
DMG |

City of Ashes
Twelve miles outside Bard's Gate lies the City of Ashes. This bleak and desolate locale is home to the city’s largest cemetery. Once well-maintained, it is now a crowded jumble of mausoleums, it's narrow cobblestone paths choked with weeds and thorny vines.
There is a certain peace here — the peace of the lost and forgotten. But even that little comfort vanishes as the sun sets and chill fogs rise to enwrap the headstones and statuary.
It has been thirty years since the March of Bones, in which legions of the dead were raised from the cemetery and set to wander the countryside, some even reaching the walls of Bard's Gate.
Few are buried here today. The wealthy are entombed in private crypts with more pleasant surroundings. Only the poor, destitute and unknown are laid to rest in the City of Ashes now, overseen by the grim Caretaker's Guild. They work only during daylight hours, and are not so foolish as to remain in the City of Ashes after sundown, when the perish blossom blooms.
-A lone survivor returns to Bard's Gate from an expedition to the Valley of Shrines, carrying an unholy mace retrieved from a battle with an evil priest.
-The faithful of an ancient church, long in decline, stir at the first signs of a long vanquished enemies' return.
-A fashion conscious teenage dirge bard notices strange goings on at the cemetery where he hangs out on weekends.
How do the fates of these strange bedfellows intersect?
Campaign Wiki on Obsidian Portal.
Valley of the Shrines
North of the city of Bard’s Gate, in the hills of the Stoneheart Mountains, lie the ruins of twin shrines dedicated to Thyr and Muir — the God of Justice and the Goddess of Virtue and Paladinhood. Near the ruined shrines lies a series of catacombs used as burial halls for the followers of Thyr and Muir. Long abandoned, these catacombs are now home to various evil creatures. The complex has come to be known as the Stoneheart Mountain Dungeon.
Projected Start Date: February 15th 2014
Estimated Players Needed: There should be three PC's continuing on from former adventures in my ongoing sandbox campaign. I am recruiting for 3 or 4 more new PC's, one of which should be a representative of the churches of Thyr and Muir, preferably a cleric.
Mission Statement: This short adventure is part of my ongoing multi-party old-school sandbox campaign, which sets it's sights on eventually delving Rappan Athuk. This chapter is a place for some heroes from earlier adventures to continue their story, and for some new characters to be introduced to the ranks of aspirants to the legendary Dungeon of Graves.
Setting:
The Lost Lands: This is the setting of Frog God Games and formerly Necromancer Games. Of the well known published settings it is probably closest to Greyhawk in feel.
These publishers historically have released only adventures, and did not have an official setting. The adventures were designed to be inserted plug and play into any traditional "old-school" fantasy setting. Over time, an implied setting began to emerge from references in the adventures, and many fans have fleshed it out into a playable state. The official setting is under development by Greg Vaughn for a future release.
For the purposes of this campaign, I am utilizing a map I created and stocked with numerous layers, sites, dungeons, settlements, and one extremely detailed city. Beyond the edges of this map the setting is left vague for now.
Because of the relative paucity of setting information, I am not requiring backstories to be detailed and extensive, but I will do my best to work with you to tie your character into the setting. I do not have answers for every question you might have about the places and civilizations your PC might hail from, but upon request I will scour the material I do have at my disposal.
The players adventuring in other parts of this ongoing sandbox campaign are also keen to develop shared history and connections with the characters of new recruits. My hope is that we can still see characters become very vibrant and alive during gameplay by engaging with the environment I have prepared for the adventures.
Pantheon: This campaign does not use the golarion pantheon. A list of deities can be found here. Some of them have not been converted from 3.5, and none of them list sub-domains. If you see a deity that you like the flavor of, but it doesn't have a domain listed that it probably should, ask. If it makes sense for the deities portfolio, it will be added. Some of the deities who's names are in the list do not have any entries filled out yet. Again, just ask, I probably just haven't gotten to it yet.
Magic/Fantasy Level: On the spectrum of low magic/fantasy to high magic/fantasy, the Lost Lands are somewhat closer to Game of Thrones or Middle Earth than they are to Golarion or the Forgotten Realms. People in settlements would not be accustomed to a summoner strolling into town with his Eidolon. Magic is more rare than the assumed levels in pathfinder. Buying and selling magic items is very restricted. There are specific NPC's you can buy and sell from but they will have to be discovered and they will have a limited selection of items for sale, primarily consumables. Crafting is also mostly limited to consumables for PC's.
Points of Light: The area I have mapped out for this campaign has the characteristics of a "Points of Light" campaign setting. There is a Grand Dutchy off-map to the West, but the realm where the campaign takes place is, as a whole, a very rugged frontier. The two cities in the region are walled and the roads connecting them to each other and the world beyond are very dangerous and traveled mostly by well-defended merchant caravans. People typically live out the whole of their lives in the place where they are born. The majority of the map is trackless wilderness populated by dangerous monster lairs and dungeon sites.
Playstyle:
Old-School: The slogan of Necromancer Games was "Old-School feel, New-School rules!" They published adventures for the 3.x/D20 ruleset which were designed to recapture the feeling of gaming in the era of AD&D. I have found that old-school means wildly different things to different people depending on who you ask. At the outset of this project I was intent on forcing pathfinder to play like AD&D. I am an unapologetically nostalgic gamer, but I have learned that it is difficult to force pathfinder to suit some styles of play because of it's design assumptions. It can cause more problems than it solves. I have reached a kind of middle-ground, choosing my battles and embracing pathfinder for it's strengths. As long as you have some nostalgia or curiosity for old-school gaming I think we will at least be getting off on the right foot.
Sandbox: My campaign is characterized by open-ended exploration and dungeon crawling, supported by a very detailed city sourcebook. The modules I have plugged into the map are primarily site based adventuring locations, that don't have to be tackled in any particular sequence. There are triggers at certain points that lead to more plot driven gaming temporarily, and there are antagonists constantly progressing their own agendas, but there is no over-arching meta-plot. Inciting incidents that spur the players to specific action are few and far between. By and large the campaign is only going to have as much story as we inject into it as a group.
(Un)Balance: CR and APL guidelines have been used as a tool to arrange for different adventuring areas to be more or less appropriate for parties at various stages of their development, but the design of these adventures and this campaign is such that wildly innapropriate encounters can be stumbled into. In some cases provisions are in place so that running away is viable or non-combat alternatives are possible.
Wealth: Likewise, WBL will be used as a tool for me to consult when calculating the APL of the party to estimate how they might fare against some of the challenges they encounter, but it will not be used as an indication of how much wealth they are assured to have at any given level. The treasures have been placed, whether they are discovered is up to the players and the fates.
Deadliness: These adventures have a reputation for deadliness. The hardcovers have pages of blank obituaries in the back, Because character development and role-play feature so strongly in PbP gaming, I have mitigated this somewhat by the inclusion of hero points. However, permanent death and loss of a character is still a reality in this campaign, more-so than in typical adventure path play.
Posting:
Pace: I know PbP can't match the pace of table-top, but I don't want to run a game that doesn't progress. I am looking for players that are committed and invested and really want to succeed against all odds in a game that requires more than a good build to achieve.
Posting Rate: You should have a high posting availability. I hate stating a requirement like "1 post/day except weekends" because there will be days when I can't post too. What I'm looking for is someone who can typically visit the thread one or more times/day, and post if needed. Quality counts too. Make posts that push things forward and reflect that you have read everyone else's posts and know what's going on. Please warn of and/or explain absences greater than 48 hours.
Formatting: I am OCD about formatting. Speech in bold with quotations. Internal monologue in italics. Flavor text describing what your doing in plain text. Out of character and mechanics in blue. Dice rolls labeled. One dice roll per line, not an endless string of numbers. Buffs and modifiers indicated.
Character Sheet: As above, I am OCD about formatting. Take pride in your character sheet. I need it up to date and I need to be able to read it. A hero-lab outputted stat block with no text formatting is not quite enough. I need to see that expended resources are being recorded just like they would be on a paper and pencil character sheet. I will link to examples of players that have well organized well formatted character sheets. You don't have to do yours exactly the same way but you have to make it nice. Comprehensible and nice.
Mini-Stats: There are certain lines in your profile that will display under your name next to your avatar when you post. Use these to display a mini-stat line with the most common things I have to refer to as DM, such as your armor class and saves. I require that these all be formatted exactly the same way. It is one of the typical formats that can be seen all over the PbP forums. You can find it on all the PC's in my games. If someone in my games doesn't have it formatted this way at this point it means they actively hate me and want me to suffer :) I post from work often and if this line isn't laid out the way I'm used to I make mistakes, get annoyed, become a grumpy DM, and kill PC's :)
Initiative: I do simple initiative for PbP. It goes in blocks. You don't have to wait for an individual initiative count to take your turn. Actions resolve in the order posted. I place an initiative tracker that shows who has and has not acted, and I update it throughout the round. You can post multiple times during a round, with dialogue and OOC, but when you make the post with your actions for the turn, it should begin with a header in bold stating the round so I can see at a glance who has taken their turn and update my tracker accordingly. If people aren't doing this I will rage quit. End your combat post with a status update indicating resources spent, active buffs and conditions, etc. After combat edit your profile/character sheet/mini-stats to reflect the current status.
Resources: You are responsible for tracking your expenditure of resources, active effects and conditions both in and out of combat. If you spend gold, record it. If you have taken damage record it. If you acquire a turnip record it. If it's not on your character sheet, you don't have it and can't use it. Encumbrance rules are enforced.
Character Creation forthcoming

DMG |

Character Generation
*Level 3
*780 GP
*20 Point Buy
*No starting stat higher than 18 after racial modifier
*Bonus feat taken at 1st level
*No Traits (exception for rogues)
*No favored class bonus, everyone gets 1 skill point or 1 hp per level
*Fighters get 4+ int skill ranks/level
yes rogues get 2 traits, no one else gets traits. little rogue buff

DMG |

Core Races:
Core Rule Book (all)
Featured Races:
Aasimar
Tiefling
Drow
Ifrit, Oread, Undine, Sylph
Tengu
Uncommon Races:
Changelings
Duergar
Kitsune
Nagaji
Suli
some of these high RP races may have to give up something for balance)
Core Classes:
Core Rule Book (all)
Base Classes:
Cavalier
Inquisitor
Magus
might take Alchemist, Oracle or Witch, concept and build and player have to be perfect fit
Prestige Classes:
Arcane Archer
Arcane Trickster
Assassin (evil alignment requirement waived)
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Shadowdancer
you can ask about others, but no golarion-centric ones
Archetypes:
All APG, UC & UM
too many to list
you can ask about others, but no golarion-centric ones
ARG:
I still have not sat down and read this book. It seems cool and up my alley but I don't know whether there is problematic stuff in there. So if you want to use stuff from here clear it with me and the party.
Dreamscarred Press:
Ok. Psionics Unleashed and Path of War. Looks very cool and I hear these guys do balance and game design well.
But I have no idea how these books work.
If you want to play something from ultimate psionics or path of war, you will have to have a thorough understanding of the mechanics and explain them to me because I have no clue.

DM Grimmy |
Well as you can see I have come a long way on allowing material since the beginning of this campaign when it was mostly core rule book only. Maybe it is because I have been watching loads of anime, maybe it is because I play 5e at home now so when I play pathfinder I want to play to it's strengths, i.e. options and customization.
Either way, something to remember is that there are other groups running around in this same sandbox who did not have these options. The concept of this campaign is that some of you may end up together with each other in future adventures, so you are supposed to be somewhat balanced with each other. Even in this adventure we have little Priscilla who is playing a core rogue. She's beginning with a leg up on gear from her previous adventure, but you can see what I mean here.
If the new options I have on the table lead to some power creep across the campaign overall, I may go back to the earlier recruits with the more basic PC's and retroactively award them a boon like a trait or two for example.
What I would like you to do for this group is work together as a group to look at one another's characters and make sure everyone is on somewhat flat playing field. I am no great optimizer and I can't always spot something broken so I need all of your help with this.
Off the top of my head I am thinking perhaps an uncommon race with a lot of RP like a Fetchling or Suli might give up it's "favored class" equivalent bonus skill point or hit point per level.
Whatever you guys think is fair so none of you feel overshadowed or unable to contribute.
As far as this issue goes if you guys are content I'm content.

DM Grimmy |
Seth86 just reminded me of something via PM.
When I was planning this adventure I took an idea from this quote:
Back to RA, Caramir points to an important point (to me anyway): what's the group, and each player's objectives? I think this is the piece that really brings things together and moves us away from adventuring for adventuring.
Caramir's example is great. His character would delve into the dangers of RA, because he wants to build a kingdom, to bring dwarfs together. Wow. I would play a dwarf and join his character's mad dash! But perhaps I also have other objectives, about powerful knowledge, about ridding the world of such a dangerous place, about making a name for myself so that I can ask that barons' daughter in marriage, and I don't have so much time, because her belly started showing.
Anything but because I want to fight weird and powerful creatures, take their equipment and sell it to gain better equipment to fight greater monsters. For me, there is little appeal left for these motivations.
I am always running sandbox adventures and dungeon crawls, but for PbP they don't have enough story. So for this one, we have a dungeon we can raid, we have wilderness we can explore, but I want to take some time in the city first and see if we can make a story grow out of it, so the characters can have their reasons for going in the dungeon. Not just "adventuring for adventuring" as Dreaming Warforged says.
So connecting the characters to each other will be a big part of this recruitment.

Johnnycat93 |

What are you looking for in new applicants? Do you want a character with a backstory more on the simple side or do you want someone who heavily engages the setting?
Also how flexible are the creation rules? If possible I'd like to trade in my favored class bonus for a single trait for flavor purposes.
Is the Bonus feat at first level in addition to all of the normal feats?

Janna - The Storm Maiden |

Checking in with Lilia!
I've not done the math on her recently, but I will check it this evening to make sure it complies with the DM's expectations!
Hi Lilia...I think we may have met briefly over at the Wizard's Amulet game.
If interested, we could still have some sort of cross adventure connection through the magic academy.
(we cold communicate via written correspondence or something.)

Karmic Knight |

I'll have something for you tonight Grimmy. 2 questions for you how are nonstandard races treated in Bard's Gate? Of particular interest to me are tieflings that have issues passing for humans. Second do monks have an affiliation with a certain deity? I was thinking that monks might be associated with one of the old gods possibly Muir or one of the Bards Gate deities like Yenomesh.

![]() |

this is what i have for now still need to make a back story
Male Half-Orc Inquisitor/ 3
N Medium humanoid (human, orc)
Init +8; darkvision 60ft .;Percep+12;intim+7;SenceM+12;Doplom+3;K(Arcana)+6;K(Dungeon)+6;K(Nature)+5 ;K(relig)+4;Stealth+8;Survival+6
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Defense
--------------------
AC: 18(+4 CS), touch 14, flat-footed (+ armor, +4 Dex, )
hp: 30 (3d8+6)
Fort 6(+2+1 Sacred tattoo), Ref 7(+4+1 ST), Will +6(+2+1 ST)
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Offense
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Speed:30 ft.
Range:Long bow+6(if flanking +1 per person+ 2 if not providing cover)
-------damage(1d8x3) Arrows(60)
Melee:Sythe +4
-------damage:(2d4+3x4)
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Statistics
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Str 14(+2),Dex 18(+4), Con 14(+2),Int 10(0),Wis 14(+2),Cha 8(-2)
Base: Atk +2; CMB +4; CMD; +17
Feats:
Prerequisite(s): Point-Blank Shot.
Benefit: If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Skills:, Intimidate +, ; Racial Modifiers +2 Intimidate
Languages Common, Orc
Str 14(+2),Dex 18(+4), Con 14(+2),Int 10(0),Wis 14(+2),Cha 8(-2)
Base: Atk +0; CMB +2; CMD17
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Class
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Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
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Domain Animal
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Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly.
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Spells
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saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
--0 level spells
---
School transmutation; Level inquisitor 0
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Duration 1 min.
Saving Throw none; Spell Resistance yes (harmless)
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Level 1 spells
---
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Target one object or creature restraining you
Duration instantaneous
Saving Throw Fortitude half (object); Spell Resistance yes
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a saving throw.
You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels (maximum +5).
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Domain spells
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Range close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.
Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.
Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
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MW Chain Shirt (250GP), longbow (75GP), arrowsx60(6GP),Scythe(18GP),Backpack (empty)2 gp,Bedroll 1 sp
Bell 1 gp ,Blanket, winter 5 sp, Lantern,
bullseye 12 gp,
Rations, trail (per day)x10 5 sp
Rope, hemp (50 ft.)
Rope, silk (50 ft.) 10 gp .
Sack (empty) 1 sp
Sealing wax 1 gp
Sewing needle 5 sp —
Shovel 2 gp
Signal whistle 8 sp —
Signet ring 5 gp
Soap (per lb.) 5 sp
Waterskin 1 gp
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Special Abilities
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Racial - Darkvision 60', ),
with tattoos, piercings, and ritual scarification, which
they consider sacred markings. Half-orcs with this racial
trait gain a +1 luck bonus on all saving throws. This racial
trait replaces orc ferocity
fearsome nature
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race., Weapon Familiarity
edit
sorry for the wall that this became ^_^

DM Grimmy |
...I'm not 100% on what the standard look for characters are so if there is any issue with mine. i will make the necessary changes.
Here is an example of a really good character sheet from one of my players.
hi so if we get a bonus feat at level 1 dose that mean its 3 feats buy level 3 1 for first level and the bonus feat, then one for 3rd level?
Yes, for most classes, that looks right. Something to watch out for, is that the bonus feat is taken at 1st level, so you must meet the prerequisites for it already at that time.
and is it MAX hp for all 3 levels?
Thank you, I seem to have left that out of the Character Generation post. sigh. I always forget something.
We roll HP's, Max at level 1, Re-roll 1's. Roll here in the thread once accepted.
Thank you for calling attention to this, Riuk.
sorry for the wall that this became ^_^
Yeah I know I started this thread with a massive sprawling post but guys if you want to show me character sheets at this stage the thing to do is put them inside a profile, or link me to an external character sheet hosted on something like myth-weavers.
But guys to tell you the truth I am not looking too closely at character sheets just yet. I want to meet you first as gamers, and talk about what you would like to play and how it might fit in to this story we are cooking up.

Riuk |

Riuk Blood wrote:sorry for the wall that this became ^_^Yeah I know I started this thread with a massive sprawling post but guys if you want to show me character sheets at this stage the thing to do is put them inside a profile, or link me to an external character sheet hosted on something like myth-weavers.
But guys to tell you the truth I am not looking too closely at character sheets just yet. I want to meet you first as gamers, and talk about what you would like to play and how it might fit in to this story we are cooking up.
ah ok i do have that character in my profile, but as to the way i play i ten to get into my characters as i play the game, even if it means making a weaker build as long as it goes with the flavor that the character is developing. i can post at least a few times every day, pending how work and life allows. This would be the first time i have tried to play an Inquisitor but as i've read about the class it seams fun to play. so i hope i can join your game

Fetch the Kitchen Drudge |

May I submit Fetch, the former kitchen drudge, now 3rd Level Abjurer (Banishment) for consideration. If selected, I'll roll for the hit points as indicated above.
Flavor Background: Fetch can’t remember any other cognomen flung his way that was not a more unsavory insult, and so Fetch he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Masters Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Fetch evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. He also discovered a knack for causing discomfort to the summoned creatures the various wizards and apprentices would employ from time to time. This talent only made life worse for Fetch. The apprentice wizards took it upon themselves to both torment and teach him some rudimentary magics in an attempt to see if talent might surface that would prove telling. Fetch outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening’s events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Fetch has been on the run for three months now after learning about the Master’s lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.

Johnnycat93 |

I can commit to multiple posts per day myself.
I have a Monk/Fighter that I'd like to submit if that's alright. I kind of want to hold off on developing the backstory further until I hear more about this shrine business. I had planned to have my character be a shrine maiden at one point in her past so I find Ares Valorn incredibly relevant to my interests.

Lilia Stinisen |

Lilia Stinisen wrote:Checking in with Lilia!
I've not done the math on her recently, but I will check it this evening to make sure it complies with the DM's expectations!
Hi Lilia...I think we may have met briefly over at the Wizard's Amulet game.
If interested, we could still have some sort of cross adventure connection through the magic academy.
(we cold communicate via written correspondence or something.)
Actually, Janna, I think the more I think about it, the more I like the idea of being friends and 'pen pals' as you just brought up. Could be friends, or more of a one upmanship friends but also rivals scenario as well.
"Oh, you discovered a long lost volume of lore? Well, let me tell you about my latest find! It's much better than your old boring tome, I'm sure." Or, it could just be a sisterly friendly thing. I'd be open to either, if you were interested.
Also, DM, I have Lilia set up as a bit of Summoning focused now, but with all the applicants, if accepted, I'd be happy to re flavor that, so that the battlefield isn't flooded with we guys and a ton of summoned creatures as well.

DM Grimmy |
I'll have something for you tonight Grimmy. 2 questions for you how are nonstandard races treated in Bard's Gate? Of particular interest to me are tieflings that have issues passing for humans.
Here is a somewhat related passage from the publisher:
ordinary shop owners possess powerful magic items. This is not to say Bard’s Gate does not contain the unusual or the fantastic — it does, simply not in every shop. Bard’s Gate, for your reference, has more in common with Lieber’s Lankhmar than it does with the Realms’ Waterdeep (high fantasy) or Tolkien’s Minas Tirith (low fantasy).
I'll tell you this, there is not one single Tiefling NPC in Bard's Gate, and this is a city with literally hundreds of statted named NPC's. But it's good for PC's to be exceptional and extraordinary. A Tiefling would certainly turn heads, but would not be stopped at city gates just for being a tiefling. Bard's Gate is a very liberal city.
That even goes for Drow too. In my imagining of this setting, Drow are feared and known to come from a cruel and dangers culture that has committed atrocities, but they are still understood to be individuals with free will, capable of choosing to live any way they see fit if given a chance. That is not to say a drow character will be accepted everywhere she goes, not by a long shot. But she will not be entered by arrow fire from guards at every settlement.
An especially monstrous variant of Tiefling would have more trouble. Even something like a Dragon Disciple with claws and wings would probably not stroll right in without being detained. They would need to prove themselves or have the referral of someone trusted.
Second do monks have an affiliation with a certain deity? I was thinking that monks might be associated with one of the old gods possibly Muir or one of the Bards Gate deities like Yenomesh.
I definitely envision faiths having orders of monks. I love that. As written, I don't think Muir has an order of monks among her faithful but we could definitely make it so. Muir is very central to this story.
Ares Valorn who has just popped into the thread was one of her clerics, and an aspirant to restore an ancient order of paladins who served her in times of old when she warred with the great demon Lord Orcus, Prince of Undeath. He and his brother Andrek perished recently when they visited one of her long derelict holy sites in the valley to the north to investigate it's suspected desecration.
The thing I like about Muir and her brother Thyr, is that they were the ones that did all the epic s%*! in the old days to rid the world of the big threats, but now they're priests can't even afford to maintain their shrines and burial halls. They still do their services in Bard's Gate but the pews are empty. Everyone thinks there's no need to pray to gods like that anymore because all the powerful demons are long gone. The high priests of Muir and Thyr are only level 8 and 9 respectively. The top guys. I love it.
Now, Yenomesh, he definitely officially does have monks. A player in one of the other groups is playing a monk/wizard from the temple of Yenomesh. He is currently traveling from Bard's Gate to Endhome to seek a rare tome that he can tribute to his temple in order to gain access to it's library and further his studies.
Good questions. Check out the wiki on obsidian portal for more information, especially about Bard's Gate. I'm tweaking the layout to make it easier to navigate but if you click around you will find I actually have loads of info up there.

Janna - The Storm Maiden |

Janna - The Storm Maiden wrote:Lilia Stinisen wrote:Checking in with Lilia!
I've not done the math on her recently, but I will check it this evening to make sure it complies with the DM's expectations!
Hi Lilia...I think we may have met briefly over at the Wizard's Amulet game.
If interested, we could still have some sort of cross adventure connection through the magic academy.
(we cold communicate via written correspondence or something.)
Actually, Janna, I think the more I think about it, the more I like the idea of being friends and 'pen pals' as you just brought up. Could be friends, or more of a one upmanship friends but also rivals scenario as well.
"Oh, you discovered a long lost volume of lore? Well, let me tell you about my latest find! It's much better than your old boring tome, I'm sure." Or, it could just be a sisterly friendly thing. I'd be open to either, if you were interested.
Rival but not "enemies" outdoing each other, but also willing to stand together if necessary as well.
Also be aware the Janna is not applying to this game, but as all these games are in a common sandbox there may be a chance we will meet. so you do not have to worry about Janna being in the mix of applicants here.

DM Grimmy |
I can commit to multiple posts per day myself.
I have a Monk/Fighter that I'd like to submit if that's alright. I kind of want to hold off on developing the backstory further until I hear more about this shrine business. I had planned to have my character be a shrine maiden at one point in her past so I find Ares Valorn incredibly relevant to my interests.
Good, that is the right idea.
I'll get into it more tomorrow, but you can check out the gameplay thread under the previous adventure spoiler up in the first post, and you can ask Ares and Priscilla about it, they were there.
I'll just tell you how it started and how it ended. Priscilla and her friend Lucia got their hands on a head from a statue which turned out to be from the idol of Muir up in the Valley of Shrines. Instead of selling it with their black-market connections, they got the idea to return it to the church in Bard's Gate and offer to go up there and check out who was messing with the shrine, if the church paid for them to hire guards. They did this because they figured they would find a bunch of treasure.
On the same day these two brothers who were raised by a paladin of Muir far from the city arrived in Bard's Gate on a pilgrimage to see the temple of their goddess. The church sent the four of them plus the hired muscle up north to see what was up.
When they got to the shrine some frogs in the pond outside started eating their fighters so they went inside and shut the door. But some evil froggy priests in purple robes came up out of a vortex in the lake. They opened the secret passage under the statue and got down in the vault but the evil froggy priests summoned a giant frog demon and bashed in the door and forced their way down into the vault.
Priscilla was opening secret doors to find some magic weapons that could help them kill the frog demon, but Ares saw they were all going to die. He shut the door behind Priscilla trapping her in there. After the sounds of battle went quiet, Priscilla saw the door slide open, and Ares was laying there on the ground, shoving the door aside with his last breath. He died before her eyes. His brother was lying there dead behind him, and Priscilla's friend Lucia too. Their archer and tracker, Jeb, was missing. Ares died before he could tell Priscilla what happened to Jeb.
Priscilla made it back to the Citadel of Griffons alone by herself, and the Griffon Riders flew her down to Bard's Gate.
And that brings us up to date. Now the other half of the story is this kid Cairenn Bell who dresses in all black and hangs out in cemeteries, which turns out to be a good place to see and hear some interesting things. But I'll get to that later. Hint: I named this adventure after the graveyard he's hanging out in. So this is probably important stuff ;)

DM Grimmy |
Well guys I know this thread is a little chaotic but it's actually going good.
It might seem like I should connect a discussion thread and move the people coming over from previous games to it, but I'm not gonna do that yet. For this idea to work, the people applying really have to be in on the discussion, or they won't know how to make a character that ties in.
So keep doing what your doing. Embrace the chaos!
I want to get these characters so tied in that when we start playing their own motivations propel things and the story just writes itself!
Makes my job easier ;)

Johnnycat93 |

Alright, well then I think I have a good idea of the character I'd like to make then.
However, before I'd like to commit to any of the conceptual details i'd just like to say that I in no way intend to subvert any aspect of Ares Lavorn's character or the DMs story telling. If I am overstepping any bounds whatsoever please let me know and I'd be happy to work out any issues. With that said let's get on with it:
I'd like to frame this by saying that I will be using my 3rd level advancement to take the Arisen story feat.
At one time in the past my character was a monk and worshiper of the goddess Freya and one of her shrine attendants. For one reason or another I died.
Now, I'm looking at Freya's profile and seeing these nifty "Valkyrie" things, and while I'm not exactly sure what they are I do know this: I'm a woman, I'm a warrior, and I'm a worshiper of Freya.
So if these Valkyries are anything like their real-life counterparts they have a certain say as to what exactly becomes of a noble warrior when they are on the verge of passing on (at this point you can probably see where I'm going with this). I think this especially true since one of Freya's domains is healing.
From my point of view Ares Lavorn needs a means by which to be alive again. I am in a position where I can provide that means, as well as a reason for my own self to be alive again and no longer a monk.
As always (actually, especially in this case) feedback and commentary are encouraged and appreciated.

DM Grimmy |
Johnnycat that's the idea. We're spitballing here. Keep the ideas coming, that's how this thing is going to come together.
I don't think I'm going to run with that one (could change my mind) but that is exactly the kind of contribution we need for the genesis of this thing.
BTW I missed one of your questions earlier.
Also how flexible are the creation rules? If possible I'd like to trade in my favored class bonus for a single trait for flavor purposes.
If you need a trait, use your bonus feat to take "additional traits". Voila, traits.
Edit: Just read the arisen feat.. man that is kind of too perfect isn't it?

Johnnycat93 |

I'm getting some mixed signals here.
I understand being "back from the dead" can be weird to work with and plus, I'm not even sure if this is something the other character is okay with.
Should I try and do something else? To be honest I don't have any other good ideas right now but it's not like I can force you to accept my character, what with a month long recruitment and a bunch of competition.

DM Grimmy |
I am really, really liking that idea.
I almost want to say crunch it up, but Iet's see what Ares says. I bet he will love it though.
Now I gotta say I was thinking it would be Muir who brought him back...
But maybe with her faith in decline, she doesn't have the power to do it. Freya is still very popular in this age, so maybe she steps in... knowing that Ares must complete his quest to restore the order of the Justicars?