Red Blessing : Stars and Shadows

Game Master Nimon

Red Blessing is a campaign that takes place 59 years in the future of the current Pathfinder timeline, the years being 4770. It starts in Alkenstar with the first module Stars and Shadows and ends with Restoration of Blood.


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Welcome,time is of the essence so I will make this brief.What I am about to say does not leave this room.As some of you may know yesterday morning Lord Vyktor Von Zol from the diplomatic envoy of Nidal was assassinated in his tower. As you know such a tragedy will echo well beyond these walls of granite and steel that have for seventy years been the center of diplomacy in Golarion. The sheriff already has his best trackers on this, but you all have exceptional talents and I believe if we are going to solve this crime we need all the help we can get.I will provide one hundred gold pieces to each of you for what ever gear you may need for your search. Once you bring me the assassin or his corpse I will pay you each a lump sum five hundred thousand gold pieces. This is not a competition. I will pay each of you regardless of who brings this criminal in, so I suggest you work together. This gold also buys your silence, reveal to no one what you are doing, nor the details of this investigation. I will turn a blind eye to any petty criminal activity you have to commit to complete this mission, but if you are caught by one of my marshalls I will let you serve your sentence. Do you accept?
The Duchess Morra Reidford asks with the stoic expression her Dwarven family is known for.

Welcome. I have been away for a bit, but I am back looking to GM a campaign. This campaign takes place in Alkenstar and the Mana Wastes in the year 4770. More specifics will be added to the campaign tab soon.

Creating a Character for this campaign:
25 point buy(No starting stats above 20, or below 7 after all adjustments). 3 traits, 1 campaign, 2 others. Races allowed is any race of equal value to the core races including alternate racial traits.(The people of Alkenstar are exceptionally sensitive to monsterous races and will start out with a hostile demenor twords your character, but they are tolerated in circumstances of diplomacy or trade). Any alignment is allowed, but do attempt to work with the group. Creative banter is encouraged, bullying is not.Starting gold is max of your class +100g offered by the Duchess.Background does not need to be a novel, just include why you have certain traits.

Campaign Traits:
Deputy You have been deputized at one point during your time in the Mana Wastes to fend off one of the many dangers. +2 Knowledge Local/Intimidate (not class skills unless granted by another source). +1 Initative.
Diplomatic Immunity You are one of the many diplomats that travel to Alkenstar to seek out a "safe" venue for conducting business with other nations. +2 Diplomacy/Bluff one is always a class skill.
Guild Affiliation You are a member of one of the six main gun guilds that run Alkenstar and the Mana Wastes. Here are the mechanical bonuses/penalties assigned to each, for more information see spoiler below.
Greystone +1Cha(when displaying weapon) -10% cost of Greystone weapons, you may only buy Greystone Guns and Ammo. Other weapons maybe bought from any source.
Altkin +2 initative when dueling. May not buy weapons from Niven.
Niven +2 Knowledge engineering, is always a class skill.May not buy weapons from Altkin.
Reidford Mass Production- 1/2 crafting time for any Rifle.1/4 crafting time for any ammo. Gunsmithing required to recieve bonus.
Watts Speak Gnome. Access to Experimental Gunsmith regardless of race. Watts Experimental Gunsmiths can change innovations if given 24 hours to work.
Inglis +100 starting Gold.
Mutation You have been mutated by the Mana Waste. People Shun you, but you have unique abilities. -1 cha. Select one mutation
Acid Spit Your throat is oddly large, simular to a toad.Can spit acid as standard action. This attack is a range touch. 1d6+1 per 2 character levels.
Acid Resistance Your skin is oddly colored and textured. +5 acid resistance, this stacks with other sources.
Disease Immunity You are immune to Diseases, but you emit a strong body oder.
Dark Vision You have limited dark vision of 30', your eyes are oddly shaped and colored. Sunlight provides no penalty, but you avoid it when possible.
Raid Survivor You have survived a raid by one of the wasteland's many agitators. +1 Attack/Damage/Knowledge check vs one of the following- Giantkin,Mutants,Gnolls,Goblins,Charu-Ka, or Calikang.
Tech Savy The modern enviroment has rubbed off. +2 Knowledge Engineering/Disable Device. One is always a class skill.
Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur.
Wasteland Survivalist You have lived in out in the Mana Wastes on your own for a time. +2 Heal/Survival/Knowledge Nature. One is always a class skill.

Guilds of Alkenstar:
Guilds are an important aspect in this campaign.The guilds of Alkenstar make the finest guns in all of Golarion. Masterwork weapons from these guilds have non-magical properties because of their superior designs. These weapons cost the same as a +1 magical weapon. Other properties are avalible from specific guilds that can be bought for their magical equivilant. Greystone This Dwarven gunmaker guild is the oldest in exsistance. They are a very prestigious guild, and only those who can prove a either a strong Dwarven line or can create not only exceptional weapons, but also visually appealing weapons using the strictest regulations are excepted into this guild.
Masterwork guns of this Guild have the non-magical property of Reliabilty. Greystone weapons can also be made with the non-magical properties of Wounding and Greater Reliability.
Altkin Altkin and Niven used to be the Alkenstar guild run by Alkenstar himself and both guilds are run by humans of his family line. Recent legislation has required this guild to be seperated into two guilds. The Guild leaders could not aggree on how to conduct this seperation and were forced into an agreement by Duchess Reidford. The two guilds are at odds with each other and can rarly be civil in public. Altkin specializes in hand guns, and its members are some of the finest gunslingers in Golarion. Masterwork guns of this guild have the non-magical property of Nimble Shot. Other non-magical properties of this guild are Speed and Dueling.
Niven The Niven guild is the other Alkenstar human guild. They specialize in very large weapons such as cannons and have a contract for maintaining the defense of Alkenstar's walls and other prominent locations in the Mana Wastes.They do produce the very best blunderbuss as well. Masterwork guns of this guild have the non-magical property of Distance. Other properties of this guild include Thundering, Flaming and Flamburst.
Reidford Reidford is not as rich as Inglis or as prestigious as Greystone, but it is the largest guild. It owns the contract for Alkenstar's standing army and has the largest production facilities.Reidford specializes in Rifles and large scale production.
Masterwork guns of this guild have the non-magical property of Distance.
Other properties include Lucky*(this property can not be made, but can be bought from a Reidford veteran that served in one of the many conflicts in the wasteland) and Impervious.
Watts Watts is the only guild that is not run by Dwarves or Humans. It is called the "Gnome" guild because it was created by Gnomes, but it welcomes all races equally, even some that are rejected by other guilds like Gnolls, so long as the individual can create innovation. Watts trys to improve on all guns. Masterwork guns of this guild have the Cunning property. Other properties include Shock and Shocking burst.
Inglis Inglis is a Dwarven guild and is the richest guild, but it was not always so. Until the second conflict with the Gorilla King this guild was a minor guild that made only small revolvers. During the conflict it unvailed a new weapon that seems to be powered by sunlight. The guild leader claims to have created this technology, but others believe he found the secret after an expedition to a land called Numeria. Masterwork guns of Inglis have the non-magical property of Endless Ammunition*(only while in sunlight. Out of direct sunlight have a capacity of 10 shots. Secondary cartridges that can be charged in the sun can be bought for 1,000 gold. Reloading these takes a full round action.) Other non-magical properties include Planar and Ignite.

Magic in Wasteland:
Some of this was already stated in the Victim of Calikang torture trait. At this time the wasteland is very unstable. Magic storms are common and complete voids are still all around. Some of these voids wax and wane and are not complete. Only those with the above mentioned trait have the ability to discern this wax and wane, ebb and flow. Magical items of all kinds do not work in the wasteland. Alchemists of the wasteland can produce extracts, potions and mutagens from the various mutated creatures that are not magical, but have simular properties. Summoners run the constant risk of loosing their Eidolon in the Mana Wastes to magic storms and voids.

Alternate Rules Used in this Campaign:
Guns are everywhere. Take 10% off book price for all guns and ammo. Duels and performance combat, and hero points will be used.Feats effecting these are welcome. Gunslingers can replenish grit with the Daring Act alternate rule.

This game will be theatre of the mind.It will be about 50/50 combat and social interaction, though characters actions can effect this.I will add more to the campaign tab tommorow night. Recruitment will end on Wednesday the 20th. The game will start then. Do not apply unless you can post at least once a day every day, including weekends. Big holidays, like Easter/Christmas ect are excused. In this day in age with Iphones ect it is hard to believe one can not post a paragraph of text once a day. Have consideration for your fellow gamers. If fail to post decisions will be made for you. Repeated offenses and you will be replaced. I look forward to your applications, thanks.


Dotting.


Hello. I am interested in your game. I want to make a Gun Tank for the party. I found it in the SRD if that's alright with you. Its a gunslinger that's a tank. Kewl huh?

http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo--- gunslinger-archetypes/gun-tank

I give you the link. I honestly did not want to do the gunslinger until I found this Archetype. Would you let me do the gun tank? I have other questions but for now that is the only one I need to ask but I will ask them after I build my character. Thank you for offering this. I have been GMing so much these days that I really want to get back into a game as a player. I have never had a chance to play a gun tank so that is why I want to give it a shot.


what about Psionics?


...On second thought I might not be making a gun tank. Would you recommend me a tank class? I have done many but with the excess of firearms I have no idea right now. PM me your thoughts please GM?


I assume this will be starting at Level 1 (it wasn't explicitly stated). Also, will this be using the Hero Points optional rule from the Advanced Player's Guide?


I'd also be quite interested in this, will create a character when I'm able and post in.

Grand Lodge

Highly interested in this game. Will send a character after work.

Lantern Lodge

Color me interested. Will work on an experimental watts gunslinger and have it to you in a bit.


GAH LOUP WHY CAN I NOT ESCAPE YOU!!!!! XD Also I still have no clue idea what to build for this. I havn't PLAYED a game where I have had to play against guns everywere...I have BUILT a game like that but playing it. Meh I didn't pay enough attention. Might just go generic barbarian....

Grand Lodge

Character submitted...WOOT!!!

Lantern Lodge

Are we taking max health for HP?


Hah, answered my own question on hero-points by re-reading.


Sp first level then right? and so none of us can have a gun then? if guns are everywhere then the gunsling loses gunsmithing which has his free starting batterd gun under it and instead gets gun training but can't afford a gun :)


oh and are aasimars, tiefling, and the like allowed or no?


Submitted for your approval.


Ashe wrote:
oh and are aasimars, tiefling, and the like allowed or no?
Quote:
Races allowed is any race of equal value to the core races including alternate racial traits.

I assume this means equal RP cost (from advanced race guide). Aasimar and Tiefling are higher RP than the core races iirc, so I'd say it's probably no.


that was my assumption as well, just asking for confirmation


Went with Spellslinger instead of Experimental Gunslinger, Submitting for approval.

Dark Archive

Wow alot of posts since last night. Sorry I could not get back to you all sooner just returned from school. I will begin to address each of you.

Dark Archive

Gun Tank is fine, it is in the UC page 50 also. Anything from the main books - Core, Advanced Players, Advanced Race, Ultimate Magic, Ultimate Combat is fine by me.

Psionics I handle as sorcerors with just a differant "flavor" to their abilities, and as such have the same limitations in the Mana Wastes as all other casters. If you are ok with this than feel free to submit a character.

Yes I am using hero points. You will get 1 hero point at the start of the campaign. More to be given out as usual or with feats ect.

It is max hit points on each level. Hopefully this will help curve some of the potential lethality.

I will allow the featured races from Advanced Race guide, appologies for the lack of clarity on that. I just do not want any Driders ect. Just pay heed to the fact that Alkenstar and its surrounding villages are constantly under various threats and locals may treat you with open hostility. Individuals who come on diplomatic envoys typically keep to them self in a designated area and have servants that go out in public. So even though many races are known to visit Alkenstar, not many actually participate in the community. I hope that makes it a bit clearer.

I will now look at those that have already submited a character and give feed back.

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E.L:
I responded to your PM. I forgot to mention, I am sure you know, that at some point you will need to create and alias and make that a profile. The rest I did address in my response, thanks for your submission

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Karrick:
Looks good. I enjoy the backstory, your character has kind of a Riddick feel to him. Melee weapons may not have the same cool bonuses some of the Guild Guns do, but you can add things that are "non-magical" like silver ect to them. I noticed you have the cold-iron so I take it you understand that. First and only rogue so far.

Dark Archive

Zadock:
Looks decent. Just to make it clear though, when you do focus magical energy through your weapon you will be subjected to a concentration check like other casters with the Calikang torture. Nice choice of character.

Dark Archive

Oh ya one last thing befor I head into the Campagin tab to set this up. Honestly I wish they would give you access to that first, so you could present a final finished project befor asking for recruits, but oh well.

Guns are everywhere in Alkenstar- not Golarion. As such you still get your Gunslinger Feat for being a gunslinger ect, the only differance is guns are 10% cheaper in general here.(possibly more depending on your guild).

Ok I will work on the campagin tab tonight to round out the story and give some more clarifications on how certain aspects of this campaign will go.

Lantern Lodge

Nimon:
thanks I figured I would still be subjected to that. Also two questions what does the Dc look like? (I don't need a number just hard or extremely hard). Also will I have to make a concentration check when I sack my spells to get a bonus to use mage bullet

Dark Archive

Zachman08 wrote:
** spoiler omitted **

You brought up some good questions so I will place my response for all to see. Concentration checks for any magical energys will vary depending on the situation. If a Magic storm is brewing, or you are engaged in melee on top of having to discern the mana wastes ebb and flow this will add to it. A general DC will be 12. With the +4 from trait this should be rather trivial, with a minor chance of failure. Any channled energies are subject to this check as well, including sacrificing spells for bonuses. I hope that clears that up a bit.

Sovereign Court

Hello! I'm very interested in joining this game. I have created an Undine Monk named Urdahna Gansukh, from the lands of Xian. Here is her history:

Urdahna is not fully a child of this world, but a rare offspring of the Marids. Sometimes Marids travel from the plane of water and couple with the densians of the realm. In her case, it was a coupling between one of the native elves of Xian. The scandal of the affair led to the girl to be abandoned as a child on the doorstep of an Iroshi monastery. There she lived under the watchful tutelage of the monks, who taught her the martial arts.

Still as an offspring of two long lived races, Urdahna would age much slower than her peers and see many a great monk leave the monastery and travel the world. She would on occasion travel around Xian and learn more about her home nation, but her long years ment she would have time to see much throughout her land and she hoped to further her knowledge by traveling to other lands of Golarion. When she was of age and thought to have learned all she could from the monks, she decided to leave the cloistered monks and travel the world and learn more about the lands beyond Xian.

Her chance came when a Diplomat of Xian was sent to Alkenstar. Excited for a chance to see an exotic land, she joined the diplomatic entourage. After some adventures she arrived in this strange land and is still learning the ways of its people. Being the first time she has left Xian, their culture is strange but one she is willing to learn about in her quest for enlightenment.

Here is my sheet link:

http://www.myth-weavers.com/sheetview.php?sheetid=516146

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Darkfire142:
Looks good. I was surprised to see an Undine Monk to be honest. This mod will go to lvl 5, so from 4-5 you may have trouble accessing your Ki-Pool in the mana wastes if you stick with Monk, just to make you aware. One more thing to point out is that Water is a rare commodity in the Mana Wastes. Lake Urstradi is the largest and is certainly large enough to submerge yourself. Other oppertunities in this mod will be few and far between. I just wanted to give you a fair warning since you had selected some water specfic alternat traits. They do fit well with your character though and if this goes beyond one mod will do you good.

Sovereign Court

I don't think Ki counts as Magic with concern of the Mana Wastes, but either way there are passive abilities of the Ki Pool that should not be affected (like having your attacks counting as magical for purposes of overcoming DR. Its not spell-casting, its inner strength of the soul. As for the swimming trait, she's an Undine so it makes sense, even though it may only rarely come into play in the game. As for taking the Hydrated Vitality and Aquatic abilities, they make sense for the character. Hydrated Vitality is the only way to switch out the useless Water Affinity trait (Which does nothing for monks). As for the Aquatic Trait, having the ability to breathe and survive underwater is a good trade off for a 1/day water blast power. Anyhow, glad you're intrigued and looking forward to playing with you.

Dark Archive

Darkfire brings up a good point. I want everyone to be familar with pg 221 of the Core under special abilities so that everyone is aware of what is and is not considered "magical". Unfortunatly Ki-pool is classified as a Supernatural Ability or SU. As such it does not function in antimagic area.


I still need to rework this guy's stats and backstory but I'm definitely interested.

Dark Archive

I have added a bit of information to the Campaign tab. Tommorow night I will be back on to address any more issues.

Dark Archive

So far we have the following applicants

Human Fighter
Human Rogue
Human Spellslinger
Undine Monk

Jeremiah has an unfinished Human Gunslinger

I think I will go with 7 for this campaign. Keep up the good submissions I am looking forward to starting next wednesday.

Dark Archive

Dotting, working on a Dusk Elf Alchemist should have him up tomorrow.

Sovereign Court

We don't have a healer in the party. We definitely have a death wish!


Heaps interested. Thinking druid of some sort that has lived near the waste most of her life. Will work on it today.


Woul love to add a Half elven cleric to the mix. I wont be able to submit a character until Sunday as work is very busy. How do you want the character presented as I am new to this.
Thanks
Nick


@Darkfire142 - I'm making a Human Iroshi Monk. Maybe your first stop when you reach Alkenstar, is the local monastery? Anyway, I was thinking, maybe we can work on adding you to my backstory. Interested?


Does wasteland survivalist give +2 to all 3 or one of your choice?


GM, if I do not get my Gun Tank ready by the end of the day then please excuse me from this campaign. I will try to get it done but a lot is going on. If I get it done I will make a point to post once a day like you wish.


True Repentance here.

This is my druid so far. Working on story and such still.


Nimon:
Totally inspired by Riddick. I always wanted to try and do a take on that kind of character.


dotting.


interesting!

I think I'd like to submit a musetouched aasimar mysterious-stranger gunslinger.

I'd pick up the scion of humanity racial trait so he wouldn't stand out.

for campaign trait, I'd go with deputy and possibly head towards the Grand Marshal prestige class if he makes it to 6th level.

anyway, I'll try to work on it tomorrow sometime, since I probably won't have alotta free time this afternoon, since it's Valentine's day and all.

Sczarni

Hi I am interested and I am an experienced healer. I've got two in my profile if you would like to look over my builds. I will be building an elf cleric (Theologian).

Dark Archive

Hi all I hope your Valentine's Day was as good as mine. I will address some things mentioned recently.

Wasteland Survival Trait-all 3 get +2, but only 1 is considered a class skill for you. I hope this gives access to heal or survival that some classes might lack.

Nick Pater- to present your character all you need to do is make an alias profile in My Account. Edit that profile will all your Character's information and choose a picture for him just like you did when makeing your Original profile.

A healer would help, but in the Mana Wastes there is that chance of failure even with the trait of being abused by Calikangs. 1 skill point in healing and a kit might go a long way.

Batista- The posting once aday only applies to the Game Thread itself. I did not mean to put anyone off or crack the whip so to speak on that, I have just seen many a PbP be ruined by the lack of posting so I just hope we get that expectation out of the way. Take all the time you need befor now and the 20th.

Druid, Mysterious stranger and Theologian all sound good. I see that Miikae has posted their druid so I will look at that next and post my response to it.

Dark Archive

Miikae:
Looks ok so far. These are the things I noticed missing, you mentioned you are working on it so I am sure you are aware of most of them. You have 2 traits, but have not selected a Campaign trait which you get 1 in addition to those 2, I assume since a caster you are going for the Victime of Calikang Torture to allow a chance at casting spells in the Mana Wastes. You do not have spells selected yet.
Ability scores- They look Ok, 14 wis might be a hinderance for your DCs and your spell selection later in game unless you are multiclassing or just going to shape-shift primarily, which is fine if thats what you are going for. I look forward to your finished product. In your backstory just include why you have certain traits and maybe why a druid lives in the Mana Wastes, but it does not need to be longer than a paragraph or two unless you want.


Dotting, thinking a human alchemist with the internal archetype but will hopefully have something up by end of the weekend.

Dark Archive

Vonzara:
Very nice. I especially liked Taldra(Sp?) I had a simular character in a home game, a Rogue Charlatan/Inquisitor Infiltrator with 18 cha. That charlatan ability is a very nice addition to any face/investigator type. I am sure you went over the campaign information and know that this takes place in the Mana Wastes, so casting will have increased difficulty, but hopefully a unique payoff.

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