Crypt of the Everflame (Inactive)

Game Master Darius Silvermere



Hi all, after trying to apply as a player and seeing the number of applications for an AP, I decided to instead try my luck as a GM :) I have a bit of GM experience IRL from a long time ago with the relatively unknown system “the Dark Eye” (in Dutch) and more recently some PbP experience as a player with D&D 3.5 and Call of Chtulhu. This means I am fairly new to Pathfinder and being a GM. Before trying an Adventure Path, I thought it's best to start with a level 1 module and I read that Crypt of the Everflame is perfect for that, so that's what I will do now. I have Hero Lab with all packages for Pathfinder and I will use this for keeping track of characters and encounters. I plan to make tactical maps with print screens from the roll20 VTT.

Guidelines for character creation:
20 Point Buy.
Level 1.
Core Races.
All Core, Base, Alternative Classes and Paizo Archetypes except gunslinger and antipaladin (only 1 archetype).
No evil alignment.
2 Traits.
Feats and Traits can be from any source that is covered by Hero Lab.
No Hero Points. Instead you may choose one extra Feat at level 1 (antiheroes option from APG).
Average starting gold.
Full Hit Points at level 1 and average rounded up for next levels (for example: d8 = +5).

You are living in Kassen, a small town ruled by Mayor Uptal, a fair, but mildly grim man. While most of the “townsfolk” actually live in small homes or camps in the woods and fields surrounding Kassen proper, the town is quite tightknit. As with most of the folk in Nirmathas, they stand up for one another and refuse to be pushed around.

As background, I like to see a basic description of your personality, family, activities and goals in life.

I am looking for 4-5 characters with different classes.

I hope to provide a map and some more information about the town and its people later today so you could fit that into your background if you want.


Added a map and town description to Campaign info.


I would like to play a human wizard(teleporter). What about is the post rate? I can post at least once per day.


As posting rate, I will do my best to post every day IC, which should be no problem most of the time unless I have a bit more activities than usual. After my last IC post, I suggest outside of combat each player has max 48 hours to post something IC and after that I will NPC them if no post was done. Inside of combat, I think 48 hours is too much, so I would suggest max 24 hours during combat.


I have HeroLab but just the base package. Is that enough or do you suggest I pick up one of the packages to go with it? I'm pretty new to PF also but I'm currently in 3 PbP games so I'm getting familiar fast.

If so, I have a character idea in mind, I can create him and post a profile later today.


I am not asking any one to have Hero Lab. It's just a way for me to make things easier as a GM. Any simple character will do as long as you have some basic background as described earlier.


Building a straight up melee tank. Going for some simplicity here. Will post soon.


Doc Saint,

For your consideration: Merkava

This will be my first pbp here on Paizo, but I GM'd a session on another site.

I'm not playing any other games at the moment and will be able to post once a day normally, sometimes 2-3 if I get excited.

I'm in Hawaii, so I will be posting later than most.


Ok Merkava, you're in. Thanks for applying. Please select your skills. You can still change things about your character until the game starts.

As a note for recruitment, I don't put a deadline, I simply accept characters as they are being posted, provided they have a different class than those selected already and with sufficient background.

So we have a fighter now. 4 spots remaining.

Liberty's Edge

Hello! I'm in quite a few PBP's and some tell me it's a crime I've never been in this one so I'd like to try it out!

I'm thinking a half elf ranger that's focused on ranged dps. give me a bit and ill have an alias


Here is the character I'd like considered. I have to leave suddenly but I will finish his background and post skills and such when I return in about a hour. He is being set up as a rogue that tries to avoid conflict or interaction, thus the lack of bluff, intimidation, etc.


I'm posting Griswald Maurin, human barbarian for consideration. I'd like to explain his rage as a pseudo-lycantropy that he has some control over. The character would go the beast totem route as he gains more control over his 'curse'. I still need to add traits and a feat but I wanted to post what I had so far.

background:

Griswald Maurin
Griswald is a relatively new member of the community; he is a quiet young man who works as a lumberjack to earn his keep. Most people haven’t gotten the chance to know him as he keeps to himself and unless he is on the job seems discontent and troubled. When he is cutting down trees and doing manual labor he can forget his thoughts and is much more sociable.
The secret that burns inside is his family’s ‘curse’. When he was 15 he was with some friends in the woods and he ran into some local bandits. He was scared about what might happen and then something happened to him. In the heat of the moment he lost control and his muscles pumped with blood, growing in size. Griswald’s pupils changed to blood red. Some fur sprouted, sharp claws grew. When he realized what happened he had killed 2 of the bandits with his bloody claws before the rest fled. He immediately went to his family and was told about the family secret. There was a curse in their bloodline, it was rare and only affected someone every few generations. The affected member was not a true lycanthrope but when enraged or frightened they would turn into a werebeast-like creature. His father said it had skipped some generations and he hoped it would not be passed to Griswald. He was told to flee before his friends told the community and he would be hunted down as a monster. That day he fled to a place where no one knew about his past.
Griswald struggles with this internal turmoil; he is afraid of the beast coming out unfortunately he likes the feeling. With the beast comes excitement and power, but also death. He constantly works on mental exercises to control the beast so it only comes when he wills it. He understands that the common folk will shun him if they find his secret so he tries to distance himself the best he can from others.

character sheet:

Griswald Maurin
Male Human Barbarian 1
CG Medium Humanoid
Init +1; Senses none; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 16 (1d12+4)
Fort +5, Ref +1, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Greataxe +4 (1d12+4/20/x3)
Power Attack Greataxe +3 (1d12+7/20/x3)
Raged Greataxe +6 (1d12+7/20/x3)
Raged Power Attack Greataxe +5 (1d12+10/20/x3)

Ranged Throwing Axe +2 (1d6+3/20/x2). Range increment: 10
--------------------
STATISTICS
--------------------
Str 17, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Extra Rage
Traits
Skills Acrobatics+4, Climb+7, Perception+5, Survival+5
Languages Common
Combat Gear Scale Mail (-4 Armor Check), Greataxe, Throwing Axes (x2)
--------------------
SPECIAL ABILITIES
--------------------
Favored Class (barbarian): +1 Hit point.
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage (13 rounds/day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to AC. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
Gear: Hemp Rope (50 feet), Bedroll
Coins: 17.9 gp


I dont have an alias yet but I will be submitting Kailin Resmodus an elven white haired witch.


Thanks for the interest.

New applications accepted are Nivel Klist and Griswald Maurin.

Party so far:

*human fighter, Merkava
*half elf rogue, Nivel Klist
*human barbarian, Griswald Maurin

2 spots remaining.


Here is Yix with the proposed character. I ended up going for a shapeshifter half-drow elf ranger. Quite an interesting one is i do say so myself


Thank you. Indeed he is :)

Party so far:

*human fighter, Merkava
*half elf rogue, Nivel Klist
*human barbarian, Griswald Maurin
*half drow-elf ranger, Firyin

1 spot remaining.


Here is billybrainpan's character.


Putting up Sharen for consideration. The crunch can be found in her profile.

I still need to put some work in her backstory (write it all out properly and fill in some gaps), sadly that'll have to wait till tomorrow (bed time :().

But in short the idea i have (bit cliché story perhaps, i know ^^):

Concept for Background:

family/story: Her mother and dad were of the nicest nobles in all of Golarion. As Sharen was born deaf they were always very protective of her. Despite her disability her youth was fantastic, everyone cared for her and helped feeling sorry for her disability (something she didn't mind too much occasionally taking advantage of). However everything changed one dreadful day. On that day during their weekly stroll through the woods around Tamram (from where the family originates) they ran into an mangy owlbear. With his last strength her father managed his daughter (need to work out details of how exactly it happened). She saw her parents die in front of her eyes that day. From that day on she swore no one would ever protect her again and she'd make it her life's goal to protect others. Soon after she left town to set out on her own on her quest to help others. A quest that very likely brought her to Kassen.

activities and goals in life: protect others, become so strong no one will ever have to protect her ever again

personality: firm, gentle and caring. dislikes: people who consider her to weak or are over helpful (the position she prefers to take herself)


Here is Brimlii Titansteel, a dwarf smith who's working as an apprentice under Braggar and a practicing cleric of Torag


Don Saint -GM wrote:

Ok Merkava, you're in. Thanks for applying. Please select your skills. You can still change things about your character until the game starts.

I chose Climb and Swim. Not a complex guy, my Merkava.

Just for the record, I'm a scrupulous rule follower on these online games. I think cheating ruins it all. So, if I state I've got something in my gear bag, you can trust that I really did buy it and my character is currently carrying it.


Hmm it was painful deciding between Kaelin, Sharen and Brimlii. I was looking forward seeing a white haired witch in action and I like Oracles also, with Sharen having a nice start of background but.. Brimlii is the only one with a background already directly tied to Kassen, which is necessary for the story. So..

Party will be:

*human fighter, Merkava
*half elf rogue, Nivel Klist
*human barbarian, Griswald Maurin
*half drow-elf ranger, Firyin
*dwarf cleric, Brimlii Titansteel.

It's getting late here (Belgium, Europe) so I will post again tomorrow.

Thanks all and have fun!

Dark Archive

bummer never had a chance open and closed in the same day...

no arcane casters?


OK, made a couple minor adjustments and finished the background. Thanks for accepting me! Looking forward to seeing where this goes.


Minor edit, switched Griswald to a half-orc. I made some adjustments to his backstory but nothing major.

Thanks for accepting! Looking forward to the game.

background:

Griswald Maurin
Griswald is a relatively new member of the community; he is a quiet young man who works as a lumberjack to earn his keep. Most people haven’t gotten the chance to know him as he keeps to himself and unless he is on the job seems discontent and troubled. When he is cutting down trees and doing manual labor he can forget his thoughts and is much more sociable.
The secret that burns inside is his family’s ‘curse’. When he was 15 he was with some friends in the woods and he ran into some local bandits. He was scared about what might happen and then something happened to him. In the heat of the moment he lost control and his muscles pumped with blood, growing in size. Griswald’s pupils changed to blood red. Some fur sprouted, sharp claws grew, tusks enlarged. When he realized what happened he had killed 2 of the bandits with his bloody claws before the rest fled. He immediately went to his family and was told about the family secret. Griswald’s grandfather was an orc, while Griswald knew he had orcish blood, he did not know the of the curse of his mother’s side. There was a curse in their bloodline, it was rare and only affected someone every few generations. The affected member was not a true lycanthrope but when enraged or frightened they would turn into a werebeast-like creature. His father said it had skipped some generations and he hoped it would not be passed to Griswald. He was told to flee before his friends told the community and he would be hunted down as a monster. That day he fled to a place where no one knew about his past.
Griswald struggles with this internal turmoil; he is afraid of the beast coming out unfortunately he likes the feeling. With the beast comes excitement and power, but also death. He constantly works on mental exercises to control the beast so it only comes when he wills it. He understands that the common folk will shun him if they find his secret so he tries to distance himself the best he can from others.

character sheet:

Griswald Maurin
Male Half-Orc Barbarian 1
CG Medium Humanoid
Init +3; Senses Darkvision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex), (14 when raged)
hp 15 (1d12+3) (17 when raged)
Fort +5, Ref +1, Will +1 (+3 when raged)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Greataxe +4 (1d12+4/20/x3)
• Power Attack Greataxe +3 (1d12+7/20/x3)
• Raged Greataxe +6 (1d12+7/20/x3)
• Raged Power Attack Greataxe +5 (1d12+10/20/x3)
Bite +4 (1d4+3/20/x2)
• Power Attack Bite +3 (1d14+7/20/x2)
• Raged Bite +6 (1d4+7/20/x2)
• Raged Power Attack Bite +5 (1d4+10/20/x2)

Ranged Throwing Axe +2 (1d6+3/20/x2). Range increment: 10
--------------------
STATISTICS
--------------------
Str 17, Dex 12, Con 16, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Scent
Traits Beserker of Society (+3 rounds of rage), Exile (+2 initiative)
Skills Acrobatics+4, Climb+7, Perception+5, Survival+5
Languages Common, Orcish
Combat Gear Scale Mail (-4 Armor Check), Greataxe, Throwing Axes (x2)
--------------------
SPECIAL ABILITIES
--------------------
Favored Class (barbarian): +1 round of rage.
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage (11 rounds/day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to AC. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Orc Blood: Half-orcs count as both human and orc for any effect related to race.
Intimidating: Half-orcs receive a +2 racial bonus to intimidate checks due to their fearsome nature
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Gear: Hemp Rope (50 feet), Bedroll
Coins: 17.9 gp


I'll sign up for playing a Wizard, or Cleric. I tend to pick up social skills with traits/race, etc.

If we could have some info on the theme of the adventure.


Kara Deepshadow wrote:

bummer never had a chance open and closed in the same day...

no arcane casters?

It may indeed be tricky without a caster. I had my heart set on playing a nice, burly fighter, but if I need to switch it up, I can do so.

Dark Archive

I would have submitted one but the recuitment closed so fast...

the character is in the alias.


@Kara, your stats indicate a 15 point buy. Should be 20 points.

Dark Archive

laughmask wrote:
@Kara, your stats indicate a 15 point buy. Should be 20 points.

I know but since recuitment was closed I didn't bother updating.


Yes sorry, recruitment is already closed unless someone drops out.

I like non conventional set ups. If there's no arcane caster, so be it.

Play by Post Discussion is opened for the Party.


There's one spot reopened for recruitment in our group to play a character that is already in the game since the beginning.

One player has left since several weeks, but we like to keep his character in the game and so it would be nice if someone else is willing to play him. Until now I NPC him and he's still in good shape :)

It's a dwarven cleric, level 2. You may choose different spells for him if you like.

In Campaign Info you can find a journal with a summary of this adventure so far.

Brimlii stats:

Brimlii Titansteel
Male Dwarf Cleric 2
LG Medium Humanoid (dwarf)
Init +1; Senses Perception +3
Aura deflection aura (2 rounds) (1/day)
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 19 (2d8+6)
Fort +6, Ref +2, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +0 (1d4+3/x2) and
Gauntlet (from Armor) +4 (1d3+3/x2) and
Morningstar +4 (1d8+3/x2) and
Unarmed strike +4 (1d3+3/x2)
Masterwork Light crossbow +3 (1d8/19-20/x2)
Special Attacks hatred
Spell-Like Abilities Acid Dart (6/day)
Cleric Spells Prepared (CL 2):
1 (3/day) Shield of Faith, Shield of Faith, Shield of Faith, Shield
0 (at will) Virtue, Detect Magic, Guidance, Light
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 9
Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Combat Casting, Extra Channel
Traits Goldsniffer, Guardian of the Forge (Knowledge [history])
Skills Acrobatics -5 (-9 jump), Appraise +4 (+6 to determine the price of nonmagic items with precious metals or gemstones), Climb -3, Craft (armor) +2, Craft (weapons) +2, Escape Artist -5, Fly -5, Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors, +5 on checks related to metals, jewels, and gemstones), Ride -5, Sense Motive +7, Stealth -5, Swim -3
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 10), domains (caves, defense), greed, hardy, hero points, slow and steady, spontaneous casting, stability, stonecunning +2
Combat Gear Potion of cure light wounds, Scroll of Restoration, Lesser, Wand of cure light wounds (10x); Other Gear Scale mail, Heavy wooden shield, Light crossbow, Masterwork Light crossbow, Morningstar, Artisan's tools (Craft [armor]), Artisan's tools (Craft [weapons]), Backpack (8 @ 9 lbs), Blanket, winter, Hammer, small bottle of local brandy, Tent, small, Trail rations (5), 29 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (1d6+1) (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 1d6 (4/day) (DC 10) (Su) - 0/4
Deflection Aura (2 rounds) (1/day) (Su) - 0/1
Potion of cure light wounds - 0/1
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Acid Dart (1d6+1) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Caves) Associated Domain: Earth
Cleric Domain (Defense) Associated Domain: Protection
Combat Casting +4 to Concentration checks to cast while on the defensive.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflection Aura (2 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Goldsniffer +2 Perception for metals, jewels and gemstones.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Guardian of the Forge (Knowledge [history]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Scroll of Restoration, Lesser Add this item to create a scroll with spells on it.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------
Smith

Brimlii Titansteel is a stout and strong red-headed dwarf. He has a fiery personality to match his outlandish creations at the forge. He is learning under the apprenticeship of Braggar to become a more practical smith, creating steel that is as practical as it is fashionable. Brimlii appreciates the art of forging and has turned to worship of Torag. After seeing drastic improvement in his work with the new path of worship, Brimlii quickly learned what it means to smith good steel. Yearning to test his creations in battle, Brimlii has begun practice with his metal and seeking out an opportunity for adventure.

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