Recruitment for 'From Shore to Sea' (Module for Level 6 Characters).


Recruitment

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The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the Island's eldritch influence

I currently have a number of long running campaigns on these boards but I have got the urge to run one of Paizo’s shorter modules – having previously enjoyed running ‘The Godmouth Heresy’, ‘Wardens of the Reborn Forge’ and the ‘Feast of Ravenmoor’ on these boards, I’d like to try out ‘From Shore to Sea’. I am looking for 4 – 5 adventurers to play Brandon Hodge’s Lovecraftian adventure with me.

The ‘Crunch’

  • Characters shall be at Level 6
  • All Paizo published classes are acceptable (other than the Vigilante from the Ultimate Intrigue Playtest)
  • 15-point ability buy.
  • Maximum HP for your class at Level One with five further level increases in HP at average for class rounded up (i.e. d6 classes get 4, d8 classes get 5, d10 classes get 6 and d12 classes get 7)
  • Core races AND Featured races from the Advanced Race Guide are acceptable (Uncommon races and Custom races will not be considered).
  • Two traits maybe selected
  • Character Wealth is 16,000gp
  • Non-evil alignments only.
  • All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.

Character Background is important however no-one need write a magnum opus!!! Please note that the adventure will start with you trekking along the western coast of Cheliax… We’ll work together, once recruitment is complete, to tie the chosen character’s stories together as required.

Recruitment will be open for a little over a week, during which time I will try and answer any questions, with an expected close date of 12th March, Midnight GMT. I will make my selection based on interesting characters (background and/or character concept), party balance and what looks like fun to play.

I will look to start the adventure on or around the 14th March. The selected persons must be able to commit to posting at least once per day during the week.

I look forward to seeing some interesting characters ready to explore the mysteries of the Hellmouth Gulf.


Big DOT!


I suppose I will DOT this thread. I am toying with playing an arcane character here, either a wizard or sorcerer.

More details to come....


Dotting this one as well.


Oooh, fun. I've had in mind a net & sword fighter that would make sense in a coastal setting. Perhaps as a marine in the Chelish navy(awol or discharged from? or investigating for?), Corsair archetype.


Interested as well...hopefully I have time to work something up.

Just to be sure, Pugwampi "awful" Bard is out, yes? ;-P
(see backstory if you are bored)


Ooohh another game from Zed! Here's my submission :)


Yaaaasssss!

Ahem. Dot!


I've got an Elemental Annihilator I'd like to submit.


Really shouldn't do this, but I'll throw in too - Lovecraftian themes are hard to resist! This will be the character I'll be using but disregard the profile for now; she'll need quite the overhaul but my plan is for a Slayer (Sniper). Race will stay the same. I'll post again once I've got her adjusted for this game :)


I am extremely interested. Ill try to have something up tonight.


Intrigued for sure and have recently had a couple of PbP's end and another sadly fade away into obscurity, so I'm dotting. I've already got the character concept in mind, but the design in my head was for a 3rd level version of the character, so I'll have to do some beefing up and number crunching before submitting the actual character as well as downgrading to 15 point instead of 20.
I actually log on to check my active PbP threads a couple of times a day, so I like the daily schedule you're looking to keep with this.


Greetings one and all to the recruitment thread - thanks for all the interest so far, it's good to see some familiar names and some new ones too... I'll be checking in tomorrow morning to see what folks have started working on, to answer any questions you may have and to see if anyone else has flagged an interest...

...in the meantime, I've got a module to immerse myself in!!!


I'm in! I've been greatly enjoying Legendary Planet so far.


GM Zed wrote:
I'll be checking in tomorrow morning to see what folks have started working on, to answer any questions you may have and to see if anyone else has flagged an interest...

You underestimate my ability to throw a character together.

This is Johnnycat's Kineticist submission. Everything should be in line with the character creation rules you've given. If there any questions/comments/concerns I'd love to hear them.


Hmm
let me think about it. Lòoks interesting.


I'm thinking of submitting an aasimar cleric of Ylimancha. Seem pretty fitting for the setting.

Are background skills in use?


OK I am slowly putting together my Dwarf Wizard, a Water Elementalist...I figured I wanted to test the waters here with a different take on a standard race, he he.

I present to you: Heirang "Harry" Grawlund.

Again he is not finished as of yet, but he does have a rudimentary background already. Feel free to look it over and see if you want to integrate him with your own backgrounds.


Not sure what race I'm going with, but I'm narrowing my class choice down to either an Archaeologist Bard, an Occultist, or a Druid. I'm trying to pick from things I've not played before, which is starting to get more and more difficult these days...


Dotting for interest


Okay, update number 1 - let's go with Background Skills...

Liking all the ideas thus far... I'll wait until we have a few more characters before I start looking at character sheets in detail...


Thinking of a bard, arcane duelist.
Are you allowing drawbacks


GM Zed wrote:

Okay, update number 1 - let's go with Background Skills...

Liking all the ideas thus far... I'll wait until we have a few more characters before I start looking at character sheets in detail...

Shadoo updated with Background Skills. Question: I don't know the adventure, and I'm not sure if you mind answering it - is Trapfinding going to be relevant at all? I gave it some importance, but if it's not going to be used at all and you don't mind, I could update my little feathery friend here to be better in something else.


I'm working up a journalist who is sent to cover a mundane story in Blackcove, only to discover something far more sinister upon his arrival. Mechanically, he'll be an elven, finesse investigator focusing on inspiration, studied combat, and extracts for damage.


Shadoo - The kind of environments that the module throw at the adventurers aren't typical dungeons... Having said that, trapfinding is definitely still a relevant skill...

Chillblame - I'm going to say no to Drawbacks, I'm not a huge fan of them really...


Hello, Neirikr here. This is my finished submission. Please let me know if there is anything I need to tweak!


I've decided to go with an Archaeologist Bard - a man fascinated by ancient secrets, practically frothing at the mouth to chance upon some juicy eldritch lore! Backstory is still a work in progress, but I've begun building the crunchy parts. Quick question, Zed - do you agree with Extra Performance and Lingering Performance working on Archaeologist's Luck, since it says it counts as bardic performance for the purpose of qualifying for feats? I understand that opinions differ on the matter.

A couple of us folks from the Forbidden Planet game were thinking of going in with siblings- I'm still on board for that if you guys are! If not, I may change over to a different race.


Budd the C.H.U.D. wrote:

I've decided to go with an Archaeologist Bard - a man fascinated by ancient secrets, practically frothing at the mouth to chance upon some juicy eldritch lore! Backstory is still a work in progress, but I've begun building the crunchy parts. Quick question, Zed - do you agree with Extra Performance and Lingering Performance working on Archaeologist's Luck, since it says it counts as bardic performance for the purpose of qualifying for feats? I understand that opinions differ on the matter.

A couple of us folks from the Forbidden Planet game were thinking of going in with siblings- I'm still on board for that if you guys are! If not, I may change over to a different race.

I'm still moving forward with the sibling thing.


Well Harry is coming along nicely here. I just need to pick his feats, traits and equipment then he should be ready to go!

Sorry about not joining in with the sibling idea Budd, I just was struck with inspiration to see if I could make a water-based dwarf. That is something you don't see every day!


Dotting as well. Thinking verdant bloodline gnome sorceror.


All looking good so far... and how appropriate that, in the middle of recruitment for this, Paizo puts up the first preview for their Cthulhu-inspired AP: Here.


It's too bad this module uses 6th level characters, it would likely make a good lead in to Strange Aeons.

I assume guns are allowed? What's the tech level?

Budd, Johnny, I am still interested in the siblings idea.


Dot.

I'm thinking of a gunslinger that I had for a game awhile ago like this,but the GM disappeared,so I think I'll just use him


Then, Pale King, prepare to be a human named Richter!

Lorne Richter, Archaeologist, is a man fascinated by two things: the past, and the unknown. How sweet it is that so frequently the two meet! ...Oh, right. Lorne's also kind of pretentious. He's a far cry from his younger brother, Eddie, with whom he frequently partners- relying on the geokineticist's unique talents to aid him in his excavations. It's a good thing Lorne has a silver tongue, because he has, on occasion, slid somewhere beneath the line of legality in pursuit of his "scholarly" interests. He is far from an evil man, but he is, before anything else, driven by his passions.

That's a preview of the character to come. Just about finished putting him together. I'll try to finish him off and make an alias after work tonight.

Also: Ohhhh man, I'm really loving the sound of Strange Aeons so far. That opening hook is straight out of my playbook!


Would you allow a deep one hybrid?


Changed my mind a bit. I've decided a psychic would be thematic. Designing now.


Alias is underway! I've still got some money to spend and I haven't touched skills yet, but the basic skeleton is there.

Just gotta start plugging stuff into the profile and write up a final version of the backstory. I'm keeping it simple this time.


Do you guys need a muscle character?

Silver Crusade

You guys sound like you need a medic. I've a half-orc druid nurse, Katie Eaglefeather. I could update her to level 6 easily enough.


Sadly, have to bow out of this one. Too much on my plate these days. Best of luck!


I am thinking a Deep One Hybrid Hunter perhaps using a Croc or a Giant Frog as his companion. Perhaps have him be ready to turn into a true Deep One. As they worship the great old ones.


The Pale King – Guns / Gunslingers are allowed and I think ‘Emerging Guns’ is the appropriate tech level for the module.

King without Land – I hadn’t seen the Deep One Hybrid before (haven’t quite got around to Bestiary 5) and it does raise some intriguing questions as to how they would interact with this adventure (one that, within the scope of an AP, could be really cool) – however, I’m going to have to say no on the basis that it would possibly derail the otherworldliness of the protagonists if a ‘distant cousin’ was in the party…


They are not so much distant cousins as a race of devout worshipers. But hey its cool.


I have an inquisitor in mind. I have the crunch done, just need to get the background story down.

crunch:

Unnamed Hero
Male human (Chelaxian) inquisitor of Asmodeus 6 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human)
Init +10; Senses Perception +14
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 armor, +1 deflection, +2 Dex, +1 shield)
hp 33 (6d8)
Fort +5, Ref +4, Will +8 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 light mace +6 (1d6+2) or
. . mwk cold iron dagger +6 (1d4+1/19-20) or
. . masterwork silver dagger +6 (1d4/19-20)
Ranged +1 repeating light crossbow +7 (1d8+1/19-20)
Special Attacks bane (6 rounds/day), judgment 2/day
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—touch of law
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—bloodhound[APG], hold person (DC 15), knock, communal protection from chaos[UC]
. . 1st (5/day)—bless, cause fear (DC 14), cloak of secrets, cure light wounds, detect chaos, interrogation[UM] (DC 14)
. . 0 (at will)—brand[APG] (DC 13), detect magic, detect poison, guidance, read magic, sift[APG]
. . Domain Law
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 14, Wis 16, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Alertness, Combat Expertise, Improved Initiative, Outflank[APG], Pack Attack[UC], Warrior Priest[UM]
Traits asmodean demon hunter, aspiring Hellknight (Cheliax)
Skills Bluff +5, Climb +5, Diplomacy +4, Disguise +15, Handle Animal +3, Heal +7, Intimidate +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (history) +4, Knowledge (nature) +7, Knowledge (nobility) +4, Knowledge (planes) +10 (+13 on checks related to demons), Knowledge (religion) +11, Perception +14, Profession (soldier) +8, Profession (torturer) +7, Ride +6, Sense Motive +17, Sleight of Hand +4, Spellcraft +11, Stealth +11, Survival +9
Languages Common, Halfling, Infernal
SQ monster lore +3, solo tactics, stern gaze +3, track +3
Other Gear mwk leather armor, mwk buckler, +1 light mace, +1 repeating light crossbow, crossbow bolts (20), masterwork silver dagger, mwk cold iron dagger, barbed pentacle of asmodeus, hat of disguise, profane seal signet, belt pouch, candle (10), flint and steel, holy text[UE], masterwork backpack[APG], mess kit[UE], soap, spell component pouch, trail rations (5), guard dog, dire collar, guard dog, dire collar, light horse (combat trained), bedroll, bit and bridle, feed (per day), manacles of cooperation, military saddle, saddlebags, silk rope (50 ft.), torch, waterskin, 51 gp, 5 sp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Track +3 Add the listed bonus to survival checks made to track.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I think I will have to bow out of this recruitment I made a mistake on how much free time I have.

Silver Crusade

I have updated Katie Eaglefeather to be a level 6 druid who focuses on healing.

Crunch:
Kathleen Eaglefeather
Female Half-Orc Druid 6
NG Medium Humanoid (orc)

AC 16, touch 11, flat-footed 16 (+4 armor, +2 enhancement to armor, spell resistance 13)
hp 39 (1d8)
Fort +7, Ref +4, Will +11
Base Atk +5; CMB 4; CMD 10/9 F

Speed 20 ft.

Scimitar +5 (1d6-1 + 1D6 Cold/15-20/x2) +1 bonus, Keen, Frost,

Druid Spells

0/4

Create Water,
Stabilize,
Purify Food/Drink,
Read Magic

1/6

Goodberry (D)
Stilled Cure Lt. Wounds X 3
Speak with animals
Entangle

2/5

Fog Cloud (D)
Empowered Cure Lt. Wounds X3
Summon Nature's Ally 2
Bull's Strength

3/4

Call Lightning (D)
Remove Disease
Neutralize Poison
Cure Moderate Wounds

Feats:
Empower spell: Katie can boost the numeric power of a spell if she bumps it up by two levels, except for Cure Lt. wounds, by which she must bump only one level.
Natural spell: Katie can use spells while in wild shape as easily as if she were still an orc.
Still spell: Katie can cast spells without moving at +1 level, or at no level increase at all for Cure Lt. Wounds.

Druid Weapon Proficiencies: Katie is trained to use weapons that meet the cultural approval of her people.
Endurance: Katie gets a +4 to some physical actions. (Bonus feat granted from Shaman's apprentice.)

Traits

Caretaker: Trained at the druidic orcs' nursing school, Katie became a model of the caretaker. She gains +1 to all Heal checks, and Heal is a class skill for her no matter what class she takes.

Magical Lineage: Since magic so permeates the druidic orcs' society, everyone knows a smattering of it. Katie, however, comes from a family rich in magic, and focused her studies on how to manipulate "Cure Light Wounds." She always casts it as if she were 1 level lower than it actually is when using metamagic feats with it.

Skills:
Handle Animal +6,
Heal +12,
Knowledge (arcana) +5,
Knowledge (nature) +10,
Profession (herbalist) +11,
Spellcraft +8,
Survival +13,
Use Magic Device: 7
Diplomacy: 7
Swim: 2
Linguistics: 5
Knowledge: Religion. 5

Languages:
Common,
Draconic,
Druidic,
Goblin,
Orc
Sylvan,
Aquan,
Celestial

Combat Gear:

Hide armor, +2 bonus, spell resistance 13,
Scimitar; +1, Keen, Frost

Other Gear:
Backpack,
Bedroll,
Belt pouch,
Blanket,
Cleric's vestments,
Fishing net,
Flask,
Healer's kit (10 uses),
Holly and mistletoe,
Mirror,
Reinforced scarf
Monk's clothing + sweater jacket.
Money: 1,989 gold,
(Katie doesn't bother with rations. She casts "Goodberry" as her daily food supply.)

Special Abilities
Darkvision (60 feet): Katie can see in the dark (black and white vision only).
Druid Sub-Domain: Seasons: Granted Powers: Untouched by the seasons. Katie can simulate an endure elements effect that lasts 1 hour per level.
Spontaneous Casting: Katie can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex): On her home island, almost everyone can talk to animals. They are such a part of life, that wild empathy is easy for a druid to learn.
Sacred Tattoo: +1 to all saving throws. For Bre-ayne orcs, this trait replaces Orcish ferocity.
Shaman's apprentice: Grants Endurance as a bonus feat. Since druids are 80 % of the population (as are half-orcs) on the Bre-ayne Island, nearly everyone was apprenticed to an elder druid. For Bre-ayne orcs, this trait replaces Intimidating.
Fey thoughts: Since the Bre-ayne are so allied to nature, the fey and their ways intertwine with them. In Katie's case, she Diplomacy and Use Magic Device have a +1 and are always class skills to her.

Katie is a tall half-orc with sage-green skin. She has red hair and green eyes, and wears green monk's clothes. Finding this too revealing and provocative, she also wears a sweater jacket to protect her modesty and provide pockets. She also has a belt pouch and a reinforced scarf. Furthermore, she has a tattoo of a leaf within a pentacle.

Personality
Katie is generally friendly and kind.

She is, however, relatively guarded due to prejudice against orcs and half-orcs. Her clan, the Bre-ayne orcs, renounced evil and barbarianism in favor of goodness and druidism, with intention of becoming the masters of divine nature magick. When you're that deep in communion with the planet and Gaia herself, why bother conquering anyone else? How... not neutral! But most people don't know the Bre-ayne even exist, and she's certainly not telling anyone. Occasionally she may slip up, beginning to mention the Bre-ayne, but hastily interrupting herself and changing the subject.

Background
Kathleen Eaglefeather comes from the Bre-ayne, a group of orcs and half-orcs who have renounced barbarianism and evil alignment, in favor of druidism and goodness. Naturally their existence is a greatly kept secret. Having been sent off on her vision quest as a teen, Kathleen was captured by a paladin of the Silver Crusade, and joined him. Though it was quickly learned that Katie was no warrior, she was trained in medicine by her mentor, a druid and nurse, back home. Though useless in the thick of a fight, she can offer a party medical abilities and healing spells. "Cure Lt. Wounds" is actually Katie's speciality. She is an excellent herbalist as well.

Kind and benevolent, Katie dislikes combat situations, and would prefer to seek a peaceful outcome. She gladly steps in and helps those whom she considers to be less fortunate than she, though she does tend to get into infrequent trouble because she believes no one can own any part of the earth. She almost never refuses to help people if she can.

It pains her, however, that people still look at her and see nothing but an orc. Because elves have been the cruellest to her, she doesn't trust them, even when she adventures with them. But she seldom gets hostile. Instead, she believes, as do the druidic orcs she came from, in the mantra of overcome evil with good. Not good as in bashing necromancers, that's not good, that's just violence. But good as in works and compassion.

She comes from a place where her orcish kin are above the savagery of the barbarian, preferring to specialize in communion with nature, and she is no exception. Though she'd like to return home, she still feels she has not yet lived up to her incomplete vision quest. As a further complication, Katie has come to accept the Silver Crusade as her own. But because that advocates for cities a touch too much for any true druid, she seeks to find a balance between her pagan faith and her political convictions.


Greetings,

I'd like to join the party as mothering, worrying fusspot, aberration hunting, Oath of Corruption Paladin, Aella Brightsong.

I've yet to finish buying items and the like but I will hopefully get it done tomorrow. I realize the monsters are as of yet undiscovered, but I figured it would not be too off to have Aella sent there by her order on rumors, nothing more.

She's more brawn than brains, but her heart's in the right place.

Let me know if you're okay with the idea.

Cheers.


I'd like to join this with a Zen Archer yet to be built. I'll see what I can come up with and get something posted by tomorrow.

Whats your feeling on the Undine race?


Here is TheWorg's solution. A human gunslinger who is currently trying to find out more about the creatures of Hellmouth Gulf for reasons of his own.

All the fluff and crunch are in the profile.
Hope you enjoy!


Okay new statblock, background, etc. should be on the profile now. I still need to do some formatting work to make it more presentable, but all of the relevant information is there at least. Anyhoo, let me know if there are any questions about anything!

Jacinth Deepwarder, a young elven woman embarking on a new path and looking to repay a friend and lover by chasing down leads on the whereabouts of a crew of murderous pirates. But not all rumors are accurate and some lead to things much stranger and deadlier than anticipated...

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