Black Dow's Iobarian Saga (Inactive)

Game Master Black Dow

PFRPG pbp conversion of the classic UK 2 & 3 series The Sentinel & The Gauntlet aka "THE IOBARIAN SAGA"



Alright folks,

Am currently running a pbp set in Iobaria which is my Pathfinderised version of TSR's classic UK 2 & 3 series The Sentinel & The Gauntlet rebadged as northern saga.

The game has peppered swathes of Olde English/Dark Ages feel both in terms of language and setting. Its my first as a DM and a love-letter to the classic adventures of my youth and the legends and tales of the Norse and British Isles.

The party were recruited (pressed into service) from other games I'm lucky enough to be part of here on the boards. Currently we have a dwarven (dweorg) priest and human alchemist, barbarian, ranger and fighter.

Would really like a rogue or bard to fill out the ranks and join this saga...

Here's the link to the Campaign Info to give anyone interested a feel of what the games about.

From there check out the game play for an idea of how I GM and how the rest of the group play.

Pretty open to concepts and ideas. Start at 3rd level.

As its a Dark Ages style campaign, I'm keeping the black powder out of the snowy tundra :)

Queries, Questions and Characters welcome...


Dotting as I'd like to put some thoughts to you about a good old-fashioned slieight of hand, always on the look-out for an opportunity rogue.

Grand Lodge

I always love to play a rogue, if I'm chosen, I'll do my best.


Dotting for interest.

Have an idea for a human or dwarf rogue with the Survivalist and Scout archetypes.


Digger would love to play!


Would a witch work? I love bards and witches. They play very close to the same (Buffing/control/off heals) in combat. This is a witch I put together for another game. I would have to tweak her according to you character creation guidelines. I read the gameplay and am very interested!

I would play her as varisian whose nomadic tribe travelled the north and traded with Ulfen barbarians. Her mother was the tribe's witch doctor and fell in love with an Ulfen warrior. She learned her magic from her.


1d8 ⇒ 6
1d8 ⇒ 5


After further review, I also would like to offer Nadia as a Archaeologist bard. This would cover both of the classes you are looking for.

Crunch for Archaeologist Bard:

Nadia Prasnaglava CR 2
Male Human (Chelaxian) Bard 3
CG Medium Humanoid (Human)
Init +6; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 22 (3d8)
Fort +2, Ref +8, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +4 (1d8+2/19-20/x2) and
Unarmed Strike +4 (1d3+2/20/x2)
Ranged Masterwork Shortbow, Composite (Str +2) +7 (1d6+2/20/x3)
Special Attacks: Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
Bard Spells Known (CL 3, +4 melee touch, +6 ranged touch):
1 (4/day) Cure Light Wounds (DC 13), Grease (DC 13), Feather Fall (DC 13), Saving Finale (DC 13)
0 (at will) Message, Dancing Lights, Mage Hand, Read Magic (DC 12), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 10, Int 12, Wis 8, Cha 14
Base Atk +2; CMB +4; CMD 18
Feats Bard Weapon Proficiencies, Point Blank Shot, Precise Shot, Rapid Shot
Traits Reactionary, Comfortably Numb
Skills Acrobatics +9, Bluff +8, Climb +7, Diplomacy +8, Disable Device +15, Escape Artist +9, Knowledge (Local) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +6, Sense Motive +2, Sleight of Hand +8, Spellcraft +7, Use Magic Device +7
Languages Auld Iobarian, Common
SQ Bardic Knowledge +1 (Ex), Cold weather outfit, Earplugs
Combat Gear Arrows (40), Arrows, Cold Iron (40), Arrows, Blunt (20), Longsword, Masterwork Shortbow, Composite (Str +2), Mithral Chain Shirt; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (12 @ 20.5 lbs), Blanket, winter, Case, map or scroll (empty), Chalk, 1 piece, Cloak of Resistance, +1, Cold weather outfit, Earplugs, Flint and steel, Rations, trail (per day) (2), Thieves' tools, masterwork, Waterskin, Whistle, Signal, Quiver, Spell Component Pouch-149 gold
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Uncanny Dodge
Trap Sense +1
Cold weather outfit +5 Fort save vs. cold weather.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

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 Publishing, LLC®, and are used under license.

Roles: Face/Buffer/Off Heals/Archer/Traps
With luck & within 30': Rapid Shot +7 at 2d6+8
*It looked like you had plenty of melee


Thanks one and all for getting back to me... Again I would say have a look at the current party and see what would compliment them.

Kevkul Steelhide; Male Dweorg (Dwarf) Cleric of Cailean Caydean 3
Luke Falgren; Male Human (native Iobarian) Ranger (Warden archtype) 3
Muli Dyren; Male Human (native Iobarian) Alchemist (Beastmorph archtype) 3
Ragnar Sköld Född; Male Human (Ulfen) Barbarian (Invulnerable Rager Archetype) 3
Skølrykk Dråthenborn; Male Human (Ulfen) Fighter 3

Will keep things open for the remainder of the weekend to allow Birch, Cherolas & Arknight the opportunity to come back with something more detailed.

@Birch - An opportunistic "old school" rogue would fit nicely in with the game. May be that they see the blight upon Berghof as a chance to turn over a new leaf... or make a tidy profit on others misfortune...

@Arknight - sounds interesting. Would fit the campaign nicely, our Ranger is a Warden archtype of the region and fufills the scout role very well tho.

@Digger - The group are currently sojurning in an ale-hus, so you'd fit perfectly in there from an intro pov. You'd need a decent rationale for Digger leaving the safety of his inn, to risk life and limb... since he doesn't (on the face of it) strike me as the "heroic" type - something this hard edged group have definately stepped up as.

@Nadia - both concepts fit really well with my vision of Iobaria. The Archaeologist Bard is exactly what we're looking for. Perhaps (and given her name) she would likely hail from nearer Brevoy? Iobaria is a fertile land of lost lore (Muli our archelogist is a student of Cyclopean mutagenics and beast magicks) - depending on where you want to take Nadia this could be her first foray into old...cold Iobaria, or perhaps she is a former student of the dead sage Quern? Have a think - the crunch is perfect, just a dash of colour to add.

Not discounting anyone at present gang - Nadia is a frontrunner, but willing to hear and see what anyone else brings to the party. Will make a decision once the weekend is over and take things from there...

As a footnote here's a potted history of the Saga's main theme:

The group are investigating murders most foul that blight the fishing village of Kustnir. However it seems the whole region is threatened by foes, old and new. The mystery has deepened with a potential saviour in the form of a "Sentinel" that once protected the realm and cryptically is mentioned in ancient runes at the murder sites... Since then they have a list of leads and have overcame frozen dead, iss trow and barbaric Northmen from Irresen on their journey for answers...

Thanks for taking time and interest in my game though - much appreciated!

Any questions for me - just fire em up or PM me.

Cheers

BD


Black Dow: DM O' The North wrote:

.

@Nadia - both concepts fit really well with my vision of Iobaria. The Archaeologist Bard is exactly what we're looking for. Perhaps (and given her name) she would likely hail from nearer Brevoy? Iobaria is a fertile land of lost lore (Muli our archelogist is a student of Cyclopean mutagenics and beast magicks) - depending on where you want to take Nadia this could be her first foray into old...cold Iobaria, or perhaps she is a former student of the dead sage Quern? Have a think - the crunch is perfect, just a dash of colour to add.

Thank you. I will work on some fluff in a few hours. I have been reading the gameplay thread and studying the current group's strengths to try and fit in well.

On a side note, I can post multiple times a day and check my pbp games often with my iPhone and iPad. Thanks for the opportunity to apply!


Digger isn't classically heroic, but he's always looking for excitement, challenges, and the like. And if something threatens the entire town, he's good-hearted enough to definitely do something about that. The "N" in his alignment is more based on his methodology than his goals.

Here's the background I worked up for a RoTRL that didn't work out. Can edit it to this campaign easily.

Good Ol' Digger Chandler:
Tock Chandler was born of a Taldan father and a Tian mother in Varisia. They were once successful traveling merchants, but when Tock was about three, he became very ill while they were between towns. They had to push their horses near to death to get him healing in time. They then decided to move permanently to a small town to raise their handsome son. Tock isn't sure if he blames them or himself more, then, for his boring life so far.

On the road, there was always someone who'd love to tell a great story to a young boy. Tock's favorite stories were all about Cayden Cailean. He marveled over how the human-cum-god went through life with nothing more than a sense of adventure and a chaotic tendency towards luck. As time went on he became a devout worshipper, though without a real cleric around, his theology isn't exactly orthodox. He loves nothing more than chaos and luck. He spreads it wherever he goes, constantly spinning tales about himself and the world around him.

Tock loves nothing more than telling a story. Whether it's meant to be fictional or a lie, he is in his element. He befuddled his parents as a child, getting away with more and more as time went on and they tired of trying to figure out "the truth." One day at the market, his convoluted reasonings on why he should be allowed to drink as much ale as he wants became so intense that there was no way to refute them.

Also at this market was Scarnetti, who was impressed with the youth's force of personality. He later dug up some information on the child and periodically kept tabs on the boy's development. When he reached 16, already tall and handsome as most any man, Tock was hired to work as a bartender at a tavern Scarnetti had influence upon.

His oft-stated goal is "to live the greatest story of all time." He generally believes in the greater good of life, for what is more chaotic than sapient life? However, he is a near-compulsive liar and cheat and hedonist. His ethics and moral code are flexible to say the least. His deepest dream, which he would never reveal, is actually to garner enough power to conquer the Starstone and join his hero in godhood.

Digger is tall, in great shape, and very handsome. He is frustratingly aware of these facts. His story-spinning is aided all the more with that charming smile. He has the medium-brown hair of his father, and the small but expressive eyes of his mother. He dresses stylishly, bordering on foppishly. He always makes eye contact and remembers people's names. He loves a good joke, and has almost perfected the art of friendly teasing.

However, he is conceited and sometimes downright spiteful. He feels a life of adventure is basically owed to him, and prefers the story of the Drunken God to the slow deterioration and death of his parents. He will not go out quietly, but he can hold a quiet grudge for years before acting upon it.

He enjoys creating other identities and disguises, filling each in with elaborate personalities and backstories. He seeks adventuring with characters fit for the greatest story of all time. His friendship is unswervingly loyal (unless it would make a REALLY good story).

Despite his demons and flaws, he does hate actual, true evil. His definition of it might just be a bit more specific than others'.


Black Dow: DM O' The North wrote:
@Arknight - sounds interesting. Would fit the campaign nicely, our Ranger is a Warden archtype of the region and fufills the scout role very well tho.

Are Alternate Racial Traits from the ARG allowed? As I see Vadren as having been abandoned as a child and rescued and raised among the Dweorgs of the area. As a result, was planning on taking the Adopted Parentage and Heart of the Snows racial traits. Also, for normal traits was looking at Ice Walker and Comfortably Numb. With those choices, this is what he would look like:

1d8 ⇒ 81d8 ⇒ 7

Vadren:
VADREN CR 2
Male Human (Kellid) Rogue (Scout, Survivalist) 3
NG Medium Humanoid (Human)
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 23 (3d8)
Fort +1, Ref +7, Will +2
Defensive Abilities Evasion; Resist cold 1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3+1/20/x2)
Special Attacks Sneak Attack +2d6
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 11, Int 14, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Rogue Weapon Proficiencies, Weapon Focus: Waraxe, Dwarven
Traits Comfortably Numb, Ice Walker (Kellid)
Skills Acrobatics +10, Bluff +5, Climb +7, Disable Device +8, Knowledge (Dungeoneering) +8, Knowledge (Nature) +5, Perception +6, Sense Motive +7, Sleight of Hand +10, Stealth +10, Survival +4, Swim +7
Languages Common, Dwarven, Hallit
SQ Adoptive Parentage (Dwarf), Endure Elements (CL 3) (1/day) (Sp), Hardy (Ex), Heart of the Snows

--------------------
TRACKED RESOURCES
--------------------
Endure Elements (CL 3) (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Adoptive Parentage (Dwarf) Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon fa
Comfortably Numb +4 trait bonus on saves to resist effects of cold environments. -1 to Perception.
Damage Resistance, Cold (1) You have the specified Damage Resistance against Cold attacks.
Endure Elements (CL 3) (1/day) (Sp) At 3rd level, a survivalist rogue gains endure elements as a spell-like ability, as the spell of the same name. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hardy (Ex) Survive longer without food or water.
Heart of the Snows +2 racial bonus on Fort saves against effects of cold climates. Acrobatics and Climb checks in slippery cond.
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

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 Publishing, LLC®, and are used under license.

One question would be how much starting gold worth of equipment? :)

Thoughts?


GM BD: How does this look? I can change the story as needed to fit the campaign.

Background:

Something was always different about Nadia. At 5'11", she was taller than any of the other girls she grew up with in Brevoy. Her dark redish/black hair and pale skin did not match the brownish hair and tan bodies of most of her family. Besides all that, she did not have the same interests as her sisters. Growing up in House Surtova, nobility was all that mattered. Her father was a famous swordlord and her mother was an important member of society. Her sisters fought over dresses and boys. Nadia cared little for any of that.

Raised in the best schools in Brevoy, Nadia's education included the arcane arts, history, and the sciences. She was a natural in archery and was named the youngest captain of the school's archery team. She took a special interest in history. Her mind often wandered to the places she learned about. It was in class that she first heard of Ioberia. She was intrigued with it's history. She searched for any information she could get about the land and it's past.

Nadia was bored with life in a mansion. She would often sneak into the city. She met a young street urchin who she fell for as a teenager. She secretly met with he and his friends for years. It was during this time, she learned about picking locks. The boys had no idea of her nobilty. She often helped the boys do whatever job needed to be done to live. One such job was robbing a wealthy merchant. This merchant was known to prey on the poorer communities of Brevoy. Unfortunately, their luck ran out and they were caught. When her parents came to the jail to bail her out, they found out about her secret life as well as her boyfriend. Nadia was released and sent away to Absalom for college and the boy was sentenced to hard labor in the silver mines. Nadia's family made sure that she would never see him again.

Nadia attended Arcanamirium in Absalom. She was heart broken and put all of her efforts into learning. She was pleased to see the size of the school's library and found mutliple new tomes and history books of Ioberia. It was here she decided that someday she would travel to the foreign country and find out why she had always been drawn to it. Nadia took every opportunity available to travel with the school's archeology department and gained skill in searching ancient ruins for artifacts. She continued her archery and won multiple awards for the University.

Everything changed shortly after graduation. Her years in Absalom had numbed her anger at her parents. A letter she received on her way back to Brevoy changed all that. The letter, sent by a Sage named Quern, explained that her real parents had actually been Ulfen and native to Ioberia and that their small village had been attacked by Brevoy Swordlords. It went on to explain that there had been raiding parties from Ioberia attacking border villages of Brevoy and that the Swordlords had gone from village to village ending this barbarian threat. Though her clan had not been part of the raids, the Swordlords murdered her entire village. Only she had been saved. She was taken by the young captain of the force, Chael Prasnaglava, and adopted. The sage ended the letter with his signature and a request for her to visit him as soon as possible to learn the rest. Nadia took the wealth she currently had access to and has spent the past few weeks travelling to Ioberia.

I have added the crunch and backstory to Nadia's Profile.


This is my first draft. I'm someone that delights in creating characters - so this is my first sketch. The back-story needs work but I hope I've given the flavor of a cat-burglar/con-artist that preys on lonely and/or weak men - and as someone for whom the game is more important than the prize.

Corvus’ Information:

Corvus Enca
Female Human Rogue 3
CG Medium Humanoid (Human)
Init +3; Senses Perception +6

Defense
AC 13, touch 13, flat-footed 10 (no armor chosen)
HP18 (max + 2 x ave)
Fort +1, Ref +6, Will +1

Offense
Spd 30 ft.
Melee +2
Ranged +5
Special Attacks Sneak Attack +2d6

Statistics
Str 10
Dex 16
Con 10
Int 16
Wis 10
Cha 14

CMB +2; CMD 15
Feats – Deft Hands, Persuasive, Weapon Finesse, Stealthy
Traits – Proud and Free, Child of the Temple
Skills – Acrobatics +9, Appraise +9, Bluff +8, Climb +6, Diplomacy +9, Disable Device +12, Escape Artist +11, Intimidate +4, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +6, Perception +6, Perform (dance) +6, Ride +4, Sense Motive +7, Sleight of Hand +5, Stealth +11, Swim +4
Languages – tbc

Background
A life of taking what looks pretty and of course, only from those that could afford to loose it, Corvus has always remained more or less one step ahead of the law.
Men pasing through that are foolish enough to give their wife’s jewels to a pretty face rarely want to press charges.
Corvus has made a tidy profit in the trading post of Gánnáhwǽr but – as ever – has given as much away as she’s stolen. Orphans have always hold a soft spot in her heart but one trick too many sees her searching for pastures new for shiny things.


Checking in. Thanks again for the opportunity to apply. Just to reiterate, I will have no problem with consistancy! I have really enjoyed reading the game thread and hope to have the chance to RP with you all!~Nadia


Okay I've weighed things up - had a good look over submissions thus far. Some very good characters guys - know this is a difficult one as I'm asking you to parachute a character into an ongoing game rather than being part of the whole process from the start.

Truth be told I'd take all the characters as I can see potential for them all down the line... However thinking of the group and their key needs...

With that in mind I'm going to offer Nadia a spot in the game.

Digger, Arknight and Birch all your characters would have easily graced this saga, and my game would have been better for it. If spots come up down the line I'll seek you out - likewise for any future games I run.

Thanks all.

Jman feel free to contribute to the OOC. I'll PM you with some ideas and pointers I have regards introducing Nadia.


Awesome. Thank you!

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