrisome. In a few weeks’ time, you’ll be in Korvosa. From there, book passage on a river ship for Harse, then travel overland to the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga—we may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. Any questions?”

    ========================================================================

    Recruitment will stay open until I get four players whose characters are complete according to the above criteria, and that I find interesting. I’ll try to provide feedback to let you know if I find your concept interesting to avoid wasting your time. Please refrain from RPing in this thread. If you have any questions, please ask.


  • << Westcrown, Cheliax | 16:30, Dusk (twenty minutes till sunset) | Cold, 38° F | Moonday, Lamashan 11th, 4709 AR >>

    The night is coming, and with it the curse that defines the lives of the Wiscrani who suffer under it. Busy citizens rush to finish their work as the sun inches downwards towards the horizon. Shadows across the city, indoor and out, can be seen visibly darkening and lengthening as the curse begins to take its daily hold.

    The Dottari and their assistants go through the hurried ritual of lighting the many lanterns and torches along the main avenues that act as a deterrent to the creatures of darkness that stalk the streets each night. Even so, everyone knows someone who has been lost to the darkness. It's an occurrence as frequent as it is numbing. Tavern owners call the last round, and offer to rent cots to those who won't make it home on time. On the foolish or the desperate try to make it home in the dark.

    Everyone should post with what they would normally be doing on a Moonday evening. You should have business that would keep you out much later than normal, dangerously late in fact. For now everyone is separate, so I will respond to each person as they post.


    This thread is for anything OOC that's not directly related to the current in game scene. I prefer to keep gameplay free of any unnecessary OOC chatter, so that it reads as much like a novel as possible.


    What is this game?:I will be running the Council of Thieves, a Paizo published adventure path, with the twist that your characters will be a team of synthesist summoner “super heroes” gathered and formed specifically to take part in the events of the adventure. Your characters will start out as average Joes/Janes and then be given great power, and the responsibility that comes with it. There might eventually be a mythic rank or two in the mix as well, we’ll see.

    Adventure Background (out of character info):
    In 4606 AR, Aroden, god of humanity, innovation, and history, died. No city in all of Golarion was wracked more fundamentally by this catastrophic event than Westcrown. The capital of Cheliax—an entire country sworn to the god of humanity’s worship at the time—Westcrown was the expected site of Aroden’s return and had spent decades preparing for the event. A massive plaza known as the Arodennama, complete with a towering statue of the god, stood ready to receive the deity, yet after his death, it took only a few short years for the church of Aroden to fall. The Arodennama was abandoned, and the entire country found itself in the grips of a civil war with fierce diabolists.

    The rise of the Thrice-Damned House of Thrune saw Westcrown’s further descent. After a brutal 30-year civil war, the diabolical House of Thrune seized control of Cheliax. One of their first acts as the nation’s new government was to move the capital and royal court north to the city of Egorian, emptying Westcrown of much of its affluence and prestige. Those nobles who remained behind were largely old families rooted in their traditions and their pride, content to rot in their declining home. While still a vibrant and important port, the splendor that had typified Westcrown for centuries swiftly waned, and without the noble court many commoners and merchants who had previously made a living pandering to the country’s elite were forced to move on, leaving whole blocks abandoned. Westcrown faded to a pale shadow of its former glory and became a playground for vultures eager to pick the royal carcass.

    Even before Aroden’s death, the Council of Thieves had been an open secret in Westcrown. The city’s first (and most successful) thieves’ guild, the Council of Thieves was comprised of members from influential and often noble families in Westcrown. Subtle and content to rest upon the work of past generations, these rich and affluent criminals grew wealthier off of all manner of smuggling, gambling, prostitution, and more nefarious but increasingly white collar crimes. They’ve done nothing to stop the shadow creatures that have plagued the city every night for over three decades. Now, one hundred and three years after the death of Aroden, insurrection boils within the Council’s inner ranks, and if left to bloom, the resulting coup could engulf all of Westcrown. The city is already sagging under the weight of its own corruption, a war amongst the city’s factions might just push it over edge into total anarchy.

    Character Creation Rules:

    Level: 1
    Abiltiy Scores: Focus/Foible, choose one stat to be an 18, and another to be an 8. Then roll 2d6+6 in order from top to bottom (str>dex>con>int>wis>cha) for your other stats. You may not rearrange them. No rerolls, synthesist will take care of any bad stats. Can't change what you're born with.
    Races: Human, or any part human (half elf, half orc, aasimar, tiefling, ifrit, undine, sylph, oread, suli) No fetchling. Yes, you can take the alternate tieflign and aasimar types, but no to rolling on the chart without the feat.
    Alignment: Any non-evil (good characters strongly preferred)
    Classes: Any NPC class, you will gestalt with Synthesist Summoner before you hit level 2. From level 2 onward everyone will be a straight synthesist summoner. No other classes are allowed.
    HP: Max at first, half+1 after that. Half+1 for all eidolon hit die. (ie. d8 gives you 5 (4+1))
    Feats: No leadership
    Traits: 2 (One campaign trait from the Player’s guide). You may take a drawback for a third trait. No infernal bastard trait, full tiefling is available.
    Starting Gold: One free kit appropriate to your character’s profession, a set of clothes, a simple weapon (not a firearm) and 5d20 GP.
    Firearms: Guns everywhere. Keep in mind that RAW, rapid reload does nothing for advanced firearms. That's how we'll be running it.

    Create your character as a level 1 NPC, the summoner stuff will come shortly after the game starts.

    What I am looking for in a player:
    People who can commit to post ~1/day during the week (and hopefully on weekends) for the foreseeable future while we play through the AP. I prefer experienced PBPers, but I will consider people new to PBP if they show that they can follow instructions. Good, interesting writing is essential. PBP is a slooooow medium for gaming, the only thing that makes it fun is taking the time to write well, and really RP your character. You should also have a working knowledge of Golarion, its lore and history. Depending on interest, and the quality of submissions I will be taking 4-8 players. If during gameplay you fail to post regularly, your character will do nothing. If you disappear for a week+ with no explanation, I reserve the right to remove you from the game. Posting less often but having long detailed posts is acceptable, but it’s a fine line.

    I should warn you that if at some point if several people drop, or posting becomes too sporadic (or skimpy) I will get bored and close the game. It’s happened to me several times in the past and I just want to be up front with it.

    My GMing style:
    I use Google Drive to put up maps for combat. I will roll initiative for everyone, then run combat in initiative blocks. The highest roller for the party and each type of monster will set that block's initiative count. Then player actions will occur in posting order. I will put the monster's essential stats in my profile, so you can resolve your own actions (AC, saves, CMD, AOOs etc.).

    I try to follow the rules as written as closely as possible. If you make a mistake that I see, I will correct you. If I make a mistake, please correct me and point out a rules reference. I will gladly fix mistakes. As far as flavor text/fluff goes I usually follow the rule of cool. Tone wise, I go for gritty and mature. Killing monsters involves lots of blood and guts and mental trauma.

    My other current games for reference:
    My Worldwound Sandbox Game ~2,300 posts, doesn't include previous threads that have been abandoned/consolidated.

    Carrion Crown ~2,500 posts

    Colonization: Aspis Rising ~200 posts

    What you need to apply:
    You should create an alias for your character. It needs to have your complete mechanical crunch, a character background and a description of your character's appearance and personality. Bonus points for finding/drawing a reference picture. The more grounded your character is in Golarion the better. When Aroden walked the world disguised, he took on one of twelve guises: beggar, thief, fisherman, hunter, shepherd, farmer, soldier, merchant, tailor, craftsman, artist, and scholar. Your character should embody one of these archetypes. Please specify which when you submit. They are a normal person, who lives and earns their keep in Westcrown, your crunch should reflect this.

    I also want a writing sample that demonstrates your PBP style a little, from your character’s prospective. It should be in third person narrative. Spoken language bolded, thoughts italicized.

    Finally, give me a paragraph (or more) about your planned eidolon form. What’s your “super hero name” going to be (ie. The Gargoyle, The Sapphire Summoner, The Prismatic Pony, etc)? What will your eidolon look like? What “powers” are you going for? What's your forehead rune?

    Example alias from one of my characters. Please use this format. You can copy+paste it from this link.

    Recruitment will stay open until Tuesday November 5th, noon GMT+8 (that's midnight the 4th in EST). I will only leave recruitment open longer if there are not enough acceptable applications by that date. Late submissions won’t be considered. We will probably get started later that week.

    If you've got questions, ask! Though if I already answered it somewhere I'll probably ignore you.


    Hello board peoples!

    I have been stewing over a project for a while and I am hoping to get some input from the wider community. I have run several zombie apocalypse themed games in the past in both fantasy and modern settings. I personally love the genre. None of the games has worked out in the long term, though each has been a learning experience for me. I'm thinking of writing an adventure path using the PF rules to explore this kind of scenario. While in the planning stages I've come across a dilemma. Who are the PCs?

    I know that it will be set in a small medieval fantasy island, a sort of combination of France and England in feudal times, roughly the size of the United Kingdom. The kingdom will be united under a single good, universal faith similar to Mitra in Way of the Wicked.

    I know there will be a giant planet sized horde of undead that float endlessly through the galaxy devouring all life on any planets they come across, led by godlike dracoliches.

    What I don't know is whether the players will be the "good guys" the "bad guys" or something inbetween. I'd like to get people's opinions on what would be the most fun to play.

    1) Play normal, living characters with non-evil alignments resisting the takeover of their planet by the Ravage.

    2) Start as normal people, and get turned into undead, then be full of angst. Be given strong reasons to fight against the undead invaders.

    3) Play intelligent undead (zombie lords, and/or skeletal champions), bent on conquering and converting the planet into undeath.

    If you would be interested in playing or purchasing this type of product, please share your thoughts with me on which one would be the most interesting. I'd prefer to not just see "They all sound cool" thirty times though, try to be opinionated please ;)


    << Katapesh, Docks District | 13:45 | Very Hot | Sunday, Rova 15th, 4713 AR >>

    Several of the more talented Bronze Agents from around the Inner Sea region have been summoned to a well appointed, and well hidden, meeting room in the docks of Katapesh. The room is on the second story of a rickety adobe building, above a pesh den, in the shadow of the Dockside Giant. It blends in seamlessly with the seedy, sun-baked buildings of the Docks around it. The only clue that it might be anything out of the ordinary is the plain faced, thuggish man standing with his arms crossed over his chest at the top of the stairway leading to the second floor entrance.

    ***

    Iliante was very familiar with the docks of Katapesh but not where he was going. For a dozen years, he had served Alkenstar under the great sky and ocean, usually aboard a ship. However, the Aspis Consortium had worked out a deal with the Grand Duchess and evidently he had become a condition of that contract. Earlier he had made his special delivery of rifles, revolvers, and metal cartridges in wooden crates. He even had tools to make more metal cartridges from barrels of black powder, bullets, and brass shells. It was not enough material to go to war, but it had been awhile since he had delivered this many advanced firearms in one shipment.

    In his briefing weeks ago, the organizational structure of the Aspis was explained: bronze, silver, gold, and don’t ask what else. He was being sent as an adviser and gunsmith by Alkenstar. He had to be cleared by the Consortium, in order to receive a bronze status; however, their criteria were not exactly clear. The wording that was repeatedly quoted to him from the contract was, ”a gunsmith who can take care of themselves on land and sea.” They evidently could not send an engineer, so the magic word was ”sea,” that plucked him out of his crew and summoned him across the skybridges from Martel to the City. One look at his fin-like ears convinced Her Grace’s Secretary that his reports were correct. The meeting with the Secretary lasted maybe a minute. Neither even sat down.

    Now, he was heading to the big meeting with the local Gold Agent. He started to walk up the stairs heading above the pesh den, his confidence ended on his right thigh with his six-shooter. Some of his crew over the years had regaled Iliante with personal stories of shady deals gone bad and lack of honor among thieves and pirates. This was his first time in the "shadows". While some of Alkenstar’s customers were not the cleanest individuals or organizations, they all had to play by Alkenstar’s terms, conditions, and rules. This was his first time away from the halo of Alkenstar's power, so his fingers lightly brushed his confidence as the thug examined the bronze medal that he had been given a couple of weeks ago. There were no problems so far. The door opened to allow him entrance.

    ***

    The heat was sweltering from the ever present sun that beat down on Kahnjar’s neck. It was a different sort of heat from the Expanse, more dry then humid, but the rays of the sun made Kahnjar sweat profusely as they reflected off the white washed walls of the pier-side ghetto. Taking another sip from the battered canteen that the hobgoblin kept hanging from a loop on his belt, he ran a single corded forearm that was as hard as driftwood over his forehead. The armor, pack and leather jacket he wore only helped to contain the heat. In the few days since the mercenary had arrived he had seen countless people who wore white diaphanous robes and cowl wrapped turbans or loosely hanging keffas--either would have been preferable in weather like this. But he did not complain. To do so would imply a weakness and that was unacceptable, even it if was only to himself. Still perhaps he would look into a keffa before he left the city. Ideally he considered that the head wrap could be used to cover his face. That in itself was useful if he had to do some wetwork.

    Eyes settling on a nearby building, Khanjar nods. Certain marks were distinguishable that only an Aspis agent would know about. The haphazard graffiti of a snake intertwined over a pile of gold. The secondary green paint that peeked through the stucco in places. Both are indications that this was the Aspis safe house. Walking up to the door casually, Kahnjar steps in. Dust and gloom shroud the mostly abandoned room. The huddled figure of a man in the corner rocks back and forth while next to him lay a cheap pillow and still smoking pipe that smelled of pesh. The less discerning might not have seen the hidden crossbow that the man clutched in his hands, or the way that his gaze seemed more focused then not. Raising a hand, Kahnjar gestures to the letter he had received. "Fortune favors the bold." he whispers, his copper ring flashing in the dim light. The man disguised as a pesh addict nods back, the performance temporarily ended. "And the bold will profit in turn by their fortune," he replies. Letting his robe fall back the man points with one hand towards a door that leads to a set of stairs outside. Noting that the man had in fact held a hand crossbow in the other hand, Kahnjar smils to himself before frowning. Only one guard? Shaking his head the hobgoblin pushes his way up the steps. He doubts that his patrons did anything in half measures. Likely there are other threats that he had not been able to see. It was a common practice. If someone sees one threat they assume that that is all there is. It was far more cunning to leave one visible, letting the target think they had spotted the ruse while others awaited hidden.

    Reaching the second floor, Kahnjar smiles again. The wooden boards creak under his heavy boot falls. It's something normal, and to be expected. But to attentive ears it warns of an intruders approach. Reaching the door at the top of the stairs, Kahnjar produces his bronze medal for the formidable looking man there, who opens the door for him.

    ***

    Ascending the stairs with invariable grace, Shinjuko is a paragon of composure. She does not flinch under the thug's scrutiny, showing no reaction as his eyes linger where they shouldn't. Eventually, he accepts her very plainly proffered badge and opens the door before allowing her egress.

    ***

    Having delayed as long as he could to finish his experimentation into accentuating the nauseous properties of Tricholoma sulphureum by fermenting it in the sweat of the troglodyte, Grelfexriplik Delvegribble caught the last possible boat from Cheliax and barely arrived in Katapesh in time for the meeting. When the ship arrived just after dawn he grabbed his bags and set about finding a carriage, still bothered by the interruption of his experiment. Admittedly, the Aspis have been perfectly generous in funding my research but I swear, every time they expect me to pick up like this and move, never bothering to tell me why until the last minute...They need to understand that I’m on the cusp of something big. I can smell it. Grel scribbles notes on some loose paper as he rides in the carriage, he is surprised to hear the driver say that they’ve already arrived. He makes no effort to disguise his impatience when the thug at the door examines his medal; he knew there was no reason to do so. The Consortium prized his mind, not his manners. The little tiefling makes his way inside.

    ***

    Inside the windowless room there is a long mahogany table surrounded by a dozen tall, comfortable chairs. The walls of the room are decorated with silk tapestries from Tian Xia depicting cloud enshrouded mountains and flowing streams. The artfully engraved table is laid out with a wide variety of alcohol, bread, cheese, fruit and cuts of cold meat. Sitting at its head is a tall Chelaxian woman. Her black hair is cut short, and combed to one side. She has large stern eyebrows, and big black eyes that seem to stare without blinking. She's wearing a unmarked grey wool uniform. None of the assembling agents have ever seen her before, but the golden medal hanging around her neck makes it clear what she is. A Gold Agent, a senior member of the Consortium. It is her job to observe the huge amounts of trade flowing in and out of the city, estimate supply, demand, prices, and margins in other regions of the Inner Sea and transmit it directly to the ears of the Patrons. She is a rumor. An enigma. A powerful woman indeed.

    Past the thug, the presence of the gold agent in the room was palpable as she sat staring at the Bronze Agents filing in one by one. One could almost see the gears within gears working behind her big black eyes. The other participants sat. Iliante takes the chair on the side away from the alcohol. This is an inner Aspis Consortium meeting, so he suspects that they are all friends, rivals, or acquaintances.

    Kahnjar’s eyes settle on the pewter pitcher that has beaded drops of condensation dotting its sides. Water would be a relief, but the man does not let the heat from the journey show. There are other figures arrayed in the room, several men and a woman, who all wore at least one ring or necklace of brass or bronze. Other Agents, Kahnjar muses. Some were seated, others remained standing. Kahnjar chooses to stand. He keeps one hand resting lightly on his whip, and his leather jacket slung back over the holster of his revolver. He assumes that the meeting is legitimate. The pass-phrases and orders were all correct, but the man had been double crossed before and death was a sure way to advancement among the Consortium.

    Shinjuko's eyes widen slightly as the posh room beyond greets her. Of particular interest are the silken tapestries hanging about the room—clearly objects hailing from her long forgotten homelands far to the east. While she is not overcome by melancholy, as she was far too young to remember any details of her infantile years in Minkai, there is always the burning desire to know more of where she comes from. Her father had educated her as best he could, but it could never compare with the seeing—truly experiencing the culture that both welcomed and spurned her. She had little time for such idolatry however; there was work to be done. She would not disappoint The Partisan in this. She was honor-bound to serve as his proxy, and she would see the task realized with its due diligence.

    As her eyes relinquish their vice on the tapestries, they come to rest on the golden medal. Exercising self control, Yamakawa Shinjuko does not visibly react to the clearly superior party within the room. Her mind does race to an inevitable question, however, Where does Alastor figure in The Consortium's hierarchy? A Patron? Golden? Or merely Silvered? The question hangs in the recesses of her mind as she offers a polite bow in the nature of her homeland—as her father had often taught her—to the Gold Agent before her. She bows low and maintains the gesture for several moments in a show of respect to the authority she who played host to the meeting, her composure the very image of perfection as she does so.

    Head still bowed and gaze not meeting that of the woman's, Shinjuko more proclaims than speaks, "Esteemed patron, I am sent as representative and proxy for our mutual friend in Cheliax; to serve as deemed necessary for as long as is required. I express thanks on behalf of my lord for the extended invitation and bear his enthusiasm for this place of meeting as surely as it were my own. Arigato!"

    Shinjuko regains her normal posture finally, and awaits for the pleased woman's gesture before finding herself a seat at the mahogany table. The question of her lord's position yet rattles around her skull. Her position at the table was a reflection of her lord's influence, of course. But she could only guess at his influence within the Consortium. Sitting too close to the present patron might lend insult if she overestimated herself; too far away and it would be her own lord who bore the weight of the insult. Ultimately, she elects to set closer to the head, though not close enough to give great offense if her estimation proves incorrect. She waits patiently for the room to fill and the report to be given. Shinjuko does not allow herself to sample any of the provided refreshments. It was imperative that her reception be perfect. Helping herself slovenly to the provided banquet would no doubt present a beggar's image. She elects instead to sit in silence

    Walking into the room minutes before the deadline, Grel feels the eyes of the timelier arrivals trying to decipher him. He smiles a bit, knowing the enigma he poses. Standing three feet two inches and slight of build, with a scruffy red-brown complexion, he has many of the hallmarks of his gnomish mother. The prominent goat horns that grow from his temples and the icy blue “whites” of his eyes complicate things, but he knows that many people mistake them for signs of mixed fey ancestry. Most just couldn’t quite understand the idea of a tiefling gnome. Such limited minds!

    He settles into one of the higher chairs, his chin just on par with the edge of the table. He glances briefly at the others in the room. Are these my next collaborators? What are we doing in Katapesh? I hope at least there’s a scientist or scholar amongst them, a colleague I can discuss ideas and discoveries with. None look especially interesting, and Grel decides he’ll learn about them (and whatever it was the Aspis thought was more important than his research) soon enough. In the meantime he grabs a healthy glass of wine and some bread to gnaw on, and pulls his papers back out. As he writes animatedly, holding pen in one hand and paper in the other, a monkey-like tail emerges from under his leather aprons and brings the bread to his mouth, sparing him from setting down his pen. Grel finds he’s barely back into his calculations when he notices that the room had gone quiet. Looking up he sees that the gold agent is ready to speak to them. Very well. He tucks his papers together and listens.

    As the tiefling gnome, the pale samurai, the undine and the hobgoblin slaver make themselves comfortable in the room, they see a half orc warrior displaying several symbols of Abadar already seated at the table. His arms are crossed over his chest, and he appears to be in a bad mood.

    Tap... Tap... Tap...

    The sound of the human man's cane meeting the floor as he takes each step towards the room tells the rest of those gathered that he is coming a few moments before they see him. However, those a little more perceptive may notice that, were he so inclined, he could have approached with barely a sound. There is no limp in his gait, meaning that he uses a cane not out of necessity but rather out of preference. And, excluding that soft but clear tapping noise, his steps are silent.

    He is well dressed in fitted clothes of a dark hue. He inclines his head slightly in greeting to the Gold Agent and takes his seat at the table, his expression friendly and his lips forming a faint smile. He glances at the others attending the meeting, seemingly out of mild curiosity. His eyes settling for a little longer on the pale black-haired woman with the strange eyes. Such variety, he ponders after noting how many people of different heritages this meeting seems to have gathered.

    The Gold Agent sits quietly observing the Bronze Agents until half the chairs around the table are full. She stands and waits for the room to quiet of the sounds. She makes no introduction other than to hold up her golden medal of rank, as if the obvious presentation were needed. She looks around, catching each eye to make sure she has everyone's attention, then without prelude begins talking, "There have always been huge, unpredictable banks of fog in a little traveled part of the Obari ocean. Countless ships have been devoured by those mists over the years, never to be seen again. Recently one of our smugglers was passing the edge of the Hungry Mists, on the day of a new moon. Suddenly part of the fog cleared away to make a tunnel. Their lookout was able to spot a reef-surrounded shore in the distance. The captain took the ship as close in as he dared through the Mists. The reef was littered with the jutting, broken corpses of ships in all shapes and sizes. The shoreline stretched on as far as they could see in either direction. Directly ashore from them was some sort of tropical salt marsh. The captain sent one of his ship's boats and five of his crew to reconnoiter the area. They rowed to the shore, through the ship graveyard, and up one of the waterways that emptied into the sea."

    "The landing party were gone for hours. Finally, just as the captain was preparing to declare them lost, the lookout spotted the boat drifting back down the waterway. There was but a single man inside, and he was making no attempt to row. The captain sent another boat to retrieve him, but the man had gone mad. When interrogated, he gibbered nonsense littered with fragmentary descriptions of "demons" in the marsh. He was clutching a small idol of a some shapeless, tentacled god, made of solid gold. When their ship moved away, the Mists returned, hiding the island once again."

    "The captain reported his findings back to me. The effect has since been replicated by a different ship, but only in that very specific spot and only on the new moon. The galleon had stumbled onto a sort of gateway through the mists. All magical attempts to determine if the island is actually on Golarion have failed. In fact all divinations relating to the island have had no success. Attempts to teleport there have also met with failure. I have received full approval from the Patrons for a potentially permanent exploratory mission. I want you to lead it," she finishes, sweeping her hand around the table to indicate the agents present.

    I want you to lead it. This struck Shinjuko unexpectedly. She had expected to represent her lord in a capacity as willing servant. Being invested with such a measure of responsibility was an honor. Shinjuko rises in an instant and offers another quick bow before speaking to the woman with as respectful a tone as she can muster. "Hai! I formally offer my considerable expertise to this cause. Whatever danger or madness was visited upon your previous expedition therein; whatever threats await in anticipation of a new wave; I swear this: they will be denied. I shall gain you foothold in this place by blood, steel, and more."

    Yamakawa Shinjuko ignores the awkward stares from those that yet remain seated around the table. Her fortunes had changed greatly on this day. Her prominence swelled. She would not disappoint her lord or any present. The land would belong to them, even if it meant purging its entirety by herself. It would belong to them.

    "Madam," the well dressed human man starts, adding to the word another little bow of his head for good measure. "This sounds like a very intriguing proposition and opportunity indeed. I look forward to lending my skills, such as they are, to this expedition." His smile broadens a little. "And if all goes well and this exploratory mission results in some sort of settlement on the island, then I am sure the settlers could use a tailor, and a rather good one at that, if I may say so myself. After all, I have been thinking of expanding my business." The words and the lie, or rather the half-truth included with them, come easily to him, practiced as he is in such things. He realizes of course that some are not going to be convinced that a simple tailor is looking forward to go into an unknown land simply for the opportunity to be the first to open a business there, no matter how great the profit. But knowing that something is not the whole truth is not the same as knowing what that whole truth exactly is.

    Corridan takes another look at the others seated at the table, trying to gauge their reactions, if any, at his words. As he does so, he briefly wonders if one or more of them are not what they seem as well. It has been a few years since people tried to kill me, he thinks to himself, perhaps a little surprised to find that the thought amuses him slightly. Perhaps it is that time again?

    ”Fascinating,” Grel finds himself saying, forgetting for the moment his previous project. ”Yes, of course I understand that alchemy will be critical to the success of this mission, and engineering as well, and that top minds are required. Yes. You’ll have my full cooperation.” Maybe calling him all this way from Egorian wasn’t pure foolishness after all. Who knows what there was to learn on a hidden continent?

    After the Gold Agent had concluded her pitch, Iliante finally understood why they stipulated, ”a gunsmith who can take care of themselves on land and sea.” He remains silent for the moment, taking in the other's reactions.

    Listening quietly as the others speak, Kahnjar inclines his head. It is not a bow. He did not bow, grovel or scrape himself before others. But it was a greeting. "Exploration is an interesting proposition. Uncharted land offers the chance for riches and wealth. And slaves.. As it is, I happen to have some experience in managing large workforces of untrained labor. How big of an expedition would it be and what sort of resources would be employed? Is this a scouting mission or long term? I heard the word, potentially permanent, but I wonder what the driving factors are in the mission’s duration?" Rubbing his chin thoughtfully, Kahnjar examined the others with his beady eyes. There was an intelligence there that was at odds with the man’s bestial visage. There was also a cruelty that did not have to work to make its presence known. "Regardless, you have my interest." he finishes gruffly.

    The tall half-orc listened to the woman speak with furrowed brows, his muscular arms crossed over his chest and his lips pressed together in not-quite-a-scowl. What he wanted to do was to leap to his feet, flip the table over, yell at the woman where she could stuff her 'exploratory mission', and stomp out of the room. It wasn't an option, of course, so he didn't do it. The Aspis Consortium owned his fate, for now and the foreseeable future. There was the matter of a debt... and whatever else, Penance honored his debts. He supposed that if he didn't, Abadar would have things to say about it.

    He let the others ask questions first, raising one big, avocado-colored, callused hand to knuckle his chin. He was lost in his own thoughts. Despite his initial anger over the thought of being sent out of the city that had finally started to feel like home, the longer he mulled it over, the more he began to feel that this assignment might have some benefits, after all. Most of his work for the Consortium, here in Katapesh, had been along the lines of thuggery. Oh, well-paying thuggery to be sure-- dressed-up thuggery, oiled over with smooth words of contracts and agreements-- but at the end of the day, making sure a merchant paid his dues to the Aspis was still thuggery. Standing in his exquisite mansion and glowering at the merchant was thuggery: proving that he could get past the merchant's bodyguards was thuggery. Challenging, high-class thuggery, but it was thuggery.

    This promised a change. An unclaimed land? There'd be no merchants there, at least not yet. There'd be no churches there yet either, the thought made him smile briefly to himself. While they might be claiming the land for the Consortium, if they were the highest-ranking agents there then surely they'd have some degree of autonomy. Especially with an ocean separating them from their superiors. The thought of not having daily assignments passed down from a Silver Agent drew him like a moth to a flame. Maybe there would be freedom there, of a sort. The only thing was... his mother. Leaving Adjah alone here, in Katapesh-- well, he knew what his mother would say to that. That she could take care of herself just fine, and had done long before he was born. Still. He'd worry.

    He raised his hand eventually, when there was a lull in questions from the others. He didn't care about whatever strange magic overlaid this island and blocked divination spells-- he didn't care about the logistics of the ship sailing there. Old Golden-ass could watch over that side of his fate-- the god had after all, so far. Penance's question was for something closer to the heart. "Ma'am," he said respectfully, when she deigned to acknowledge his raised hand. She was a bleedin' Gold Agent. He wasn't stupid, no matter what people whispered about him. "Ma'am, I have family here in Katapesh. If I'm off for gods knows how long on this island... will the Consortium honor my obligations as a son by keeping my mother safe in my stead? And will family eventually be permitted to join us on this island, if this expedition goes well?" Because if he was agreeing to a permanent position where he never saw Adjah again, the Consortium could go stuff themselves into a small sack. Deal or no deal.

    Finally a little gnome comes rushing in late, followed by a bronze skinned genie. Both the gnome and genie have a matching rune glowing on their foreheads. The gnome walks up to the Gold Agent, bows and hands her a letter. The Gold Agent sits in front of Telemakos, barely acknowledging him, eyes fixed on the letter in her hands:

    This is the fool who took out the Horned Brothers. I dried him like a like a fig, but he still owes us a lot. Maybe you can use him in the expedition: he knows a lot of languages, has magic touch when it comes to animals and that genie that follows him could beat an ogre to a pulp. He is useful, I’ll give him that. He is still a fool though, so use him but don’t rely on him!

    Profit Above All
    Rascaro

    With deliberate slowness, she folds the letter in two, then in four, puts it away in a drawer and closes it with a small key. “So,” she finally looks Telemakos in the eyes “I guess you know why you are here.” Telemakos tries to appear more formidable than he is, in his new safari outfit “Of course, of course!” Show confidence, that’s the key, show it and she’ll buy it “I do wish to enlist my servant in the expedition.” He gestures to the genie. Arasmes is tall, powerful and smiling with way too many teeth. “I trust you’ll find him quite formidable. His strength is unmatched, he's swift as the wind, and…”

    “Yeah, look what I can do!” the roaring voice of the genie cuts short the gnome. Arasmes starts flying around the room an inch above the floor, his legs transmuted into a small whirlwind. Napkins fly off the table, a rare cactus behind the Gold Agent crashes to the ground, and Telemakos’ turban almost falls off. “Not now, not now, you dimwit!” screams the gnome “You can show her later, not in here! By the Nine Hells! Look what you’ve done!”

    The genie, looking a bit contrite, settles down and starts collecting the disordered paper, putting it back on the desk. The Gold Agent, imperturbable, combs back her short hair with a hand “I trust he is reliable?”

    “Of course, of course!” Telemakos wipes a drop of cold sweat caused by the glacial stare of the woman “Just… enthusiastic. Yes, you might call him that! I’ll be along to keep him under control.” The woman scribbles something on a scroll in front of her “You do realize that you will be expected to work in the settlement. Not just command your…” she hesitates, unsure how to address the genie.

    “Arasmes is my trusted aide, madam. And yes, I can work. I have a gift for tongues and quite an experience working with animals, both trained and,” the gnome is interrupted again by his companion. “He’s great! You should see how well-behaved is our pony Parsley! He’s a sweetheart!” The woman ignores him. “And you do know that you will be asked to fight, not just watch him,” she nods towards the genie “from behind a bush?”

    “Herrrrr…” Telemakos’ fingers keep tormenting the fringes of his new blouse in a stress-induced tic. “Of course, of course. I just saw your magnificent display of weapons, fresh from the Gunworks, I assume.” he looks at his fingers, biting his lip. “I was just saving this," he starts pulling a silver ring from his middle finger. "No, this!" after a spiteful look from the Gold Agent he puts it back and slips off a golden one, with a small sapphire. “Yes, I was saving this for one of those marvelous black powder weapons...They tell me they’re quite simpl...I mean, I found them very efficient in my many hours of target practice.” he puts the ring in front of the agent, sighing. That ring was from Geliana…

    The Gold Agent nods, motioning for the little gnome to sit with the others. "I will answer your questions to the best of my ability. I might as well take them in the order asked," she says, turning to the hobgoblin. "We will be sending in a longboat with a skeleton crew, a dozen slaves and unit of mercenaries under your collective command. The reefs prevent a larger ship from making shore, however you will be generously supplied by a galleon with provisions and building supplies ferried ashore. You will receive minimal resupply on each new moon. If you fail to become profitable within three months..." she shrugs, not bothering to end her sentence. She turns to Penance, "The same goes for you. Your mother will be cared for for as long as you are profitable. In case any of you were wondering, yes, this mission is the reason you've all been trained with firearms recently. If you have more questions, ask them now. If not, introduce yourself and describe your skill set for the group."


    Please use this thread for all OOC chatter, and anything not related to the current in game scene.


    "The great questions of the day will not be settled by means of speeches and majority decisions, but by iron and blood."
    - Otto von Bismark

    Hello, welcome to the recruitment thread for Colonization:Aspis Rising, a gritty sandbox exploration and settlement game, using the settlement/kingdom building rules in Ultimate Campaign. The characters will be agents of the Aspis Consortium sent to colonize a newly discovered land hidden in the Obari ocean.

    PROFIT ABOVE ALL -Aspis Consortium Motto

    << Katapesh, Docks District | 13:45 | Very Hot | Sunday, Rova 15th, 4713 AR >>

    Several of the more talented Bronze Agents from around the Inner Sea region have been summoned to a well appointed, and well hidden, meeting room in the docks of Katapesh. The room is on the second story of a rickety adobe building, above a pesh den, in the shadow of the Dockside Giant. It blends in seamlessly with the seedy, sun-baked buildings of the Docks around it. The only clue that it might be anything out of the ordinary is the plain faced, thuggish man standing with his arms crossed over his chest at the top of the stairway leading to the second floor entrance. He examines each Agent's medal before letting them in.

    Inside the windowless room there is a long mahogany table surrounded by a dozen tall, comfortable chairs. The walls of the room are decorated with silk tapestries from Tian Xia depicting cloud enshrouded mountains and flowing streams. The artfully engraved table is laid out with a wide variety of alcohol, bread, cheese, fruit and cuts of cold meat. Sitting at its head is a tall Chelaxian woman. Her black hair is cut short, and combed to one side. She has large stern eyebrows, and big black eyes that seem to stare without blinking. She's wearing a unmarked grey wool uniform. None of the assembling agents have ever seen her before, but the golden medal hanging around her neck makes it clear what she is. A Gold Agent, a senior member of the Consortium. It is her job to observe the huge amounts of trade flowing in and out of the city, estimate supply, demand, prices, and margins in other regions of the Inner Sea and transmit it directly to the ears of the Patrons. She is a rumor. An enigma. A powerful woman indeed.

    The gold agent sits quietly observing the Agents until half the chairs around the table are full. She stands and waits for the room to quiet of the sounds of smalltalk and eating. She makes no introduction other than to hold up her golden medal of rank, as if the obvious presentation were needed. She looks around, catching each eye to make sure she has everyone's attention, then without prelude begins talking, "There have always been huge, unpredictable banks of fog in a little traveled part of the Obari ocean. Countless ships have been devoured by those mists over the years, never to be seen again. Recently one of our smugglers was passing the edge of the Hungry Mists, on the day of a new moon. Suddenly part of the fog cleared away to make a tunnel. Their lookout was able to spot a reef-surrounded shore in the distance. The captain took the ship as close in as he dared through the Mists. The reef was littered with the jutting, broken corpses of ships in all shapes and sizes. The shoreline stretched on as far as they could see in either direction. Directly ashore from them was some sort of tropical salt marsh. The captain sent one of his ship's boats and five of his crew to reconnoiter the area. They rowed to the shore, through the ship graveyard, and up one of the waterways that emptied into the sea."

    "The landing party were gone for hours. Finally, just as the captain was preparing to declare them lost, the lookout spotted the boat drifting back down the waterway. There was but a single man inside, and he was making no attempt to row. The captain sent another boat to retrieve him, but the man had gone mad. When interrogated, he gibbered nonsense littered with fragmentary descriptions of "demons" in the marsh. He was clutching a small idol of a some shapeless, tentacled god, made of solid gold. When their ship moved away, the Mists returned, hiding the island once again.

    "The captain reported his findings back to me. The effect has since been replicated by a different ship, but only in that very specific spot and only on the new moon. The galleon had stumbled onto a sort of gateway through the mists. All magical attempts to determine if the island is actually on Golarion have failed. In fact all divinations relating to the island have had no success. Attempts to teleport there have also met with failure. I have received full approval from the Patrons for a potentially permanent exploratory mission. I want you to lead it," she finishes, sweeping her hand around the table to indicate the agents present.

    Character Creation Guidelines
    Please read the following guidelines carefully and completely.
    Starting Level 3rd
    Available Races Core, Aasimar, Fetchling, Hobgoblin, Ifrit, Oread, Sylph, Tiefling, Undine, Custom races up to 14 RP by strict approval only. Best to ask before creating. Don't ask me if you can recreate a race I left off my list at a different RP value, I'll say no.
    Classes All Paizo published classes and archetypes are available.
    Ability Scores You have two options. Option A is to roll 4d6 six times, rerolling anything below a seven (yielding a potential result of 7-24). You must apply your rolls in order to your ability scores (first roll goes to Str, second to Dex, third to Con, etc). Option B is to roll 4d6 six times, and remove the lowest roll, rerolling anything below seven (yielding a potential result of 7-18). Then you can take the resulting numbers and apply them to whatever ability scores you want. If you roll a total point buy over 25, reroll. If you roll abysmally, you may then choose to take a 17 point buy instead. No other rerolls, sorry. Them's the dice.
    HP PCs get maximum HP at first level and then half their hit dice+1+con modifier etc. after that. Eidolons/companions/familiars etc get half hit dice+1 at every level including 1.
    Alignment None; see below house rules section.
    Starting Wealth 4,000 GP, no more than 2400 on a single item. Crafting is fine if you could do it by taking 10.
    Traits Select the mechanical benefits of two Paizo published traits, and then rewrite them to fit your character's background.
    Drawbacks You may select one, in exchange for a third trait.
    Story Feat Everyone gets a free story feat at first level. Ignore any prerequisites, unless they can be written into your background, then you should do so.
    Profession Each character has been selected in part because they practice a useful profession as well as adventuring. Pick a related craft and profession skill (ie. craft (armor) and profession (smith)) at level 1. That level, and every level thereafter, you get a free rank in those skills and they count as class skills for your character. You may "change careers" at any time you level up by picking two new craft/professions. However you can only do it once every five levels.
    Prestige Award All of your characters are Bronze Agents in the Aspis Consortium. To represent this, we will be using the prestige system from the Faction Guide. All characters will start out with 10 TPA and 10 CPA with the Consortium. I will detail how this can be spent after the campaign starts for those without access to the rules.

    When you create a submission, please create a messageboard alias and include your character information in the form of a standard stat block profile. Here's Ruarc's profile as an example. I don't want your stats broken up into spoilers where I can't find them easily and quickly. If you can't mange this simple task, you will not be considered.

    Also, include the following information spoilered in your profile:

    1) Appearance
    2) Personality
    3) Background

    Once you have created a character (and only one) for consideration, please write an in-character scene, written in third person narrative, from your Agent's prospective of the scene I began in Katapesh above. You may respond to the Gold Agent. This is to show off your writing/roleplaying skills. I am looking for good writers above all else. I want this to be a roleplay heavy campaign, so this and the background are a large portion of how I will judge you. Please bold speech, and italicize thought.

    House Rules
    Alignment There is no alignment in this game. Period. All mechanical effects based off alignment are either removed or work on everyone. Paladins can smite anyone. Protection from X/magic circles against X work equally on everyone. Any class restrictions on alignment are gone. Alignment descriptors for spells and abilities are gone. DR/Good becomes DR/Magic AND Cold Iron. DR/Evil becomes DR/Magic AND Silver. DR/Chaos becomes DR/Magic AND Cold Iron. DR/Lawful becomes DR/Magic AND Silver. All the detect alignment spells have been collapsed into the following spell:

    Detect Allegiance:

    School divination; Level cleric/oracle 1, inquisitor 1

    CASTING

    Casting Time 1 standard action

    Component V, S, DF

    EFFECT
    Range 60 ft.
    Area cone-shaped emanation
    Duration concentration, up to 10 min./ level (D)
    Saving Throw none; Spell Resistance no

    DESCRIPTION
    You can sense the presence of worshipers of other deities. The amount of information revealed depends on how long you study a particular area or subject.

    1st Round: Presence or absence of worshipers

    2nd Round: Number of heretical auras (creatures, objects, or spells) in the area and the power of the most potent aura present.

    3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Aura Power
    An aura's power depends on the type of creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table in the detect evil spell. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

    If you have a question about how this relates to something I didn't mention here, please ask.

    This doesn't mean that I want the characters to be psychopaths, just that there's no cosmic tag on their souls sorting them into categories. I am looking for a morality somewhat equivalent to Robert E Howard's Conan the Barbarian stories.

    Hero Points using standard rules.

    Firearms The Consortium has worked out a special deal with the Grand Duchess Trietta Ricia of Alkenstar. All of the Agents on this mission have access to advanced firearms and training in how to use them. This means the Guns Everywhere rules are in effect at character creation, except for the last line about Gunslingers getting Gun Training at level 1. After character creation, Firearms prices will revert to Commonplace Guns level. See the firearms rules for details.

    Posting Considerations
    Once the campaign begins you will be expected to post at least once every 48 hours. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will DMPC you for that time. If I don't hear from you your character will have a mental breakdown and won't do or say anything. They will be dazed should combat occur during that time.

    If anyone disappears for 10 straight days without posting or leaving notice you will be killed off without hope of resurrection. This is extremely generous in terms of time span, so please don't let it get to that level of uninvolvement.

    My posting rates may occasionally slow down, but I will communicate when that's going to happen before hand.

    Selection
    I will be selecting 6 characters from those submitted. Ideally they should fill the following leadership roles: Viceroy, Warden, General (Which we'll call Commander), Treasurer, High Priest and Grand Diplomat. But my selections will be the characters I like best regardless of who they are. If not all of the leadership roles end up filled, NPCs will be made to fill them. I am looking for three dimensional characters who I can believe are real people in the world they inhabit. Recruitment ends on the 14th of September, 2013 at 12:00PM GMT+8. Late submissions will not be considered.

    "Profit is sweet, even if it comes from deception."

    -Sophocles


    Hello fellow message board peoples. I recently opened a recruitment thread for a game, and was very disappointed with the low response I received. I'm still interested in running a similar game, so I decided to start over, and involve the potential players more in the game creation process.

    The kind of game I want to run is a gritty sandbox exploration and settlement game, using the settlement/kingdom building rules in Ultimate Campaign. I want the party to be a group of outsiders arriving in a new land with limited resources and the goal of conquest and colonization. The "new world" should be tropical, mainly jungle and hills. It will be infested with various types of evil humanoid tribes. The colonists should have a technological advantage, but fewer numbers and limited resources. They will have access to Guns Everywhere rules. I also want to house rule the alignment system out of this game.

    The game will be a roughly 50/50 balance of combat and role play, and I expect the players to be good writers, interested in characterization and character development. While the majority of play time will probably be taken by combat (due to the nature of PBP), I'm looking for people who can write good third person narrative and really describe what their character is doing. If you tend to do more Tweet-like posts, this probably isn't the game for you.

    Here are a couple of other games whose style I'm hoping to match:

    My Witchwar Legacy game

    Robert Brooks' Reign of Winter

    The latter portions of my 5th Mendevian Crusade:Reclaim the Worldwound game. If you read through it you'll see some style changes as it goes on. It was formerly two games, which eventually got merged into one. This links to the post where the most recent round of characters came in. The most recent posts in the thread are a good example of how we'll handle exploration and combat.

    Those and some of the basic character creation rules (traits, starting wealth, HP etc) are the only aspects of the game that I am 100% set on. I'd like people who are interested in playing this type of game, and able to post once every 48 hours or so to express interest and vote on which of the following options they'd like to play with:

    Setting

    1) Standard Golarion. We'd set the game in 4713 AR, and assume that all previously published adventure paths had been successfully completed by one adventuring group or another. If you vote for this option, please specify who you want to work for (nation, church, faction), and where you want to colonize.

    2) Golarion-like standard fantasy. Deities, races and ethnicities ripped from Golarion and put into a generic high fantasy world which we detail only as much as we need for our purposes.

    3) Start on Golarion and then getteleported/gated/flung/sucked or travel to some other previously unknown plane or planet.

    Available Races

    1) Core only

    2) Core + planetouched (aasimar, tiefling, ifrit, etc)

    3) Core + Featured

    4) All Paizo published

    5) All Paizo published + custom races up to 13 RP.

    Starting Level

    1) 4th; Two levels of NPC class, two of PC classes.

    2) 3rd; Three levels of PC classes.

    Ability Scores

    1) 4d6 straight down the line, no moving stats, reroll anything below 7. To me this option is interesting as it potentially creates characters with flaws to be roleplayed.

    2) 4d6 drop the lowest die, reroll anything below 7. Scores could be moved around as desired.

    3) 20 point buy.

    Right now, this is just an attempt to generate interest. If I can get six or more players on the same page, and whose styles I think would work well here, I'll create a recruitment thread. Post with your votes, and a couple sentence description of a character idea if you have one.


    “The world we suggest is a new wild west. A sensuous evil world. Strange and haunting, the path of the sun…”
    ― Jim Morrison

    TELLEKKAN: COLONIZATION

    Hello, welcome, to the recruitment for Colonization, a Pathfinder adventure set in the my homebrew campaign setting called Tellekkan.

    For full information on Tellekkan, please follow the links on the campaign info tab above.

    Colonization focuses on a ship full of colonists gathered aboard the New Dawn by the Holy Solar Empire and their bankrollers for this mission, a nagaji nest called the White Asps, who venture out away from the Empire in the hopes of settling a colony in the distant continent of Tel. The colony is to serve as a resource gathering base and new frontier for the crippled Empire. With the Scar barely being held at bay, starting what some are already calling The Third Great War, it is essential that new lands and resources open to the Empire.

    You are among the crew of experts aboard the New Dawn, a massive galleon owned by the White Asp Nest that has been sold to the Empire for the journey. Beginning with a crew of 200 soldiers, farmers, and crafstmen, you will journey to Tel to explore an unsettled wilderness and establish a new colony in a foreign land of intrigue, mystery, and unspeakable danger.

    FOR SOL, FOR HONOR, AND GLORY!

    Please pay close attention to the character creation guidelines below.

    CHARACTER CREATION

    Your character in Colonization will belong to the White Asp Company, a troupe of 200 men and women from all over the Empire. All of them are there because they represent professionals in their fields willing to risk a dangerous journey to start a new life. You will need to not only be capable of defending yourself and others from the dangers of this unknown land, but also bring worthwhile skills for settlement and community building to the table.

    This campaign will begin during the last leg of the long sea voyage to Tal aboard the New Dawn.

    Characters should be made using the following options:

    Starting Level: PCs will start at 4th level. Your first two levels must be in NPC classes.
    Alignment: Any. See alignment for details.
    Ability Scores: Roll 4d6 and drop the lowest, reroll any score below 7. Or take a 17 point buy. You may roll then decide.
    HP: Max HP rolls at 1st and 2nd level. Players will take half their hit dice+1 from level 3 onward. (d8 is 5). Companions granted from class abilities figure HP this way from their first hit dice.
    Traits: You should propose and detail two custom traits to fit your character's background. They should be in line mechanically with Paizo's published traits.
    Drawbacks: You may take one drawback in exchange for a third trait.
    Story Feats: One free Story Feat at 1st level, ignore the prerequisites.
    Starting Money: 2,400 gp
    Races: Only the core races described in the Tellekkan document. Questions about other races will be ignored.
    Classes: All classes and archetypes from Paizo products. Some that are Golarion specific may need to be reflavored.
    Firearms: Firearms operate under the "commonplace guns" rule. See firearms rules for details.

    When you create a submission, please create a messagboard alias and include your character information in the form of a standard stat block profile. Here's Ruarc's profile as an example. I don't want your stats broken up into spoilers where I can't find them easily and quickly. If you can't mange this simple task, you will not be considered.

    Also, include the following information in your profile:

    1) Appearance
    2) Personality (if you have trouble with this, TV Tropes is an excellent source for inspirational archetypal character elements)
    3) Background

    Once you have created a character (and only one) for consideration, please fill out the following application in character, and then post an in character scene, written in third person narrative, from a key moment in your character's background. This is to show off your writing skills. I am looking for good writers above all else.

    Application for position aboard the expedition of the New Dawn:

    Name:
    Age:
    Gender:
    Race:
    Occupation:

    What do you bring to the expedition?

    What are your professional goals?

    Do prefer to work alone or in a team?

    Give some examples of teamwork.

    How do you handle pressure?

    How do you measure success?

    What are you passionate about?

    What have you learend from your mistakes?

    What is your greatest strength?

    What is your greatest weakness?

    What major challenges have you handled?

    Why do you want to be on the expedition?

    Do you have a criminal record? If so, why should it be ignored?

    CAMPAIGN THEME
    Colonization is an exploration/kingdom building campaign that will also feature mass combat. I will be using the exploration, kingdom building and mass combat rules released by Paizo in Ultimate Campaign.

    I will also be using the Story Feats from Ultimate Campaign. I will try to make sure that each character's story feat has a chance to eventually come to fruition.

    POSTING CONSIDERATIONS

    Once the campaign begins you will be expected to post at least once every 48 hours. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will DMPC you for that time. If I don't hear from you your character will have a mental breakdown and won't do or say anything. They will be dazed should combat occur during that time.

    If anyone disappears for 10 straight days without posting or leaving notice you will be killed off without hope of resurrection. This is extremely generous in terms of time span, so please don't let it get to that level of uninvolvement.

    My posting rates may occasionally slow down, but I will communicate when that's going to happen before hand.

    SELECTION

    I will be selecting 6 characters from those submitted. Ideally they should fill the following leadership roles: Viceroy, Warden, General (Which we'll call Commander), Treasurer, High Priest and Grand Diplomat. But my selections will be the characters I like best regardless of who they are. If not all of the leadership roles end up filled, NPCs will be made to fill them. I am looking for three dimensional characters who I can believe are real people in the world they inhabit. Recruitment ends on the 7th of September 2013 at 12:00PM GMT+8. Late submissions will not be considered.

    If you have any questions please ask, I will be monitoring the thread closely.

    "Fortis fortuna adiuvat"
    ― Publius Terentius Afer, Phormio, line 203

    Inspiration for many elements of this campaign, and this post's formatting were taken from Robert Brookes' Ruins of Pathfinder:The Quest for Arcadia campaign.


    Discussion thread. This thread should be used for any OOC chatter not directly related to the current in-game scene, or for rules/setting questions. Feel free to talk about out of game things as well here.


    PROLOGUE:THE CALL; Evening, 07/14/4710 AR, Various locations across Golarion

    **Ophelia**

    It has been a little over two decades since her last adventure, and Ophelia Iestelle Glinathir has been both hard at work and happily at rest. From her room balcony at the Stone of the Seers Academy, she lazily watches the bustling city below her. Despite the incident now known as the Skinsaw Murders, Magnimar is once again on the rise. There have been little hiccups here or there that had threatened her home’s safety, but unlike before, the elf had been strong enough to help protect it.

    Ophelia glances over at a small book that she had just finished reading. She is very happy that the local Pathfinders had brought it to her attention. It is full of most useful information on the higher arts of summoning, and she has every hope that it will assist her with future endeavors. The wizard casually snaps her fingers and summons a large chest from seemingly nowhere. She quickly tosses the book inside of it, and with another snap, Ophelia sends it back to wherever it had come from.

    With a flash of bright white light a lithe and beautiful nude woman with skin the color of marble appeared before Ophelia, hovering upon powerful white wings and radiating a sense of serenity.

    "Fear not mortal, I mean you no harm." she says in elven native tongue. "My name is Mariah. I am an Archon of Iomedae, The Inheritor."

    Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?"

    Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards Ophelia, a look of urgency in her iridescent blue eyes.

    A bit stunned at what had just happened, Ophelia merely tilted her head in confusion. Normally, she would be rather intent on saying something to the stranger, but their suddenness of this supposed Archon’s appearance has left the normally very verbal wizard quiet. Once her mind sets in motion again, the first thing comes to her mind is a question: [i]Why me?

    If this Archon knows about her deeds, then she surely also is aware of the other Heroes of Sandpoint. Last time Ophelia had checked, they had been more powerful than her. However, Ophelia also recalls that it has been a couple of decades since the final battle with Karzoug, and she is the only living elf in what had largely been a group of humans. Maybe their strength is not what used to be? Advanced age can take a lot out of even the greatest of warriors.

    Ophelia wearily looks over Mariah and silently studies the Archon. What the wizard had learned from her many years of studying the otherworld planes and their inhabitants slowly works its way into her mind. With enough study, it quickly becomes apparent that Mariah is what she claims to be. Everything from her looks to the very essence of feel of her inner magic is correct. Such radiance and power cannot be replicated by anything mortal or infernal. With a nod of resolve, Ophelia decides to trust her. Eventually, a smile works its way up Ophelia’s pretty elven face, and she quickly takes Mariah’s hand with her own. “Of course, my lady.”

    **Vega**

    It was a peaceful day in Bellis, frontier town at the northern edge of Andoran along the Sellen River. Vega, a simple looking man hailing from the Valley of Fire in Brevoy, kneels by some plants outside his temporary home here. While he has left his "noble" family and their corruption behind, he still bears the family name, for - despite their darker sides - they have good within them too... enough to honour and respect them while away.

    Vega inhales deeply, taking in the scent of beeswax, honey and mead that permeates this little village. His breath is long enough to finally pick up the scent of his garden, faintly tinging the aftertaste with a mix of spice and green freshness. There is peaceful simplicity to be found in gardening, but today it cannot cleanse all of Vega's thoughts.

    It will happen today. I foresaw it in my dreams, and each day it becomes more vivid. There is trouble brewing, and today I shall meet the herald of this portent. I know that with the herald comes the next step of focusing my chi, and awakening my anima... and it will quickly be put to the test.

    Vega breaths in the scents of his garden once more, opens his eyes, and leans forward to trim and shape the bonsai in front of him, while the other plants shift softly in a cool breeze. The hosta leaves dance, while the nearby wisteria bends just enough to bring shade to Vega's eyes.

    There is no need to trouble myself with it right now though. There is naught to do but wait until the truth is revealed. Going forwards without knowledge will just bring about greater ruin. Vega continues his contemplations while watching the going-ons of the townsfolk beyond his modest garden. Day in and day out, they toil, unaware of much of the outside world, and for the better, for in their focus of their day to day tasks, they accomplish much, and so do I. Sometimes today it will come, but until then, I will continue my personal work, and do good here while I am still here.

    His hands are dirty and strong, and despite the heat from the sun on this clear day, a serene smile crosses Vega's face. Even though he knows that something but is going to happen, this moment, this one moment, is beautiful, peaceful, and full of life.

    Vega continues to work in this garden. With a flash of bright white light a lithe and beautiful nude woman with skin the color of marble appears before Vega, hovering upon powerful white wings and radiating a sense of serenity. "Fear not mortal, I mean you no harm." she says in common. "My name is Mariah. I am an Archon of Iomedae, The Inheritor." Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards Vega, a look of urgency in her iridescent blue eyes.

    I know. Vega thought when the herald first appeared. However, he did not answer, nor show any signs of fear or shock. Instead he continued to work with the plants before him, for the flash of light happened right in the middle of the replanting of a baby maple in freshly tilled soil. With movements practiced and perfect, he pushes the fresh soil over the roots and pats it down to secure the plant in it's new home. Slowly, he lifts his head to give his attention finally to the Archon.

    "I knew today would be the day. I have dreamt of your coming, and have already prepared. This was my final task, and all of my effects are already born. Of course." Vega rises with one fluid motion, and an unseen flick of his wrists seems to have removed nearly all of the dirt at the same time. He holds his right hand forwards, palm up and fingers together to accept her hand. His eyes contrast hers, not only in their dark colour, but in their cool temperament as well. He knows he will soon find the same urgency as hers, but he also knows that there is never an appropriate time for clouded thoughts. Just before their hands connect, Vega follows up on his acceptance.

    "There is no need to promise gifts for service, but boons to aid in the fight coming will not be turned away. All that matters is the very world in which so many live be protected. In that, I give you my hand. Take me where I must be."

    **Poppy**

    Poppy sat on the end of the bed in her hotel room, slowly folding her clothes and reminiscing about the past three months spent in Oppara. It’s always good to get out of the adventuring grind and do something FUN for a little while. Especially in the big city. She had been extremely busy, however; planning the reception for a noble wedding was no small feat. The big party had been a few days previous, and she was definitely glad it was over. She would finish one more job, then move on to somewhere else. I suppose next I’ll head to the countryside and visit some hospitals. She picked up a piece of paper lying nearby on the bed. Or this. The paper was a message from the mayor of a small city elsewhere in Taldor, asking for help from all magic-users in dealing with a particularly vexing horde of goblins.

    A loud knock on the door tore her out of her reverie. ”Who is it?” she asked in her high-pitched, adorable voice. Passing the mirror on her way to answer the door, she briefly checked her shoulder-length bright red hair and adjusted her ostenatiously poofy lime green princess dress. She pulled the door open, and found a well manicured but harried-looking woman in her early 30s on the other side. Before the woman could even open her mouth, Poppy’s eyes grew wide and she blurted out, ”Madame Laurent! I’m so sorry! I lost track of time! I’ll be ready right away.”

    ”Thank the Crown Prince, I was worried you’d forgotten! We’ll be in the ballroom.” With that, the woman spirited down the hallway and down the stairs out of sight. Poppy quickly closed the door, then threw on a few crystal necklaces, a matching pair of earrings, and some truly obnoxious rings. She put on a shimmering orange hat nearly taller than she was before pulling on her gold leather shoes and dashing out the door...

    Poppy stood before the entrance to the grand ballroom of the hotel and took several deep breaths. You can do this. You’ve fought beings from other planes. You’ve convinced heads of state to go to war. Just open the door. From the other side of the door, Poppy could hear chaotic shouting and insane laughter. It sounded like tables were being overturned in a reckless frenzy. Go.

    She plastered an enormous smile on her face and pushed open the double doors. She spread out her arms and a dazzling rainbow shot out of each hand all the way to the ballroom’s high ceiling. Dozens of little voices breathed, ”Wooooooooooow!” She did a twirl and sashayed onto a stage on one side of the room. She stopped in the middle of the stage and conjured a small garden scene made entirely out of sunlight. She sniffed a sunshine flower, waved with both hands and called out, ”Happy birthday, Stephanie!”

    Approximately 25 five-year-old girls sat riveted on tiny chairs facing the stage. In the middle of the first row, a brown-haired girl dressed in a purple party dress and a little silver tiara clapped excitedly. Poppy smiled again and a puppy made of thousands of tiny twinkling stars appeared in her hands. The puppy leapt down from the stage and bounded joyfully into the little girl’s lap. Then, five more star puppies appeared out of Poppy’s hands and ran around the chairs, stopping to play with the rest of the girls. The girls clapped in utter delight. ”Make a dolphin! Make a dolphin!” the birthday girl squealed.

    As Poppy did her best to entertain the small army of noble children, she became distracted by the parents standing in the back of the room having a cocktail while they kept an eye on their daughters. One of the moms stood out to her in particular. She was supernaturally pale, even paler than Poppy. Her ivory above-the-knee sheath dress was receding into her flesh until it completely disappeared, leaving only skin the color of marble. Naked at a children’s party? I just don’t understand human fashions! The woman stared directly at Poppy. Suddenly, the cheering children froze and were silent. The parents stopped chatting and stood in their places. The star puppies, rainbows, and sunlight garden disappeared. Only Poppy and the naked woman were still able to move, think, or speak.

    With a flash of bright white light, the lithe and beautiful nude woman appeared directly in front of her, covering the entire distance of the room in a split second. She hovered serenely upon powerful white wings. "Fear not mortal, I mean you no harm," she said in the Gnomish tongue. "My name is Mariah. I am an Archon of Iomedae, The Inheritor." Her voice was like beautiful music, pure and without fault. She carried a long thin gleaming silver trumpet that was covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls waved gently in an unseen wind, as she extended one perfect hand toward Poppy, a look of urgency in her iridescent blue eyes.

    Poppy’s stomach leaped for a split second, but her fear turned into awe and then into admiration. She looked straight up at Mariah’s face, clasped her hands in front of her chest, and said, ”You are SO GORGEOUS! How do you do it?” Poppy lowered her arms and glanced down at both of her shoulders. ”I wish I had wings.”

    The Archon cocked her head in confusion. ”How do I do what?”

    “Look so glowing and glamorous!”

    ”I don’t understand. Don’t try to distract me. I told you, time is of the essence!”

    Poppy shrugged her shoulders. ”Well, after this party, I’m free for the foreseeable future. But I need to finish my show, or I’ll get a bad reputation in this city, and these nobles pay lots of money for my appearances and parties.”

    ”There is no time for such worries. They will never remember that this happened."[/b] Anticipating Poppy's next request Mariah continues, "Your belongings will be brought to you. We must go." Mariah offers her hand again.

    **Dorialis**

    Dorialis sat impatiently across the table from the priestess as she counted out coins into a leather purse. The priestess lets out a startled yelp at as flash of bright white light precedes the appearance of a lithe and beautiful nude woman with skin the color of marble before them, hovering upon powerful white wings and radiating a sense of serenity. "Fear not mortal, I mean you no harm." she says in your d’ziriak. "My name is Mariah. I am an Archon of Iomedae, The Inheritor."
    Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards Dorialis, a look of urgency in her iridescent blue eyes

    The fetchling's eyes flick one last time to the pile of gold on the table, and the shocked priestess standing there with her mouth open. All the jobs I do are of dire importance. Those are the only ones worth doing. Dori reaches out and takes the Archon’s hand, payment for her last job forgotten on the table of the Desna priestess.

    **Gror**

    Something was afoot in the Witch Queen’s realm; Gror could smell it. The elders nodded when he tried to rally them, but they were moving too slowly, if at all. The Blackravens were active, but not disciplined, not strategic enough -- moving, but not in the right direction. OK then, for now I’ll scout alone. With luck perhaps I’ll uncover enough to figure it out. he thought to himself. Gror started cautiously, methodically, making forays into Irissen territory. Just scouting, unless he saw an easy patrol to bring down. He was looking for information right now, not trouble. It was slow going, but the bite of the cold and the wind was oddly comforting: he was out. He was facing whatever was coming. Long days passed, with nothing much to show for them. Leads kept turning into dead ends.

    Gror’s certainty was unabated, but his supplies were getting depleted. With a heavy heart, he packed his backpack to return toward the Land of the Linnorm Kings, when with a flash of bright white light a lithe and beautiful nude woman with skin the color of marble appears before him, hovering upon powerful white wings and radiating a sense of serenity. "Fear not mortal, I mean you no harm." she says in your native tongue. "My name is Mariah. I am an Archon of Iomedae, The Inheritor." Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards Gror, a look of urgency in her iridescent blue eyes.

    Gror stared briefly. He squinted at her. Was this some Irrisen witchery? Some demonic trick? No, he was certain. She was what she claimed. He had prayed each night for Angradd and Torag to send him the strength he needed to confront the the witches of Irrisen. Those sorts of prayers weren’t always answered...but this might be the aid he sought. He nodded to the Archon. ”Very well, Mariah. I think your god and I might be on the same trail, and I’ll make alliance with anyone I need to, to abate the darkness I see on the horizon." With that took her hand.

    **Cho'ankai**

    Far beyond the concerns of Avistan and the Inner Sea region, the shrouded continent of Arcadia is home to myriad civilizations and peoples unfamiliar to the eastern world. Among these civilizations are the tribes of humans that have existed in relative isolation for thousands of years. In Arcadia's northern reaches in regions of high mountains and dense forests live the Rankoskha, a tribe of humans living in a Stone Age society with a surprisingly advanced notion of medicine and magical artistry. Developed independently of the uplifting of humanity by the Aboleth, this civilization offers a tantalizing view into the original path of human destiny before the Aboleth's intervention, and eerily parallels the ways of the Shoanti and Kellid tribes of Varisia prior to their manipulation by Thassilonian influences.

    Among the peoples of the Rankoshka the position of earth speaker is a sacred one, an inherited title belonging to spiritual leaders of their people vested in ancient Druidic traditions. The earth speakers of the Rankoshka utilize their training to tap into the ley lines that crisscross Golarion, dawning from them power for this magic and influence over the denizens of the spirit world. They are a shield against the wild beasts of the land, of the predatory fey from the First World, and from the restless dead come from beyond.

    Cho'ankai Aju-Taash is the sixteenth earth speaker of the Rankoshka, born over 100 years ago and believed by his people to have been chosen by the sky spirits to guide their people. Cho'ankai, despite his great age, still shows great vitality and youth beneath his sun-battered skin. While his people suggested he should lead them directly, Cho'ankai refuses to change the traditional position of earth speaker as an advisor and shaman to his tribe.

    In the decades of service to his people, Cho'ankai has guarded the Rankoshka against threats from both wild beasts, spirits, and even foreign invaders from beyond the Arcadian ocean. Battling imcursios of the Ulfen warriors from their frontier city of Valenhall, Cho'ankai has begun to realize that beyond his people's ancestral home lies things he has little understanding of, things he cannot protect his people from, and that by ignoring the world beyond his people are endangering themselves.

    Contemplating these notions of insular existence and isolation, Cho'ankai took a leave from his people to spend time within the Akmanshan mountains, looking to the heavens and the voices of the world itself for answers to his concerns of foreign invaders and ideas. Cho'ankai's introspection was answered by the presence of a celestial being, the first sky person his people had seen in generations.

    Introducing herself as a herald of celestial powers unfamiliar to Cho'ankai's ears, this angelic being spoke from her heart, spoke with desperation, and most importantly spoke humbly. While Cho'ankai recognized that this entity and her troubles were far removed from his own knowledge and home, he recognized the value in learning from her, from outsiders of Arcadia...Or if nothing else, learning how to defeat them all. He reached out and accepted her hand.

    ========================================================================

    CHAPTER 1: THE CHOSEN; Dusk, 07/14/4710 AR, Unknown island

    As each of the chosen reach out and take Mariah's hand she smiles. Her flesh is soft and pleasant as warm milk. Gripping their hands firmly, she raises her long trumpet to her lips and blasts a long clarion note. As she does so the world twists and swirls together. The sound of her trumpet seems to stretch out forever until it turns into an electric sounding hum. Time stops, and for a indeterminable period of time there is nothing. Then reality comes crashing back. It's like emerging from being submerged in deep water. Sight, sound, smell and feeling all slap them selves back into place. The chosen find themselves standing on a tiny island. The air is cool and moist, but not unpleasantly so. It is foggy enough that anything beyond the island fades into oneness with the grey-blue waves that are slowly lapping against the rocky shore. Mariah is there before them, hovering a few paces off the ground in-between the three stunty, twisted pines, fireflies flitting around her lighting the fog periodically with their dim yellow glow. "Wait just one moment please." She says to the six humanoids on the island. Though you're now certain she's not actually speaking your mother tongue, you hear it as though she were. It's quite uncanny. "Now that I've picked up everyone, my commander will open a gate."

    She closes her eyes briefly in concentration and then behind her starting about a foot off the ground, the air spits open with a release of vibrant pink energy. An ovoid window into another place rapidly opens there in a the air, bounded by a crackling aura of pink electricity. The hoop shaped gate is fifteen feet across. A beautiful garden-like landscape can be seen on the other side as if looking through a window. Floating there in the daytime sun is a ten foot tall handsome golden skinned humanoid man surrounded by a nimbus of pearly light. He is wearing full plate male armor emblazoned with the longsword starburst symbol of Iomedae on the chest. He carries a golden starknife in one hand, and there is a large, star shaped metal shield strapped to his back.

    Mariah guestures towards the portal. "That is my commander, the star archon, Josiah. He will take over from here. I have other duties to attend to. Please enter." She bows, and then with another flash of white light Mariah is gone, leaving the six strangers alone on a damp rock. The archon on the other side of the gate waits impassively, his face an emotionless mask. The only sound is that of the water, and of the chirping and buzzing of insects and frogs.
    ________________________________________________________________________

    Alright, time for your introduction post. This is your first impression on the others, and on me. Take time to describe your character well. You have whatever gear you had when you were doing what you were doing in the intro post. The rest of it will be provided for you later. Feel free to react to the situation or talk to each other as well.


    Congratulations! We're going to take a couple days to finalize all details, talk about overlapping spell selection, possible party tactics and/or possible shared background connections. I am also going to audit everyone's sheet in detail now before we get started.

    Please use this thread for all OOC questions/comments/discussion not directly involved with the current in game scene.


    1 person marked this as a favorite.

    What is this game?:I will be running the Witchwar Legacy, a Paizo published adventure module for 17th level characters, with the twist that you will be part of an elite team of gestalt synthesist summoners gathered and formed specifically to take part in the events of the adventure. It will also be part optimization challenge as your characters will only be 12th level. I'm going for a super-hero team feel here. You were normal adventurers now suddenly given huge power and responsibility by immortal forces that you only partially understand.

    Adventure Background:
    Half a millennium ago, the reign of Queen Tashanna of Irrisen drew near its end, and the time approached for her to abdicate her throne and abandon Irrisen—and even Golarion—for other worlds and dimensions. Tashanna, however, chose a different course. Rather than give up her throne and the kingdom she had so carefully nurtured for nearly a century, she sought to depose her own mother, Baba Yaga, and retain her rulership of Irrisen. After years of research, she was finally able to locate the Torc of Kostchtchie, an artifact containing the mortal soul of the Demon Lord of Giants and Cold. Knowing of Kostchtchie’s hatred for Baba Yaga, Tashanna used her possession of the torc to convince the demon lord to ally with her in a rebellion against Baba Yaga. This short but bloody rebellion became known as the Witchwar.

    Unfortunately, Tashanna underestimated Baba Yaga’s personal power. The Old Crone had created both Kostchtchie and the torc, and possessed the means to undo them. Baba Yaga first faced Kostchtchie and savaged him with her magic, sending him fleeing to Iobaria to lick his wounds while her loyalists decimated his giant forces. The Queen of Witches then turned her attention to Tashanna and quickly defeated her rebel forces as well, capturing her daughter and ignobly parading her before her own defeated troops.
    Baba Yaga executed every one of Tashanna’s followers and created a huge magical necropolis wherein she interred Tashanna’s defeated army and purportedly the deposed witch queen herself, along with the magical torc that led to her downfall. Known as the Veil of Frozen Tears, this hidden necropolis, filled with traps of the Old Crone’s devising and foul guardian spirits, remained inviolate for 5 centuries—until now.

    Now Queen Elvanna, Fourteenth Daughter of Baba Yaga, nears the end of her own reign over Irrisen and faces the uncertain future of her sister-queens who have gone before her. She hopes to hedge her bets with the possession of a powerful artifact, such as the Torc of Kostchtchie. To this end, she has discovered the location of the Veil of Frozen Tears and sent mercenaries to penetrate its wards in order to recover the torc for herself. But the dangers of the frozen necropolis are manifold, and none of her hirelings have yet returned from their quest. A side effect of their meddling, however, is that some of the necropolis’s wards have been breached. Kostchtchie is now aware of the location of the tomb and Elvanna’s efforts to reclaim his torc. Remembering well the humiliating and painful results of the last time someone possessed his torc, the demon lord has sent his own agents to bring it to him. These two factions are heading for a confrontation over the hidden necropolis, and woe to those who get in the middle.

    Your In:
    Whatever your character would normally be doing gets interrupted by the following:
    With a flash of bright white light a lithe and beautiful nude woman with skin the color of marble appears before you, hovering upon powerful white wings and radiating a sense of serenity. "Fear not mortal, I mean you no harm." she says in your native tongue. "My name is Mariah. I am an Archon of Iomedae, The Inheritor." Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards you, a look of urgency in her iridescent blue eyes.

    Character Creation Rules:

    Level: 12 Gestalt
    Point Buy: 20
    Races: Core+Featured
    Alignment: Any non-evil (good characters strongly preferred)
    Classes: You MUST gestalt with synthesist summoner at every level. Your other class(es) can be any combination of anything Paizo. No 3PP.
    HP: Max at first, half+1 after that. Half+1 for all eidolon hit die. (ie. d8 gives you 5 (4+1))
    Feats: No leadership
    Traits: 2
    Gold: 140,000 GP (No crafting other than consumables)
    Firearms: Guns everywhere. Keep in mind that RAW, rapid reload does nothing for advanced firearms. That's how we'll be running it.

    Create your character as a gestalt, however when writing your background treat it as if you didn't have your summoner levels. You will get them at the beginning of the game. Like getting super powers and becoming a super hero.

    What I am looking for in a player:
    People who can commit to post 1/day during the week (and hopefully on weekends) for potentially the next 6-9 months while we play through the adventure. I prefer experienced PBPers, but I will consider people new to PBP if they show that they can follow instructions. Good, interesting writing is essential. PBP is a slooooow medium for gaming, the only thing that makes it fun is taking the time to write well, and really RP your character. You should also have a working knowledge of Golarion, it's lore and history. Depending on interest, I will be taking five or six players. I will attempt to go for a balanced party (arcane, divine and trapfinding covered if at all possible). If during gameplay you fail to post regularly, your character will do nothing. If you disappear for a week+ with no explanation, expect to be removed from the game and replaced.

    My GMing style:
    I use Google Drive to put up maps for combat. I will roll initiative for everyone, then run combat in initiative blocks. The highest roller for the party and each type of monster will set that block's initiative count. Then player actions will occur in posting order. I will put the monster's essential stats in my profile, so you can resolve your own actions (AC, saves, CMD, AOOs etc.).

    I try to follow the rules as written as closely as possible. If you make a mistake that I see, I will correct you. If I make a mistake, please correct me and point out a rules reference. I will gladly fix mistakes. As far as flavor text/fluff goes I usually follow the rule of cool. Tone wise, I go for gritty and mature. Killing monsters involves lots of blood and guts and mental trauma.

    My other games for reference:
    My Worldwound Sandbox game ~1700 posts, doesn't include previous threads that have been abandoned/consolidated.

    My Carrion Crown game ~1700 posts

    My crazy Conan the Barbarian Meets Real World Zombie Apocalypse game ~600 posts

    My completed Crypt of the Everflame game 851 posts, inactive.

    What you need to apply:
    You should create an alias for your character. It needs to have your complete mechanical crunch, a character background and a description of your character's appearance and personality. Bonus points for finding/drawing a reference picture. The more grounded your character is in Golarion the better, also remember that you're one of the more powerful people around. You should have a background that reflects your status as a higher level character.

    I also want an in character writing sample that shows how your character reacts to the "Your In" paragraph above, and demonstrates your style a little.

    Example Alias from one of my characters.

    Recruitment will stay open until Sunday July 14th, noon GMT+8 (that's midnight Saturday the 13th in EST). I will only leave recruitment open longer if there are not enough acceptable applications by that date.


    Link to original thread's Campaign Info Tab

    Eremus is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Eremus.

    Touch attack: 1d20 + 27 ⇒ (8) + 27 = 35

    Spellcraft DC 23:
    He cast a quickened dimensional anchor.

    So you are under the effects of dimensional anchor

    Initiative:

    Eremus: 1d20 + 10 ⇒ (13) + 10 = 23
    Galtraxis: 1d20 + 2 ⇒ (3) + 2 = 5

    Initiative
    Eremus 23
    Galtraxis 5

    Begin Round 1

    Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

    Eremus, you're up. 290' from him. I'll put up a map if it becomes necessary.


    Link to original thread's Campaign Info Tab

    JoJo is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike JoJo.

    Touch attack: 1d20 + 27 ⇒ (10) + 27 = 37

    Spellcraft DC 23:
    He cast a quickened dimensional anchor.

    So you are under the effects of dimensional anchor

    Initiative:

    JoJo: 1d20 + 20 ⇒ (16) + 20 = 36
    Galtraxis: 1d20 + 2 ⇒ (11) + 2 = 13

    Initiative
    JoJo 34
    Galtraxis 17

    Begin Round 1

    Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

    JoJo, you're up.

    Map


    Link to original thread's Campaign Info Tab

    The Faceless man is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike the ninja.

    Touch attack: 1d20 + 27 ⇒ (6) + 27 = 33

    Spellcraft DC 23:
    He cast a quickened dimensional anchor.

    So you are under the effects of dimensional anchor

    Initiative:

    Faceless man: 1d20 + 13 ⇒ (7) + 13 = 20
    Galtraxis: 1d20 + 2 ⇒ (19) + 2 = 21

    Initiative
    Faceless man 25
    Galtraxis 5

    Begin Round 1

    Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

    Faceless, you're up. The resolution on the map is kinda bad, you're 290 feet east of him.

    Map


    Link to original thread's Campaign Info Tab

    Azander Blanche is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Syken.

    Touch attack: 1d20 + 27 ⇒ (11) + 27 = 38 Miss

    Spellcraft DC 23:
    He cast a quickened dimensional anchor.

    Initiative:

    Azander: 1d20 + 12 ⇒ (15) + 12 = 27
    Galtraxis: 1d20 + 2 ⇒ (10) + 2 = 12

    Initiative
    Azander 31
    Galtraxis 19

    Begin Round 1

    Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

    Azander, you're up.

    Map

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