Curse of the Crimson Throne: Uneasy Lies The Head

Game Master Vanulf Wulfson

"Uneasy lies the head that wears a crown."
Henry IV, Part II, Act III, Scene 1

The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.


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Sovereign Court

I'm building out Orson Callevarno, a human urban druid (as previously mentioned).

Note that the urban druid archetype means no spontaneous summons, so this character isn't going to be doing battlefield clutter. :)

The character is built to be an easygoing, helpful character who can fit in the urban landscape while also bringing some of the druidic appreciation for nature. I noted from the player's guide that druids have a bad reputation in Korvosa; Orson would be trying to bridge that.


GM Wulfson wrote:
@Ceril Surefoot - I don't mind people reskinning the fluff of a trait to fit their background but I have to draw the line at changing the crunch aspect of the trait.
GM Wulfson wrote:
@Aleziella Libuyaza - Sorry I did miss it. Please stick to the traits provided.

While my character very much had an unhappy childhood (see backstory), Missing Child (Missing Sibling) fits much better mechanically. Can I go with that, but with the fluff of Unhappy Childhood? If not I guess I'll pick one of the Unhappy Childhood options slightly refluffed (Tortured doesn't fit that badly I guess).


I think I am going to pull out as well. Good luck everyone.


My concept is an undine psychic with the Acid Breath racial trait and the Self Perfection discipline.


Here's my application! I've wanted to play this campaign for awhile now, and I'm super excited seeing all the characters getting submitted. Davin is a dwarven warpriest of Abadar, so he'll be playing a secondary melee role with some divine casting for buffing.

Backstory:
Davin was abandoned in the Midland as a small child, it is still unknown who left him there. He was found by a passing merchant and brought to an elderly dwarven couple who lived above the city forge. They raised him until he grew old enough to take care of himself, teaching him the ways of dwarven culture and blacksmithing. When he turned fifteen, still quite young by dwarven standards, they asked that he leave them, to make his own way in the world and find success without it being handed to him. Although harsh, they left Davin with a firm belief in the value of his own work, and a conviction that if he tried hard that he would be rewarded by Abadar’s grace.
He left the Midland and wandered through the city into the Shingles, with no real plan as to what he would do. As he walked through the streets, he saw a man surrounded by children and teenagers of all races, talking to them and accepting coins from each one. He approached the group, asking Is there work to be found here? The man smiled, walking closer to him and nodding, Indeed there is, would you be looking for a job?
At the beginning, the old man, whose name was later revealed to be Gaedren, was a tolerant employer. Davin was running errands and delivering messages, and received a reasonable share of coins for it. However, as time went on, the number of coins he was given steadily decreased, with many being taken back by Gaedren or the other boys. After a few months, Davin was approached with an offer to increase his earnings, he could begin to break into houses and closed shops, and Gaedren would sell the items for him so that he would not be associated with them. Davin refused, Abadar would never condone theft, he said. Gaedren nodded, seemingly respectful of Davin’s choice, and the topic was not brought up again.
About four months later, Davin was cornered by one of the older boys, who forced him to serve as a lookout while he robbed a nearby merchant. No guard came near, and the older boy disappeared into the crowd without trouble afterwards. When Davin came to Gaedren, telling him about the incident, Gaedren seemed sympathetic and promised to ensure that it wouldn’t happen again. The next night, the boy and a few of his friends found Davin’s sleeping place and dragged him into an alley. Gaedren watched as they beat him mercilessly, then left him for dead.
When Davin woke, he was in a bed, being treated by a cleric of the Korvosan Guard. They asked him who had hurt him, but when he told them, they did not answer. Upon pressing the nearby guards, they stated that because it was not Gaedren who had physically assaulted him, they would not go after him, and it was not worth it to track down the boys. Davin was released onto the streets the next day, with no plans other than to avoid the Shingles and make his living in a way that would receive Abadar’s praise.

Stats:
Male Dwarven Wapriest(Forgepriest) of Abadar 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 11, flat-footed 16
HP 10/10
Fort +7, Ref +5, Will +7
CMD 14(18 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Warhammer +3 (1d8+4/X2)
Range
Longbow +1 (1d8+1/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Skills(ACP -3): Craft(Armor) +4, Knowledge(Religion) +5, Perception +2(+4 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Fate’s Favored, Unhappy Child(Tortured)
Blessing: Protection
Aura-Lawful
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Shield
====================
Special Abilities
====================
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Halberd
Warhammer
Composite Longbow(Str. +1)
40 Arrows
Breastplate
Warpriest’s Kit
Vial of Acid
8 Gold

Sovereign Court

I've updated Orson with an appropriate campaign trait. Riffing on the mention of tensions between dock workers and coastal druids, I took the Framed trait on the premise that it was very easy to convince one of the fishermen that Orson, a druid, was up to no good.


Here is my application. Looking through the thread there are some great characters and tough competition! Arianna Surtova is a minor noblewoman who has lost her sister Allaria to the criminals who plague the city.


Do we have a list of all the applicants so far?


We have (in no particular order except the first)

Ceril Surefoot, Conflicted Outcast Ranger

I put together the list so why not put myself at the top.

Orson Callevarno, Urban Druid Peacemaker

Tyrek Archaos, Passionate Half-orc Paladin (tied with Alezialla)

Aleziella Libuyaza, Vengeful Master Summoner (tied with Tyrek)

Chestman Barrelhouse, Dutiful Dwarven Patrolman

Rodrigo De Montago Y Ortiz, Lovelorn Nobleman Swashbuckler

Fiona Kesk, Haunted Spiritualist Breaking at the Seams

Pelliues Zenderholm, the Stoic Archpalidan

Arianna Surtova, Idealistic Noblewoman Wizard

Kayleigh Fairwind, Merciful Cleric:

Kayleigh Fairwind
_____________________________________________
Race Human
Gender Female
Age 19
Cleric (Merciful Healer) Level 1
Init +4 (+2 Dex, +2 trait); Senses Perception +3
AL NG
________________________________
DEFENSE
_____________________________________________
AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)
hp 10
Fort +3, Ref +2, Will +5
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee Morningstar +1 (1d8+1 bludgeoning, piercing) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged light crossbow +2 (1d8 piercing)
Special Attacks channel positive energy 6/day (1d6)
Cleric Spells Prepared (CL 1st; concentration +6):
1st—none yet
0—none yet

_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 14, Con 12, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channeling
Traits Reactionary (combat),
Unhappy Childhood: Religious (campaign trait)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics -1 (+2 Dex, -3 ACP)
*Appraise +5 (+1 rank, +3 skill, +1 Int)
Bluff +1
Climb -2 (+1 Str, -3 ACP)
*Craft +1
Diplomacy +1 5 (+1 rank, +3 class, +1 Cha) Only if Background Skills Used
Disable Device +
Disguise +1
Escape Artist -1 (+2 Dex, -3 ACP)
Fly +
*Handle Animal +
Heal + (+1 rank, +3 class, +3 Wis)
Intimidate +1
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) + 5 (+1 rank, +3 class, +1 Int) Only if Background Skills Used
Knowledge (planes) +
Knowledge (religion) +5 (+1 rank, +3 class, +1 Int)
*Linguistics +
Perception +3
*Perform +1
*Profession +3
Ride +
Sense Motive +3
*Sleight of Hand +
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth -1 (+2 Dex, -3 ACP)
Survival +3
Swim -2 (+1 Str, -3 ACP)
Use Magic Device +
* Background Skill

Languages Common, Varisian
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Domain: Healing (Restoration); restorative touch 6/day

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear Morningstar (8/6), dagger (2/1), light crossbow (35/4), 20 bolts (2/2), chain shirt (100/25), buckler (15/5), silver holy symbol (25/1), spell component pouch (5/2), belt pouch (1/.5), waterskin (1/4), explorer’s outfit (free/8), cleric’s vestments (5/6), tabard (5/1)

Gold 36 (of 240)
____________________________________________
APPEARANCE
____________________________________________
Height 5’6”
Weight 133 lbs.
Eye Color Hazel
Hair Color Blonde
Region of Origin Korvosa
Parents Regions of Origin
Deity Milani

Appearance
Kayleigh is a pretty if not striking young woman with pale skin and short blonde hair. She has a kindness that is reflected in her eyes and her face projects an element of naivety.
Personality
Kayleigh’s a friendly person, if not particularly outgoing with strangers. Once someone’s earned her loyalty, however, she’s a friend for life. Kayleigh’s something of a bleeding heart, often caring more for the poor and downtrodden than she does for herself. She currently dwells in a small apartment in the Bridgefront area of Old Korvosa, spending much of her time ministering to the poor and downtrodden.

Kayleigh’s Backstory
It was two years after Kayleigh’s parents had perished in a fire. She’d been taken in by a friend and neighbor of her mother’s, an unmarried woman poor in looks but rich in kindness. One day that winter, her new guardian didn’t wake up one cold morning, and Kayleigh was alone in the world. She was taken in by a man named Ghaedren Lamm. This mean tyrant had a pack of kidnapped and ‘rescued’ orphans who worked for him in exchange for meager food rations and a roof over their heads at night. Ghaedren was a lowly crime lord, the children his pickpockets and thieves.

Well, Kayleigh’d been an awkward, somewhat uncoordinated child at the time. She was a terrible pickpocket, a hopeless thief or lookout, and an even worse liar. She was destined for a short-lived apprenticeship under the merciless Lamm, but things escalated when the girl found a wondrous silver amulet attached to a fine silver chain wedged in a crack between the street and a damaged curbstone. She recognized the piece of jewelry to be a holy symbol of some kind: The pendant featured a delicate rose growing out of a crack in a cobblestoned street. Kayleigh traveled all the way to the Pantheon of Many in South Shore to learn more about the holy symbol and the faith it represented, and to return it to the priest or priestess who’d lost it, if she must.

Her inquiries were met with blank stares from many priests at the multidenominational shrine, but when she showed the silver rose to the priest of the god Iomedae, he recognized it as the holy symbol of the goddess Milani. He told the waif what he knew of Milani’s faith before asking where her parents were. Kayleigh stammered something unintelligible and was preparing to flee when the priest smiled and said, “You keep that necklace, little girl. May it protect you and give you courage….”

…and that was all the priest managed to say before Kayleigh fled, running most of the way back to Midland and Lamm’s headquarters. Certain the cruel man would steal her treasure if she brought it into his hideout, Kayleigh held the holy symbol in her hand, thinking hard of a safe place where she could stash it. That’s when Ghaedren Lamm’s bony fingers closed hard on her shoulder.

The crime lord broke the holy symbol before the girl’s eyes before beating her to within an inch of her life and tossing her body in an alley just off Harborview Boulevard. Kayleigh would have died if the Iomedaean priest she’d met hadn’t decided to follow the obvious orphan street urchin when she fled north. The girl had lost him shortly after entering Midland, but luckily he’d found her again before she’d breathed her last. The cleric took the child back to the Pantheon of Many, healed her wounds, and offered her a job cleaning the temple and helping out with other odd jobs and errands. Kayleigh remained in South Shore at the temple for roughly a third of her life, until Milani heard her fervent prayers and granted her the powers of a Merciful Healer. Kayleigh then moved to Bridgefront in Old Korvosa—one of the city’s poorest neighborhoods—to better care for Korvosa’s most needy: the sick, poor, and underprivileged.

Davin, Warpriest of Abadeer:

Male Dwarven Wapriest(Forgepriest) of Abadar 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 11, flat-footed 16
HP 10/10
Fort +7, Ref +5, Will +7
CMD 14(18 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Warhammer +3 (1d8+4/X2)
Range
Longbow +1 (1d8+1/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Skills(ACP -3): Craft(Armor) +4, Knowledge(Religion) +5, Perception +2(+4 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Fate’s Favored, Unhappy Child(Tortured)
Blessing: Protection
Aura-Lawful
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Shield
====================
Special Abilities
====================
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Halberd
Warhammer
Composite Longbow(Str. +1)
40 Arrows
Breastplate
Warpriest’s Kit
Vial of Acid
8 Gold

Backstory
Davin was abandoned in the Midland as a small child, it is still unknown who left him there. He was found by a passing merchant and brought to an elderly dwarven couple who lived above the city forge. They raised him until he grew old enough to take care of himself, teaching him the ways of dwarven culture and blacksmithing. When he turned fifteen, still quite young by dwarven standards, they asked that he leave them, to make his own way in the world and find success without it being handed to him. Although harsh, they left Davin with a firm belief in the value of his own work, and a conviction that if he tried hard that he would be rewarded by Abadar’s grace.
He left the Midland and wandered through the city into the Shingles, with no real plan as to what he would do. As he walked through the streets, he saw a man surrounded by children and teenagers of all races, talking to them and accepting coins from each one. He approached the group, asking Is there work to be found here? The man smiled, walking closer to him and nodding, Indeed there is, would you be looking for a job?
At the beginning, the old man, whose name was later revealed to be Gaedren, was a tolerant employer. Davin was running errands and delivering messages, and received a reasonable share of coins for it. However, as time went on, the number of coins he was given steadily decreased, with many being taken back by Gaedren or the other boys. After a few months, Davin was approached with an offer to increase his earnings, he could begin to break into houses and closed shops, and Gaedren would sell the items for him so that he would not be associated with them. Davin refused, Abadar would never condone theft, he said. Gaedren nodded, seemingly respectful of Davin’s choice, and the topic was not brought up again.
About four months later, Davin was cornered by one of the older boys, who forced him to serve as a lookout while he robbed a nearby merchant. No guard came near, and the older boy disappeared into the crowd without trouble afterwards. When Davin came to Gaedren, telling him about the incident, Gaedren seemed sympathetic and promised to ensure that it wouldn’t happen again. The next night, the boy and a few of his friends found Davin’s sleeping place and dragged him into an alley. Gaedren watched as they beat him mercilessly, then left him for dead.
When Davin woke, he was in a bed, being treated by a cleric of the Korvosan Guard. They asked him who had hurt him, but when he told them, they did not answer. Upon pressing the nearby guards, they stated that because it was not Gaedren who had physically assaulted him, they would not go after him, and it was not worth it to track down the boys. Davin was released onto the streets the next day, with no plans other than to avoid the Shingles and make his living in a way that would receive Abadar’s praise.

Man that was a lot of reading! I double checked the list and am pretty certain I got everyone. If not, I do apologize. And I tried capturing the heart of your characters motivations, races, and classes in three to five words so forgive me if I took a few liberties.

Hope this helps DM and newcomers on what's already on the table.


Fiona is going to drop due to an opportunity that's come up elsewhere. Sorry about that, and thanks for recruiting. Good luck to all!


Updated list with small bios. Also removed Fiona. This is the only update, won't repost the entire thing again.

We have (in no particular order except the first)

Ceril Surefoot, Conflicted Outcast Ranger
A loyal Korvosan, everything was going the way life should before Ceril was accused of murder. Though proven innocent, his reputation had been sullied and the Sable Company has overlooked him for their recruitment. Unsure if the law will solve everything, Ceril knows everything bad that has happened is due to one man, Gaedren Lamm.

I put together the list so why not put myself at the top.

Orson Callevarno, Urban Druid Peacemaker
Easygoing by nature, Orson focuses on bridging hostility between urban life and nature by being as helpful as possible. It didn't stop him from being falsely framed for a murder though...

Tyrek Archaos, Passionate Half-orc Paladin (tied with Alezialla)
Slightly tempered by monastic order of Irori, Tyrek passionate nature drives him towards self protection, but even more so towards finding his missing childhood friend, the love of his life Aleziella.

Aleziella Libuyaza, Vengeful Master Summoner (tied with Tyrek)
Taken at a young age, the alluring beatuy Aleziella has seen a lifetime of suffering and abuse. the only limiter on her demonic summoning is her anchor, her old childhood friend Tyrek.

Chestman Barrelhouse, Dutiful Dwarven Patrolman
When his fellow guardsman succumbed to the Shiver drug, Chestman knew he had to find the source.

Rodrigo De Montago Y Ortiz, Lovelorn Nobleman Swashbuckler
The son of a former nobleman who was killed in an arson, his only memento of his old life was his Father's family sword and a signet ring.

Pelliues Zenderholm, the Stoic Archpalidan
His mother murdered, his rage drove him into the righteous path of the paladin. When a memento appeared for sale a street stall, Pellius found out who had supplied it, Gaedren Lamm.

Arianna Surtova, Idealistic Noblewoman Wizard
When the death of her sister brought her family shame, she was married off to reclaim it. While resentful of the arrangement, she understand her role in helping the family and does what she can to assist. Though a bit spoiled, her loyalty to the city of Korvosa and her family drives her arcane might.

Kayleigh Fairwind, Merciful Cleric:

Kayleigh Fairwind
_____________________________________________
Race Human
Gender Female
Age 19
Cleric (Merciful Healer) Level 1
Init +4 (+2 Dex, +2 trait); Senses Perception +3
AL NG
________________________________
DEFENSE
_____________________________________________
AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)
hp 10
Fort +3, Ref +2, Will +5
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee Morningstar +1 (1d8+1 bludgeoning, piercing) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged light crossbow +2 (1d8 piercing)
Special Attacks channel positive energy 6/day (1d6)
Cleric Spells Prepared (CL 1st; concentration +6):
1st—none yet
0—none yet

_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 14, Con 12, Int 13, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channeling
Traits Reactionary (combat),
Unhappy Childhood: Religious (campaign trait)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics -1 (+2 Dex, -3 ACP)
*Appraise +5 (+1 rank, +3 skill, +1 Int)
Bluff +1
Climb -2 (+1 Str, -3 ACP)
*Craft +1
Diplomacy +1 5 (+1 rank, +3 class, +1 Cha) Only if Background Skills Used
Disable Device +
Disguise +1
Escape Artist -1 (+2 Dex, -3 ACP)
Fly +
*Handle Animal +
Heal + (+1 rank, +3 class, +3 Wis)
Intimidate +1
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) + 5 (+1 rank, +3 class, +1 Int) Only if Background Skills Used
Knowledge (planes) +
Knowledge (religion) +5 (+1 rank, +3 class, +1 Int)
*Linguistics +
Perception +3
*Perform +1
*Profession +3
Ride +
Sense Motive +3
*Sleight of Hand +
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth -1 (+2 Dex, -3 ACP)
Survival +3
Swim -2 (+1 Str, -3 ACP)
Use Magic Device +
* Background Skill

Languages Common, Varisian
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Domain: Healing (Restoration); restorative touch 6/day

____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear Morningstar (8/6), dagger (2/1), light crossbow (35/4), 20 bolts (2/2), chain shirt (100/25), buckler (15/5), silver holy symbol (25/1), spell component pouch (5/2), belt pouch (1/.5), waterskin (1/4), explorer’s outfit (free/8), cleric’s vestments (5/6), tabard (5/1)

Gold 36 (of 240)
____________________________________________
APPEARANCE
____________________________________________
Height 5’6”
Weight 133 lbs.
Eye Color Hazel
Hair Color Blonde
Region of Origin Korvosa
Parents Regions of Origin
Deity Milani

Appearance
Kayleigh is a pretty if not striking young woman with pale skin and short blonde hair. She has a kindness that is reflected in her eyes and her face projects an element of naivety.
Personality
Kayleigh’s a friendly person, if not particularly outgoing with strangers. Once someone’s earned her loyalty, however, she’s a friend for life. Kayleigh’s something of a bleeding heart, often caring more for the poor and downtrodden than she does for herself. She currently dwells in a small apartment in the Bridgefront area of Old Korvosa, spending much of her time ministering to the poor and downtrodden.

Kayleigh’s Backstory
It was two years after Kayleigh’s parents had perished in a fire. She’d been taken in by a friend and neighbor of her mother’s, an unmarried woman poor in looks but rich in kindness. One day that winter, her new guardian didn’t wake up one cold morning, and Kayleigh was alone in the world. She was taken in by a man named Ghaedren Lamm. This mean tyrant had a pack of kidnapped and ‘rescued’ orphans who worked for him in exchange for meager food rations and a roof over their heads at night. Ghaedren was a lowly crime lord, the children his pickpockets and thieves.

Well, Kayleigh’d been an awkward, somewhat uncoordinated child at the time. She was a terrible pickpocket, a hopeless thief or lookout, and an even worse liar. She was destined for a short-lived apprenticeship under the merciless Lamm, but things escalated when the girl found a wondrous silver amulet attached to a fine silver chain wedged in a crack between the street and a damaged curbstone. She recognized the piece of jewelry to be a holy symbol of some kind: The pendant featured a delicate rose growing out of a crack in a cobblestoned street. Kayleigh traveled all the way to the Pantheon of Many in South Shore to learn more about the holy symbol and the faith it represented, and to return it to the priest or priestess who’d lost it, if she must.

Her inquiries were met with blank stares from many priests at the multidenominational shrine, but when she showed the silver rose to the priest of the god Iomedae, he recognized it as the holy symbol of the goddess Milani. He told the waif what he knew of Milani’s faith before asking where her parents were. Kayleigh stammered something unintelligible and was preparing to flee when the priest smiled and said, “You keep that necklace, little girl. May it protect you and give you courage….”

…and that was all the priest managed to say before Kayleigh fled, running most of the way back to Midland and Lamm’s headquarters. Certain the cruel man would steal her treasure if she brought it into his hideout, Kayleigh held the holy symbol in her hand, thinking hard of a safe place where she could stash it. That’s when Ghaedren Lamm’s bony fingers closed hard on her shoulder.

The crime lord broke the holy symbol before the girl’s eyes before beating her to within an inch of her life and tossing her body in an alley just off Harborview Boulevard. Kayleigh would have died if the Iomedaean priest she’d met hadn’t decided to follow the obvious orphan street urchin when she fled north. The girl had lost him shortly after entering Midland, but luckily he’d found her again before she’d breathed her last. The cleric took the child back to the Pantheon of Many, healed her wounds, and offered her a job cleaning the temple and helping out with other odd jobs and errands. Kayleigh remained in South Shore at the temple for roughly a third of her life, until Milani heard her fervent prayers and granted her the powers of a Merciful Healer. Kayleigh then moved to Bridgefront in Old Korvosa—one of the city’s poorest neighborhoods—to better care for Korvosa’s most needy: the sick, poor, and underprivileged.


From household to household, Kayleigh eventually fell into Gaedren Lamm's clutches. She was worse than useless to him, and after attempting to hide a holy symbol, he broke it in half, beat her, and left her for dead. Rescued by priests, she was taught their ways and strives to help those that were in her situation.

Davin, Warpriest of Abadeer:

Male Dwarven Wapriest(Forgepriest) of Abadar 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +3
====================
Defense
====================
AC 17, touch 11, flat-footed 16
HP 10/10
Fort +7, Ref +5, Will +7
CMD 14(18 vs trip/bull rush)
Blessings 3/3
====================
Offense
====================
Speed 20 ft.
Melee
Halberd +4 (1d10+4/X3)
Warhammer +3 (1d8+4/X2)
Range
Longbow +1 (1d8+1/X3)
BAB +0
CMB +3
====================
Statistics
====================
Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Skills(ACP -3): Craft(Armor) +4, Knowledge(Religion) +5, Perception +2(+4 for stonework), Sense Motive +6
Languages: Dwarven, Common, Undercommon
Feats: Weapon Focus(Halberd), Combat Reflexes
Traits: Fate’s Favored, Unhappy Child(Tortured)
Blessing: Protection
Aura-Lawful
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light; Detect Magic; Read Magic
====================
Lvl 1 Spells
====================
Bless, Shield
====================
Special Abilities
====================
Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
====================
Gear
====================
Halberd
Warhammer
Composite Longbow(Str. +1)
40 Arrows
Breastplate
Warpriest’s Kit
Vial of Acid
8 Gold

Backstory
Davin was abandoned in the Midland as a small child, it is still unknown who left him there. He was found by a passing merchant and brought to an elderly dwarven couple who lived above the city forge. They raised him until he grew old enough to take care of himself, teaching him the ways of dwarven culture and blacksmithing. When he turned fifteen, still quite young by dwarven standards, they asked that he leave them, to make his own way in the world and find success without it being handed to him. Although harsh, they left Davin with a firm belief in the value of his own work, and a conviction that if he tried hard that he would be rewarded by Abadar’s grace.
He left the Midland and wandered through the city into the Shingles, with no real plan as to what he would do. As he walked through the streets, he saw a man surrounded by children and teenagers of all races, talking to them and accepting coins from each one. He approached the group, asking Is there work to be found here? The man smiled, walking closer to him and nodding, Indeed there is, would you be looking for a job?
At the beginning, the old man, whose name was later revealed to be Gaedren, was a tolerant employer. Davin was running errands and delivering messages, and received a reasonable share of coins for it. However, as time went on, the number of coins he was given steadily decreased, with many being taken back by Gaedren or the other boys. After a few months, Davin was approached with an offer to increase his earnings, he could begin to break into houses and closed shops, and Gaedren would sell the items for him so that he would not be associated with them. Davin refused, Abadar would never condone theft, he said. Gaedren nodded, seemingly respectful of Davin’s choice, and the topic was not brought up again.
About four months later, Davin was cornered by one of the older boys, who forced him to serve as a lookout while he robbed a nearby merchant. No guard came near, and the older boy disappeared into the crowd without trouble afterwards. When Davin came to Gaedren, telling him about the incident, Gaedren seemed sympathetic and promised to ensure that it wouldn’t happen again. The next night, the boy and a few of his friends found Davin’s sleeping place and dragged him into an alley. Gaedren watched as they beat him mercilessly, then left him for dead.
When Davin woke, he was in a bed, being treated by a cleric of the Korvosan Guard. They asked him who had hurt him, but when he told them, they did not answer. Upon pressing the nearby guards, they stated that because it was not Gaedren who had physically assaulted him, they would not go after him, and it was not worth it to track down the boys. Davin was released onto the streets the next day, with no plans other than to avoid the Shingles and make his living in a way that would receive Abadar’s praise.


Firmly believing the value of hard work,Davin worked for Gaedren Lamm as the latter slowly began to cheat him. When confronted with this, Gaedren arranged for Davan to be beaten and cast out from his business. Though the guards could or would not respond to the cries of injustice, Davin set off to right the wrongs and earn the grace of Abadar.

Man that was a lot of reading! I double checked the list and am pretty certain I got everyone. If not, I do apologize. And I tried capturing the heart of your characters motivations, races, and classes in three to five words so forgive me if I took a few liberties.

Hope this helps DM and newcomers on what's already on the table.


And my yet as unnamed and unmade character.

Ceril Surefoot wrote:

Updated list with small bios. Also removed Fiona. This is the only update, won't repost the entire thing again.

We have (in no particular order except the first)

Ceril Surefoot, Conflicted Outcast Ranger
A loyal Korvosan, everything was going the way life should before Ceril was accused of murder. Though proven innocent, his reputation had been sullied and the Sable Company has overlooked him for their recruitment. Unsure if the law will solve everything, Ceril knows everything bad that has happened is due to one man, Gaedren Lamm.

I put together the list so why not put myself at the top.

Orson Callevarno, Urban Druid Peacemaker
Easygoing by nature, Orson focuses on bridging hostility between urban life and nature by being as helpful as possible. It didn't stop him from being falsely framed for a murder though...

Tyrek Archaos, Passionate Half-orc Paladin (tied with Alezialla)
Slightly tempered by monastic order of Irori, Tyrek passionate nature drives him towards self protection, but even more so towards finding his missing childhood friend, the love of his life Aleziella.

Aleziella Libuyaza, Vengeful Master Summoner (tied with Tyrek)
Taken at a young age, the alluring beatuy Aleziella has seen a lifetime of suffering and abuse. the only limiter on her demonic summoning is her anchor, her old childhood friend Tyrek.

Chestman Barrelhouse, Dutiful Dwarven Patrolman
When his fellow guardsman succumbed to the Shiver drug, Chestman knew he had to find the source.

Rodrigo De Montago Y Ortiz, Lovelorn Nobleman Swashbuckler
The son of a former nobleman who was killed in an arson, his only memento of his old life was his Father's family sword and a signet ring....


Searok's profile is completed and ready for consideration. Let me know if I am missing anything.


Also, here's my character, the human investigator:

Combat Stats:

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

HP 10
AC 17 touch 13 flat-footed 14
BAB 0
Init +5
Fort +2
Ref +5
Will +2

Speed 30'

Unarmed Strike +3 to hit; 1d3+1 damage

Skills:

Acrobatics r1 +7
Bluff r1 +6
Climb r1 +4
Disable Device r1 +7
Disguise r1 +6
Intimidate r1 +6
Knowledge (Local) r1 +6
Perception r1 +4
Stealth r1 +7

Feats | Traits:

Weapon Finesse, Improved Unarmed Strike | Dockside Avenger, Quain Martial Artist

Class Features:

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Sleuth’s Luck (Ex): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modif ier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modif ier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Equipment:

Studded Leather Armor
Buckler
100' Silk Rope, knotted
earplugs 2 pair
Flight Grappnel
Wiresaw (common)
Sunrod x5

Backstory to come


Hello! User Sarabian here. I had gotten Giorgio Karakios, half-elf Inquisitor (Infiltrator) of Sarenrae, started in a CotCT campaign about a year back, but it mostly fizzled after the second chapter in the first book. I need to take him back down to 1st level and change him from a 15-point to a 20-point build, but he's otherwise mechanically good to go. His in-party role is primarily that of combat support and social-skill user.

About Me:
I've been playing tabletop RPGs since the mid-80's, and been involved in some form of online gaming since the mid-90's. I've been both player and GM, and am well practiced at keeping IC and OOC information separate. I like character that have distinct personalities, and don't need to be the mechanical "special snowflake" to be unique or effective. I'm currently working an on-call position, mostly overnight shifts, so posting once a day shouldn't be too difficult. That said, if we're in the middle of combat and it's easier for the DM to make rolls for my character (such as saving throws or initiative), I'm all for it. I live in the Pacific Time Zone (GMT -8), but given my work schedule, I'm often up at odd hours.


Backstory:

James Lindel was born the sole child of wealthy merchants. James' life was irrevokably changed when his parents were brutally murdered by adventurers.

Where most children of the rich would have been fostered off on a relative, James decided that he would seek vengeance against the people that had destroyed his childhood. Taking his family's wealth before anyone noticed he was gone, James left Korvosa with a caravan and set off travelling the world looking for training. He studied anatomy in Jalmeray, unarmed combat in Tian Xia, and spent the first 2 years of training to become a pathfinder, but ultimately left after he discovered that one of the men he sought was a member of the society.

Feeling that he was ready, he returned to Korvosa seeking the man who had set adventurers after his family: Gaedren Lamm. As he had learned, Gaedren Lamm wanted something that belonged to his family, and had attempted to blackmail them unsuccessfully before resorting to...harsher methods.

James (now operating under the alias Atherton Beaumont) began studying Lamm's organization, identifying vulnerable points where it could be undermined or removed.


Sorry, everyone. it was a busier than expected weekend. I'll go over some more of the applications and get back to you later tonight.


Glad to have you back. Hope it was the good kind of busy...

Just looking to iron out the last detail for Aleziella regarding her campaign trait depending on your answer, but otherwise she should be good to go.

Thinking about it further Tyrek could kinda count as her "Missing Child" though instead of "Missing Sibling" it would be "Missing Childhood Friend". The flavor of Unhappy Childhood is still awesome, though of course she doesn't lose that flavor anyway.

Any word on what your friend has chosen to play for this?


Hi Wulfson, I'm submitting here Donnen Phelps, a Half-Elf Unchained Rogue (Carnivalist) for your appreciation. I hope I'm not too late :)

Liberty's Edge

I seemed to have been missed out in that line up


So was I. :(


1 person marked this as a favorite.

Arianna, you are on the list. Black Blade didn't quote it in its entirety. However, I did miss Anya, apologies.


1 person marked this as a favorite.

List of Applicants (so far)

Arcane:
Arianna Surtova: Wizard (Enchanter)
Aleziella Libuyaza: Summoner (Master Summoner)

Divine:
Orson Callevarno: Druid (Urban Druid)
Kayleigh Fairwind: Cleric (Merciful Healer) of Milani
Davin: Warpriest (Forgepriest) of Abadar
Giorgio Karakos: Inquisitor (Infiltrator) of Sarenrae
Anya Portovello: Oracle (Lore)

Melee
Ceril Surefoot: Ranger
Tyrek Archaos: Paladin (Enlightened Paladin)
Chestman Barrelhouse: Fighter (Foehammer)
Rodrigo de Montago y Ortiz: Swashbuckler (Rondelero Swashbuckler)
Pellius Zenderholm: Paladin (Hospitaler)
Searock Ironbeard: Barbarian (Invulnerable Rager)

Skill
James Lindel: Investigator (Sleuth)
Donnen Phelps: Rogue (Carnivalist)

I think that's everybody. If I missed anyone please let me know. I realize these are broad categories and not every character fits neatly into them but these are generalizations made by me based on your character's class and archetype.

Anyone else wishing to submit a character for consideration has until 6:00 pm (CST) tomorrow night to do so.

Thank you for your interest.

Sovereign Court

1 person marked this as a favorite.

Thanks for the update, DM, and best wishes to everyone!


Ceril Surefoot wrote:
Arianna, you are on the list. Black Blade didn't quote it in its entirety. However, I did miss Anya, apologies.

Thank you Ceril! :)


I might add that Pellius is angling to take levels of Life Oracle and possibly take the Holy Vindicator prestige class to function as an Oradin, so he's more a Melee/Divine hybrid, if that affects your judgment any...

The Exchange

and (re)minding that Tyrek is aiming for Dragon Disciple, which would bring a bit more arcane after lvl 5.


If it's not too late, I'd like to throw Leoros's hat into the ring. Might have to do some minor adjustments.


Okay everyone, I'm going to go ahead and close the recruitment thread now.
Here is the final list of applicants
Arcane:
Arianna Surtova: Wizard (Enchanter)
Aleziella Libuyaza: Summoner (Master Summoner)

Divine:
Orson Callevarno: Druid (Urban Druid)
Kayleigh Fairwind: Cleric (Merciful Healer) of Milani
Davin: Warpriest (Forgepriest) of Abadar
Giorgio Karakos: Inquisitor (Infiltrator) of Sarenrae
Anya Portovello: Oracle (Lore)

Melee
Ceril Surefoot: Ranger
Tyrek Archaos: Paladin (Enlightened Paladin)
Chestman Barrelhouse: Fighter (Foehammer)
Rodrigo de Montago y Ortiz: Swashbuckler (Rondelero Swashbuckler)
Pellius Zenderholm: Paladin (Hospitaler)
Searock Ironbeard: Barbarian (Invulnerable Rager)
Leoros: Fighter

Skill
James Lindel: Investigator (Sleuth)
Donnen Phelps: Rogue (Carnivalist)

I will be looking over everyone's submissions over the weekend and will probably be PM'ing some of you with some questions. I should ave the final selections by tomorrow night and hope to get the game up and running by Monday or Tuesday.

Again, thank you all for your interest.
V


After careful consideration I've decided to go with the following four characters for the game.

Arianna Sortova
Orson Callevarno
Ceril Surefoot
James Lindel

Thank you all for applying and if in the future we need replacement players I will check back here and let you know.

Sovereign Court

1 person marked this as a favorite.

Thank you GM, and to those who didn't make it this round -- may you find many adventures in your future!


Thank you GM. I am looking forward to running Arianna in the campaign.

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