Cult of Unraveling (Inactive)

Game Master Matt Adams 259


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Posting it here, but will add it into the alias as well, after storing the old one somewhere.
Going under the assumption that I can take a drawback (foul brand (hand) for a third trait (bruising intellect).
This will allow me to go Enforcer route, dropping intimidate rolls onto grappled foes as well.

Shopping not finished, but he does not need much at the moment.

Sheet:

---- STATS ----
STR: 10 (+0)
DEX: 16 (+3)
CON: 16 (+3)
INT: 17 (+3)
WIS: 14 (+2)
CHA: 10 (+0)

---- OFFENSE ----
BAB: 0
CMB:
0 (Grapple: +2)
White-Hair CMB: +3(Grapple: +2)
Initiative: 3
Speed: 20ft
Melee:
.. White-Beard +3 (d4+4), grab Primary Natural: full bab, 1,5x damage modifier
.. Handaxe -1 (d6-1, x3) (Just to have the stats handy, will probably never be used)
Ranged:
.. Ranged-Touch +3 (special, 20 x2)
.. Light Crossbow +3 (d8, 19-20 x2)

Special Attack:
.. Grab: Free grapple combat-maneuver after hit with the beard. Does NOT
provoke AoO from enemy. If successful enemy is grappled, but the white-haired witch DOES NOT count
as grappled.

---- DEFENSE ----
HP: 9 Current: 9
AC: 13 Touch: 13, Flat-Fooded: 10
CMD: 13 (Grapple +2)
White-Hair CMD: 16 (Grapple +2)
Fort-Save: 0+3 Refl-Save: 0+3 Will-Save: 1+2
-->Save-Reminder: Hardy +2 vs spells, poison, spell-like

---- RACIAL FEATURES ----
Darkvision (60ft)
Slow but Steady (never slowed by armor or encumbrance)
Hardy (+2 on Saves vs poisons, spells and spell-like effects)
Hatred (+1 Atk vs humanoids with Ork/Goblinoid subtype)
Rock Stepper (allows 5ft step over heavy terrain made of
rubble, broke ground and steep stairs, removes stone-cunning)

Lorekeeper (+2 Knowledge (history) checks on dwarven history or their foes)
Defensive training (+4 Dodge AC vs Giants)
Proficiency: battleaxe, heavy picks, warhammer, 'dwarven' weapons count as martial

---- FEATS ----
Rime Spell (Metamagic +1 spell level, Frost spells entangle
enemies for spell-level rounds)

---- TRAITS & DRAWBACKS ----
Magical Lineage (Metamagic on: Frostbite -1 effective level)
Wayang Spellhunter (Metamagic on: Frigid Touch -1 effective level)
Foul Brand (Hand) Drawback (-1 on Sleight of Hand, Disguise, Disable Device)
Bruising Intellect (Use INT instead CH on Intimidate Rolls)

---- SKILLS ----
2+Int, +2 Background (ranks | ability | class | other |total

..Craft (Carpentry): 1|3|3|0|7
..Knowledge [History]: 1|3|3|2|9
..Knowledge [Nature]: 1|3|3|0|7
..Intimidate: 1|3|3|0|7
..Perception: 1|1|0|0|2
..Spellcraft: 1|3|3|0|7
..Survival: 1|2|0|0|3

---- COMBAT GEAR ----
..Handaxe (More woodworking than fighting)
..Light Crossbow + 10 Bolts (Hunting, 35g)

---- GENERAL GEAR ----
.. Magus Kit (22g): (Backpack, bedroll, belt pouch,
flint&steel, ink, inkpen, iron pot, mess kit, rope (50ft), soap, spell-component pouch, torches
(10), trail rations (5d), waterskin)

..Journal Book (10g): 50 blank pages
..Folding Shovel (10g)
..Hand-Saw (4cp)
..Fishhook (1sp)
..Cold-Weather Outfit: (+5 Fort test vs cold weather)
..Artisan's Tools: Woodworking (5g)
..Common Manacles

---- MONEY: ----
180-(35+22+10+10+5+1=83) Eqipment = 97g

---- CLASS ABILITIES ----
White-Hair (SU):
.. (only) Primary Natural Attack (Full BaB, 1x5 damage multiplier)
.. Uses INT for atk/dmg and CMB/CMD done with the white-hair
.. Allows free Grapple Combat Maneuver after successful attack that DOES NOT provoke attacks of opportunity
.. When grappling with the hair, witch does not count as grappling

Patron: Ancestors (add Bless spell)
Familiar: "Mountain King" (Mountain (King) Grab, +2 Grapple)

---- SPELLS ----
White-Haired Witch (2):
Spells known:
Level 0: All
Level 1: 3 + 3 (Int-Bonus) = 6
..Bless (Extra)
..Charm Person
..Command
..Frostbite
..Mage Armor
..Detect Secret Doors
..Cure Light Wounds

Prepared Spells:
Level 0: [4]
..Guidance
..Message
..Resistance
..Stabilize

Level 1: [3]
..Mage Armor
..Charm Person
..Rimed frostbite


Harakhty Suntooth wrote:
And while I'm at it, here is a list of applicants this far. Let me know if I've missed you, please, or if I have your character in the wrong area:

You missed mine. Thanks for putting that together, though!

Scarab Sages

snow beard wrote:
@Choon: You grew into that dumb-as-bread thing with your Ogryn you're playing at my side, aren't you? *haha* Even if I got not to play, consider him. He makes me lol so regularly with his childish-dumb Ogryn. Really worth it xD

Actually, Cuddles is the original. Thud'dr the Ogryn grew from the huggable loveable orc. :)


Just posting so i can go in my history and come back to this when the game begens because i Don't know how to fav and I'd like to read it but i might apply for this how to use dice bots


Down below the text field is a
'How to format my text' and a 'show' button.
Klick it and it will show the tag you need to roll.
E.g. {dice}3d6{/dice}
But instead the {} you need to enter [] then it will roll the dice you specified in between the opening and closing tag.


Yes. A big thank you to Harakhty Suntooth.

And yes to taking a drawback.


Addams Family DM wrote:
Start date will be December 10th. I dondon't really know the Golarion calendar.

Thanks. I'm not big on this sort of thing normally, but for her journal I'd like to include dates for fluff. Thanks.

Sczarni

Basio's shield is mainly for throwing, like some fancy Murmillo...except in peasant clothes and wooden armor. Ranged is his main damage, but range attacks usually don't matter past the first round or so.

Unless a flying spellcaster zooms in, all invisible like and starts blowing people up. Then that's too bad.


HUGS MATTER ALL DA TIME!


I think Unbeugsam and old snowbeard would be almost like friends,
the old dwarf and the young one. The one a smith, the other a woodworker, together making the best shovels and picks a miner could dream of.
Such a good quality the wives yell at them because their men prefer to take their tools to bed.


Unbeugsam wrote:

I think Unbeugsam and old snowbeard would be almost like friends,

the old dwarf and the young one. The one a smith, the other a woodworker, together making the best shovels and picks a miner could dream of.
Such a good quality the wives yell at them because their men prefer to take their tools to bed.

... I think this is one of the most dwarven boasts I've ever heard. :)


Poor wives.

Also, I was glad to see the Desna background on Snowbeard as well. Hard to deal with Cheliax when you're good. :)


This is Harakhty Suntooth from before! Allow me to present Jasper Krail, waterwielder and entertainer extraordinaire!.. or general labor at the inn, depending on your perspective.

The GM has permitted me to take the watersinger archetype on a half-elf as we have every color of the planar rainbow in the rest of your blood! It's a neat archetype, and I've been dying to try it. This seems like a fun group to grow into with it!

DM, please let me know if the story works for you & if there's anything else you'd like me to adjust. I will say I left the inventory spartan as I didn't know exactly what situation we'd be in/what we'd have/not have.

Here is the updated list (with Yorick now, sorry about that):

Melee:

Helikon --- Unbeugsam --- Fighter
Kevin O’Rourke --- Harmon --- Paladin
Choon --- Cuddles --- Monk
Remnar --- Kurt Iron --- Magus
Trinam --- Cole Meaner --- Barbarian
TheWaskally --- Alkelis Courtborn --- Godling
PorterMacShack --- Agrimar the Snake --- Brawler
Critzible --- ? --- Rogue
Laugh_Mask --- Conall Hatchet --- Rogue
Crayfish Hora --- Basio Rullus --- Harbringer
YoricksRequiem --- Takesh --- Harbringer

Ranged:

Rungok --- Zullie --- Kineticist
Slayde --- Aria Dros --- Magus

Skilled:

Rotolutundro --- Liunona Watchriff --- Investigator
Harakhty Suntooth --- Jasper Krail --- Bard

Arcane:

Seth86 --- Al’Ku-Eth --- Arcanist
Swordwhale --- Old Snowbeard --- Witch

Divine:

Ginganinja --- Zalika Caliana --- Cleric
Zanbabe --- Nazuri --- Cleric
Valjoen_KC --- Tjarÿnn Haüx --- Oracle


rungok wrote:
Unbeugsam wrote:

I think Unbeugsam and old snowbeard would be almost like friends,

the old dwarf and the young one. The one a smith, the other a woodworker, together making the best shovels and picks a miner could dream of.
Such a good quality the wives yell at them because their men prefer to take their tools to bed.
... I think this is one of the most dwarven boasts I've ever heard. :)

Well, what can an old dwarf do...

If dwarven CRAFTSMANSHIP is more IMPRESSIVE than the abilities of humans ...
Reminds me of that one time on my long travels ...
I met an adventuring couple, they were bickering all the time, one could barely hear the snow melting under the sun of approaching spring.
I would have left them, if it was not for the coming blizzard I could feel in my scars. So I stayed at their campsite that night.
Some hours into the night I woke, as they left the camp ...
For their own reasons guessing from the sound of it.
Mere minutes later the bickering started - she sounded really annoyed about SOMETHING.
It grew so annoying I was about to leave regardless of the weather.
Then I heard a rumble in the mountains!
A rock slide broke loose.
I tried to warn them, but they did not hear me over the screaming of their fight!
And then it got silent.
They were burried by the rockslide!
Even the mountains were so annoyed by their bickering, that they send some stones down their sides to silence them.
Who knows... If his PERFORMANCE would have been more SATISFYING they may have lived!
...
Anyway ... I am going off-topic here again...
...
What were we talking about just now?


1 person marked this as a favorite.

CUDDLES THINKS THEY NEEDS TO HUG IT OUT. ROCKS NOT THAT HARD TO HUG. JUST NEEDS MORE HUG TIME TO GET THEM ALL.

The Exchange

This is Keve, the gunslinger. He always tries to be friendly, but never knows when to shut up. He also lacks the filter between brain and mouth which leads to him speaking exactly what is on his mind, whether intentionally or not. I will build up an alias and proper character sheet shortly. This looks like it's going to be an awesome campaign!

Rolls:

5d6 ⇒ (2, 3, 6, 6, 2) = 19
5d6 ⇒ (1, 2, 2, 2, 5) = 12
5d6 ⇒ (5, 5, 3, 5, 2) = 20
5d6 ⇒ (4, 4, 4, 3, 6) = 21
5d6 ⇒ (4, 1, 4, 1, 3) = 13
5d6 ⇒ (3, 1, 6, 1, 1) = 12
15,9,15,14,11,10

5d6 ⇒ (1, 4, 4, 6, 3) = 18
5d6 ⇒ (1, 4, 4, 2, 2) = 13
5d6 ⇒ (1, 3, 4, 1, 2) = 11
5d6 ⇒ (5, 1, 6, 1, 1) = 14
5d6 ⇒ (3, 2, 5, 6, 1) = 17
5d6 ⇒ (3, 3, 3, 4, 3) = 16
14,10,9,12,14,10

5d6 ⇒ (4, 6, 3, 1, 6) = 20
5d6 ⇒ (5, 1, 6, 4, 4) = 20
5d6 ⇒ (3, 3, 5, 4, 1) = 16
5d6 ⇒ (1, 2, 5, 2, 2) = 12
5d6 ⇒ (6, 3, 2, 6, 2) = 19
5d6 ⇒ (4, 5, 1, 4, 5) = 19
16,15,12,9,15,14

Character Sheet:

KEVE SHLADER
Human Gunslinger 1;
Chaotic Good Medium
Init: +3 Senses: Perception +7
DEFENSE
AC: 13 Touch: 13 Flat-Footed: 10
HP:12
Fort: 3 Ref: 5 Will: 3
OFFENSE
Speed: 30 ft.
Melee:
Ranged: Rifle +4 (1d10/×4)
STATISTICS
Str 9 Dex 17 Con 12 Int 15 Wis 16 Cha 14
Base Atk: +1 CMB +0 CMD +14
Skills: Acrobatics +7; Bluff +6; Craft (a) +6; Diplomacy +3; Knowledge (engineering) +6; Knowledge (local) +6; Perception +7; Sense Motive +4; Survival +7;
SPECIAL ABILITIES
Feats: Gunsmithing; Point-Blank Shot; Precise Shot;
Specials: Deadeye; Grit; Gunslinger's Dodge; Gunsmith; Quick Clear;

Background:

Keve Shlader is an out of place young man in Cheliax. Relatively good natured and friendly, he relies on his wit and charm for survival. Keve spends most of his time with his father in their small shop of tinkering. The "Little Shop of Gears" has been a staple in their small community and has gained a reputation for being quite crafty when it comes to repairs and solving mechanical problems people in the town have. His father is the one that built his gun for him, and the one to teach him to shoot as well and everything he knew of engineering. Although he loves his job and his father, Keve dreams of something more. He wants to contribute to the world, and not just this small town. Keve finally sees his chance when the slavers make their way through his town.


I keep thinking of the campaign and music always comes to mind.
My thoughts on The Cult of Unraveling campaign theme music
Or this for the theme for The Cult of Unraveling.


Hey Tizen, what's up with the three array rolls?


TheWaskally wrote:

I keep thinking of the campaign and music always comes to mind.

My thoughts on The Cult of Unraveling campaign theme music
Or this for the theme for The Cult of Unraveling.

Thumbs up on the music. Especially the first one. I love instrumental stuff like that.


@GM and Waskally: Then You should have a hear (^^) at Two Steps From Hell music. They have A LOT of that stuff that really fires of the imagination train!


Gilthanis' submission. Still putting final touches on background and crunch.

The Exchange

Because I'm dumb and got this confused with another recruitment. I'll default to 25 pt and change stats accordingly. Apologies for that.


Tizen Nimrod wrote:
Because I'm dumb and got this confused with another recruitment. I'll default to 25 pt and change stats accordingly. Apologies for that.

Got ya. I was going to say just use the first array, but it was a bad set of rolls anyway.

Last day of recruitment folks. If you've just been shadowing, now's the time to put your submission in.


Addams Family DM wrote:


Last day of recruitment folks. If you've just been shadowing, now's the time to put your submission in.

The excitement!


I think I need one more trait. Unfortunately my mother-in-law's birthday is today and I have obligations. I'll try to fix that before the deadline.


Cyrene:

NG Medium Female Lashunta Inspired Blade Swashbuckler
Init +3 (+3 Dex)
Senses: Perception +5, Telepathy 35ft.

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armour, +3 Dex)
HP 11/11 (d10 + 1 con)
Fort +1 (0 base, +1 Con)
Ref +5 (2 base, +3 Dex)
Will +1 (0 base, +1 Wis)

OFFENSE
Rapier: +6, d6+3, 18-20 x2

Spd 30 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 13 (+3)
Dex 16 (+3)
Con 13 (+1) (15 base, -2 racial)
Int 16 (+3) (14 base, +2 racial)
Wis 13 (+1)
Cha 16 (+3) (14 base, +2 racial)

Base Atk +1 (+1 Swashbuckler)
CMB +2 (+1 BAB, +1 Str)
CMD 15 (10 +1 BAB, +1 Dex, +3 Str)

FEATS
Fencing Grace [Level 1]: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Weapon Focus (Rapier) [Swashbuckler Bonus]: You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Skilled Telepath: The range of your limited telepathy racial ability increases by 5 feet.
Signature Moves: Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Savannah Child: Pick one of the following skill Handle Animal, Knowledge (nature), or Ride. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Fey Taken (Drawback): You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

SKILLS
Acrobatics +7 (1 rank, +3 Dex, +3 class)
Bluff +7 (1 rank, +3 Cha, +3 class)
Diplomacy +7 (1 rank, +3 Cha, +3 class)
Escape Artist +7 (1 rank, +3 Dex, +3 class)
Handle Animal* +7 (1 rank, +3 Cha, +3 class)
Knowledge (Local) +9 (1 rank, +3 Int, +3 class, +2 race)
Perception +5 (1 rank, +1 Wis, +3 class)
Ride +7 (1 rank, +3 Dex, +3 class)
Sense Motive +5 (1 rank, +1 Wis, +3 class)
Sleight of Hand* +7 (1 rank, +3 Dex, +3 class)
Total Points: 10 [4 Swashbuckler + 3 Int + 1 FBC + 2 background]
AC penalty is 0

LANGUAGES
Elven, Lashunta, Sylvan, Common, Chelaxian
EQUIPMENT
Masterwork Cold Iron Rapier (Free)
Masterwork Leather Armour (160gp)
Cyrene's Adventuring Kit: backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin. (9gp)
13 platinum 1 gold 0 silver 0 copper
Weight Carried: 59lbs.

SPECIAL ABILITIES
Limited Telepathy: A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Insidious Telepathy: Some lashunta have a knack for manipulating the minds of those they communicate with telepathically. They gain a +1 racial bonus on Charisma-based skill checks to influence any creature with whom they are telepathically communicating. If a lashunta telepathically issues a command to a charmed or dominated creature, she gains a +1 racial bonus on Charisma checks to compel the creature to follow that order. This racial trait replaces lashunta magic.
Knowledgeable: A lashunta gains a +2 racial bonus to any one Knowledge skill.

Inspired Panache (6/day): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.
Inspired Finesse: At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Deeds:
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.


Opportune Parry and Riposte At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. [/spoiler]
Fluffy bits:
--------------------
Appearance
--------------------
Cyrene appears to be a relatively normal, if aesthetically pleasing, elven woman at first glance. The only thing which really challenges that assumption are the two gently curving antennae which stretch out from her forehead, buried in her dappled green hair. Born a fey of the First World she considers appearance a very mutable indicator of a person, and her hair changes colour regularly, needing only a week or some of exposure to the same environment to begin mimicking the local colour.
If a second glance is taken a few more things stand out. Her arms are slightly longer than they should be, as are her legs. Cyrene also has double pupils in both eyes and the irises are a fiery orange – giving the impression of an eclipse for anyone who looks straight into them. She also has a strange conversational habit, being very expressive with her hands and body language but not using enough words to explain a concept or to hold a proper conversation.
--------------------
Personality
--------------------
Cyrene is a product of the First World, mercurial, contradictory and surprisingly kind. A child of the rolling planes of Amenorian Steppe she has an affinity with animals and learned to communicate with all sorts of creatures. As a natural telepath, she considers mental communication as normal as verbal and can come across as silent or introverted due to not speaking much aloud.

Over the past month or two on the Material Plance Cyrene has had a crash course in humility and a number of severe lessons as to her own shortcomings - being kidnapped by slavers after only a few days proved once and for all to Cyrene that her skills were not as great as she had thought. She's learned a lot during captivity but humility, a feeling alien to most fey, has been her most enduring lesson.
--------------------
Motivation
--------------------
Cyrene believes that she is a chosen agent of Apholine the Flame, Eldest of the Sun, Passion and Fire. This faith in her lady has led her to deliberately leave the First World in order to do two things. Firstly, to find a cure for the strange shadow affliction which has been plaguing her clan and secondly, to track down the agent of Count Ranalc whom she believes caused the plague in the First Place.
Proud and confident Cyrene had no concept of just how unprepared she was for the Material Plane…

As I am out of time I'm just whacking down background in a few bullet points - alias and a full write-up will come if I am fortunate enough to be selected.

- Cyrene was bought up by a nomadic clan of near-elves in the First World
- They worship an eldest called Apholine, who was an opponent of Count Ranalc.
- Recently, by Fey standards, Cyrene's tribe has been infected by a wasting plague. It doesn't kill those infected but instead causes them to waste away to nearly insubstantial shadows.
- This is a fate worse than death for the immortal fey - instead of reincarnating they simply 'fade' until there's almost nothing left, trapping them in a limbo.
- The remaining tribe members blame the plague on the malice of Count Ranalc and Cyrene has volunteered to leave the First World and explore the Material Plane in the hope of finding a cure to the curse and thwarting Count Ranalc's attempt at destroying her people.
- She was very confident of her abilities, the precision of her fencing being the best in her clan, however she's learned the hard way since leaving that the Material Plane has just as many dangers as the First World, and many of them are less obvious.
- She was kidnapped by slavers soon after leaving the portal which emerged in a deep wood in Southern Cheliax. Although her telepathy has enabled her to avoid any particular pain or violation she still nurses a badly bruised ego and a new, but pronounced distrust of humans.


I am currently going through submissions. I will post the final five in the next few days.


Good luck to all! Hope to see you on the inside!


Wish you all the best and may the best dwarves win ;-)


Jasper Krail wrote:
Good luck to all! Hope to see you on the inside!

Indeed.


Good luck everyone!


Best of luck to everyone =]


1 person marked this as a favorite.

Ahh, the waiting...
Now, that's nothing compared to the one time, when I was traveling through the far north and came to that town and ...

Good luck to all!


After listening to the old man ramble on about some town in the north, Aria pipes up and says with a jovial grin, "You call that waiting old man? You should try sitting in a tree stand for three days with nothing but you, the tree, and that one bird that just won't pipe down even at two in the morn. Now that's waiting."

As others have said, good luck to all. I hope to see you on the other side.


Cuddles watches the two with a pleased expression. He wonders why the tree need a stand and why Aria had to be there sitting with it. The bird sounded nice though. Especially if it was pretty and red. Or yellow. Maybe orange. Or a mix!


The yellow/orange bird (as seen through the bars of her confinement in the slavers' caravan) seemed to sing of freedom and joy, and Nazuri wanted to throttle its little neck.

No, well, not the bird. But someone. To stay calm, she focused on the holy symbol branded on the back of her hand, and prayed to Desna for help, and maybe a little bit of patience so that she could resist beating someone to death for this injustice.

I cannot help others while I am not in control of myself she repeated to herself in her mind.

But her eyes still glowed with anger.

(Good stories, but it's clearly worse to wait in slavery.) :)


Final Five
Jasper Krail
Kurt Iron
Keve Shadler
Agrimar the Snake
Cyrene

Please get the finishing touches on yoir characters. I will be looking to open the gameplay thread tomorrow.


This was really tough. I apologize to all those who didn't make it in.


No worries. Enjoy the game. :)


Have fun


Ah well, it was certainly a fun recruitment to participate in. Congratulations to all selected =]


No worries. Have fun!


Gameplay thread is up.

Sczarni

Have fun y'all!

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