Where It All Began: Dragoncat's Rise of the Runelords (Inactive)

Game Master Dragoncat

Current Date: Starday, 4th of Neth, 4710 AR

Current Chapter: The Skinsaw Murders

Current Map

Foxglove Manor


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The town of Sandpoint needs you!

Such were the words that greeted many an adventurer at the very beginning of the Pathfinder Roleplaying Game. Those words heralded a new world to explore for would-be heroes, filled with wonder, danger, darkness and glory. Beyond lay countless tales of lost treasure, great battles, true love, miracles, and foul villains.

Have ye what it takes to relive it?

Hello everybody! I'm looking to start a PbP Rise of the Runelords campaign of my own.

Here's what I'm looking for:

Party Size: 5-6 PCs.

Races: Any race from the Core Rulebook. Featured Races from the Advanced Race Guide will be considered, but with everyone, a good backstory is ideal.

Classes: Any, except for 3rd party, Antipaladin or Synthesist Summoner. Gunslingers better have a good reason for being so far from the Mana Wastes.

Alignments: Evil characters not allowed.

Hit Points: Max at 1st level, then you can either take the best of 2 rolls or your average on level up.

Starting Gold: Average for your class.

XP Track: What XP Track? You'll level up at appropriate points.

Traits: One from the Rise of the Runelords Anniversary Edition Player's Guide, and one other trait. You may take three traits, but you must also take a Drawback.

Character Generation: Let's go with a 25 point buy for this one.

Recruitment ends Saturday, April 19th, 12:00 PM Atlantic Standard Time.


Interesting... There is just so many things I would like to explore!!


Dot, with interest.

The Exchange

I'd be interested. What posting rate are you looking for? I prefer a fast-posting game.


With regards to posting rate, I can work with whatever posting rate works best for you.

I, personally, am aiming for a 1/day minimum.


Ooh, excellent! I'm very interested and already have a cleric in mind. Will be posting her later after I adjust her point-buy. Will also make an alias if accepted.

The Exchange

Very good then. I'd be happy to submit Kerak, the Crab King! If you don't mind the rather unusual theme.
I'll update the point buy when necessary.


I'd like to enter recruitment with Fulko here. Both back story and crunch are complete.

Good luck everyone.


Dot


Here's Lydia, priestess of Shelyn.

Character Sheet:
Sylvia Jahlyn
Female Human (Varisian) Cleric of Shelyn 1
NG Medium humanoid (human)
Init +8; Senses Perception +3
Aura deflection aura (2 ft.)

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +6

OFFENSE
Speed 20 ft.
Melee glaive +1 (1d10+1/×3)
Ranged javelin +2 (1d6+1)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +5):
1st—bless, protection from evil, shield [D]
0 (at will)—create water, detect magic, read magic
[D] Domain spell; Domains Defense, Fate, Luck, Protection

STATISTICS
Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Warrior Priest
Traits arcane temper, sandpoint faithful
Skills Craft (painting) +4, Diplomacy +7, Knowledge (religion) +4, Sense Motive +7, Spellcraft +4
Languages Common, Varisian
SQ aura, domains (defense, fate)
Other Gear four-mirror, glaive, javelin (3), artisan's tools, backpack, bedroll, belt pouch, flint and steel, wooden holy symbol (Shelyn), holy text, rope, soap, spell component pouch, torch (10), trail rations (5), waterskin, 64 gp, 1 sp

Background:
Sylvia gasped as she threw off the last vestiges of sleep. "Mother! Father!" she shouted, gasping in the night air. It took her a moment to realize that she was no longer in Magnimar, but at the Rusty Dragon in a small town just north of there. Sandpoint.

As a priestess of Sarenrae, she had learned of the opening of a new cathedral, one that would be dedicated to six of the most divine local gods and goddesses. Shelyn herself was to be honored, and Sylvia had hopes of attending the festival, the Butterfly Festival in honor of Desna. It was supposed to be a break, but she kept having these dreams. Darkness creeping over the horizon, some strange catastrophe just on the verge.

Don't be silly. They're just dreams!

She silently padded to the open window of her room, her nightgown soaked from sweat. The air was cool, and a gentle breeze came through, cooling her off. Smiling gently, she closed the window and went back to bed. The festival would be beginning tomorrow morning, and she hoped to be there bright and early for the festivities.

---------

Sylvia grew up in a middle classed family of merchants in Magnimar. They were quite pleased when their youngest daughter showed promises of joining the Church of Shelyn. She excelled at her classes and graduated early from seminary at a young age. She went back to living with her parents and older brother before becoming restless.

She had visions, mostly at night. Some were good, but most were horrible. She felt that she was being asked to be part of something bigger. Packing up her few belongings, she tearfully explained to her family what she was planning to do. Seemingly at random, she decided to head north, where she heard of a new chapel being rebuilt in a small town called Sandpoint. Something inside of her stirred. She felt... compelled to go there. This was her meaning, what she was here for.

Now with a destination in mind, she felt confident, if a little uneasy and afraid. She moved with deliberation down the traveler filled road to Sandpoint.

Good luck, guys!


Would you allow ACG classes? Particularly the Arcanist?


Sure. I'll give the ACG classes a chance.


Dotting. Would you not blame me for being single minded if I put down this one Tiefling character I REALLY want to play that I've been pitting down as my app? (Sorry for mistakes, using an iPad right now) He's a hero, nawt a villain, and it'd be a cool interaction between him and the two orderlies in the insane asylum. However, I've been using him for two apps and neither have succeed. Can any of you guys tell me what's wrong? (Look at my profile.)

Grand Lodge

A short figure with green flowing hair hurries into the square.

He bows deeply with a flourish, announcing "Greetings! Cerinnibert Daergel, at your service! I have been drawn to your fair city by dreams of a dire emergency. I offer my humble services to the citizens of Sandpoint in your time of need, I hope you will accept!"

As he speaks, a small thundercloud slowly forms over him. When he finishes, he looks around at the gathered crowd for a moment, then looks up and waves away the errant storm which obligingly dissipates.


I have but one question. It's a character I've never really got to play, so.. May I play a pseudodragon?


Core Rulebook Races or Advanced Race Guide Featured Races only, sorry.

I'll give you props for asking, though.


Would you also allow a theoretical, but likely, favored class boon for humans, allowing them to increase their prepared table much like a human sorceror increases spells known?

Otherwise, here is crunch on Erawys Jomassenon, scholar of ancient magics.

Jomassenon, H Elf Arcanist:

8/14/12/19/12/14

HP 7
AC 12 T 12 FF 10
F 1 R 3 W 3
CMB -1 CMD 11

Traits: Scholar of the Ancients, Seeker, Nimble Fingers. Drawback: Meticulous
Feats: Skill focus (Arcana), Extra Exploit: Spell Tinkerer,
Exploits: Potent Magic
Racial Traits: Lowlight, Elven Magic, Elven Immunites, Adaptability, Keen Senses, Arcane Training
Languages: Common, Elven, Thassalonian, Draconic, Sylvan, Dwarven, Orc, Celestial

Skills:
Disable Device (1) 7
K Arcana (1) 12
K History (1) 9
Linguistics (1) 8
Perception (1) 7
Spellcraft (1) 8
UMD (1) 6

Equipment:
Light Crossbow (4)
20 Bolts (1)
Wizards Kit (21)
Theives' Tools (1)

I'll do backstory later, but basically he is a scholar fresh out of the Twilight Academy in Galuria, trying to find out more about Thassilon. He is haughty and meticulous, but always has a plan. He is perhaps too confident in his abilities.


No harm in it, right? Thanks anyway, and have a good game.


Dotting for interest. Just need to fix a few things, move him up from 20 pnt buy to 25 and change favored son trait to giant slayer trait, and work that trait into his background.


Definitely interested ...three or four of my games died recently.


Umbryl Char ready to go!


Do you allow alternate race traits? I have an Emberkin (Peri-blooded Aasimar) Void Elemental Wizard concept.

Reginald Arken:

Male Emberkin (Varisian Peri-blooded Aasimar) Void Elemental Wizard 1
NG Medium Outsider (native)
Init +6; Senses Darkvision 60 ft.; Perception +1/+3 if familiar within arm's reach

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 11 (1d6+1+1+3) (Con+favored class+Toughness)
Fort +1 (3), Ref +2 (4), Will +3 (5): (Void Awareness: +2 save vs. spells and spell-like abilities)
Celestial Resistance Acid 5, Cold 5, Electricity 5

OFFENSE
Speed 30 ft.
Melee unarmed strike -2 (1d3-2/×2 nonlethal)
Ranged ranged touch spell +2 (depends on spell)
Special Attacks Reveal Weakness (Su) 8/day

Spell-like Ability: Pyrotechnics 1/day (CL 1st, Concentration +6)

Specialty School Void Elemental
Opposition Fire Elemental
Spells Prepared (CL 1st; concentration +6):
1st Color Spray, Grease, Mage Armor, Shield (void)
0 (at will) Acid Splash, Detect Magic, Guidance (void)

STATISTICS
Str 7, Dex 14, Con 12, Int 20, Wis 12, Cha 10
BAB +0; CMB -2; CMD 10
Feats Scribe Scroll, Toughness
Traits Adopted (social), Arcane Student (race), Hedge Magician (magic), Merchant Family (campaign)
Drawback Vain
Skills Craft (alchemy) +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (planes) +11, Knowledge (religion) +9, Perception +1/+3 (familiar), Sense Motive +1/+3 (familiar), Spellcraft +12
Languages Celestial, Common, Draconic, Elven, Ignan, Varisian

SPECIAL ABILITIES
Reveal Weakness (Su) As a standard action, select a foe within 30 ft. That creature takes a penalty to AC and saving throws equal to 1/2 your caster level (minimum 1) for 1 round. You can use this ability a number of times a day equal to 3 + Intelligence bonus.

Void Awareness (Su) +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every 5 wizard levels. At 20th level, you can roll twice to save against a spell or spell-like ability and take the better result.

Gear Spellbook (0), Chalk (1cp), Alchemist's Kit: alchemist's crafting kit, backpack, bedroll, belt pouch (spell components), flint & steel, ink, inkpen, iron pot, mess kit, soap, 10 torches, 5 day trail rations, waterskin (40gp), 28gp, 9cp

Will do background later. I may adjust traits based on your answer to this question.

How do you handle item crafting? Is my character able to craft his own magical items?

Emberkin PFSRD

Emberkin:
Peri-Blooded (Emberkin)

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Ancestry Peri

Typical Alignment Ng
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
Emberkin Race Traits: Burnished Skin, Pyromancer

Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.

Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.

Will create alias if accepted.


Sure, alternate race traits are allowed.

If you take the feats necessary and have the resources needed, I'll let you craft your own magic gear.


Do you allow variant tieflings/tiefling physical features and abilities chart?


Variant tieflings & aasimars, certainly.

Variant physical features/abilities, no.


Just read a bit of your Crimson Throne thread, Dragoncat, and it looks like you run a fun, well-written game! I've got a character from a Runelords game that faded away last year, I may try to repurpose him - his story was fun, but his build might need some work.


Really?

Thanks, man. Dammit, I'm blushing now. :D


I was thinking of Tiefling Magus build, but actually, can I do variant/non-human aasimar?


Sure. Variant/nonhuman aasimar is fine.


Dotting for interest! I will be back with a character soon :)


That's what I was hoping for ref crafting! Please let me know what you think of my fluff.

Background:
You could say Reginald did not have a typical childhood. Found abandoned by a cousin of Hobart Deverin, the family quickly recognized that the boy was touched by Outsider blood. Reginald spent his entire youth doted and fawned upon, especially once his innate talents began manifesting itself. His adopted family pushed Reggie to hone his control of magic, bringing in the best tutors and providing rare books of knowledge.

Alyria (Reggie’s adopted mother): Cousin, you shouldn’t push him so hard. He is but a boy.
Hobart Deverin: Alyria, I feel your concern but I see greatness in him. He is not of this natural world. There is something special coursing through the lad’s veins. Spare no expense. He shall have the best training our riches can offer!

Perhaps the Deverin family saw how his natural affinity to magic might benefit the clan one day in the future.

Due to his Peri blood, Reggie always held a rapt fascination with fire. He was drawn to flames like a moth. One night when he was about 10 years old, while staring into the cooking fire tended by his mother, he accidentally sparked the flames, creating a stream of thick smoke that filled the room. Panicking and not knowing what to do, the young Reggie ran out of the room, confused and disoriented with only a slight impact from the smoke. Unfortunately, his adopted mother was not so lucky and was severely injured by the smoke. With tears streaming down his face as he clutched his unconscious mother’s body, Reggie vowed to suppress his fiery desires, even while continuing his study of the arcane arts.

Eventually, his memories of fear and terror from that night dampened as Reginald’s mother recovered, but not his resolve to fight his inner yearnings. That night also took a physical toll on him as well as it left him with a frail and weak body. Because of his lack of strength, Reggie redoubled his efforts in focusing his mind to absorb as much knowledge as possible.

As he reached adulthood, Reggie now understands why his family pushed him. As he feels the power of magical energy coursing through his body, he thinks to himself, “Master Hobart was right. I am special. I am destined for greatness. “

Personality:
Reginald has a kind heart and a gentle soul. However, as he grew up, all he heard was how beautiful he was and how special he is. So despite his good looks, he tends to think very highly of himself, and at a subconscious level, feels everyone else is beneath him at an intellectual level. This may also be because he is very sensitive about his lack of physical prowess. However, most people overlook the sometimes insulting offhand comments he might make because he does genuinely care and is fiercely loyal to his friends.

Having been raised in a life of luxury, Reggie has an almost phobic disdain to the dirt, sweat, and filth of normal society, especially adventurers. He constantly keeps himself clean and seeks clean environments while avoiding dirty nastiness. It’s just “ugh,” y’know?

Once taken as a friend, Reggie is extremely loyal, willing to assist whenever necessary. Of course, it doesn’t hurt to tell him how great he is to invigorate additional effort. However, if someone has been deemed unworthy of Reginald’s attention, then he will maintain a cordial attitude but will most likely refrain from any but the most necessary interactions.

Appearance:
Reggie has thin bones and is sorely missing muscles of any kind. However, he is surprisingly agile and tough. He keeps his head shaved; the only hair on his head is a long, white braided beard on his chin. His skin is of a reddish tone, exhibiting his Peri blood. Reggie usually just wears a simple robe of various colors (his favorite are green, blue, and silver) that he keeps meticulously clean, either through laundering or magic.


“Son, I think you’d better get down from there.”

“But I’ve been kissed by the Lady Desna! What could possibly go wrong? Oh- Whoah- Whoops!” CRASH! “Ouch! Well, that was close – I’m a lucky lad, eh?”

“Could see it that way…”

So, I'm working on a character who may or may not be extremely lucky, but he certainly thinks he is. I know you said no 3rd party, but I thought I'd ask what you thought of the Luckbringer? I haven't looked at it, and I'm prepared for you to say no, but I thought I'd float the idea (I'd buy the pdf for both of us if you think I should go for it - hope that doesn't sound bribey...)

If you don't want to go 3rd party, I will likely work up a bard, halfling or human, who focuses on luck. I've wanted to try something like this for a while, seems like the time.

What could possibly go wrong?


Khel, I think a halfing would be perfect for that concept. Lol


I'm sticking with my 'no 3rd party' policy.

If you want to rework your character as a luck-focused bard, that's fine with me. :)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm very interested. Going to get started on a dwarf wizard!

Thoughts on the Cyphermage prestige class later, Dragoncat?


Hmmmmm. I have an idea of a very cool oracle curse.

Planar (Ex): (Only availble to tiefling and aasimar oracles) Whenever you are reduced to 75% of your hit points, you must make a DC 14 Will Save to remain on the Prime Material plane. If you succeed, you remain until your hit points drop by the next 25% increment, in which case you must make the save again. For each 25% increment, increase the DC by 2. If you fail, you are transported halfway between the Astral and Etheral planes for (number of oracle levels)d10 + your number of oracle levels + your Wis modifier. You can affect-and creatures on those planes can affect you-those creatures. You are effectively in both planes at once. You can attempt a DC 10 Charisma check to make a swift action on the Prime Material Plane, or a DC 13 + spell level Wis check to cast a spell, but you cannot influence the Prime Material Plane in any other way. At 3rd level, if you have the Bones, Flame, Heavens, or Life mystery, and either the Energy Body, Molten Skin, Coat of Many Stars, or Armor of Bones revelation you may manifest yourself on the Prime Material Plane as either a robed, hooded skeleton, a flame body, a body made out of stars, or a positive energy body for a number of rounds equal to your oracle level + your Wis modifier x (oracle level/3). While in this form, you gain the following abilities:

Bones
3rd Level: Bone Shard (Su): You send a shard of bone toward your target, upon which it explodes, dealing 1d4 damage in a 5-foot burst, or 1d6 against a single target. It heals for that amount against Undead.
7th Level: Wall of Bones (Su): You create a wall of bones, equivalent to a Wall of Stone. You can use this power a number of times per manifestation equal to 3 + your Wis modifier/2.
15th Level: Legion of Bones (Su): You summon 4d10 skeletons. You can use this power once per manifestation.

Flame
3rd Level: Flame Spear (Su): You draw upon the power of flame to send a spear of fire toward your target that deals 1d6 damage, or heals Fire elementals for 1d6
3rd Level: Servant of the Flame (Su): Upon manifesting, you summon a small Fire Elemental as a servant for the rest of your manifestation. For every two levels you obtain, the elemental servant increases by one class.
15th Level: Body of the Flame (Su): Upon manifesting, you become a Huge fire elemental, as per elemental body IV.

Heavens
3rd Level: Starburst (Su): You send one of the stars that make you up toward an opponent, dealing 1d4 damage and dazzling them for (your oracle level + your Wis modifier) rounds. The dazzling penalty stacks in this case.
5th Level: Shifting of the Heavens (Su): You gain a +(your oracle level + your Wis modifier/2) to your will save. In addition, 3+Wis modifier times per manifestation, you can "shoot" your starts to a point 30 feet away. All enemies in your path take 1d6 fire damage.
15th Level: Shooting Star (Su): You launch one meteor (equivalent to a meteor swarm meteor). You may use this ability once per manifestation.

Life
3rd Level: Light Lance (Su): You launch a brilliant lance made of light at a target. If it is evil or neutral, the light lance deals 1d6 damage. If it is good, the light lance heals 1d4 points of damage. If the target is at max hit points, he gets one of the following boons (manifestation's choice): +1 to AC, +1 to attack, +1 to damage, or a +1 to saves.
7th Level: Life Burst (Su): The manifestation emanates a massive burst of life. All targets in a 90 foot spread they heal cure critical wounds, if they are evil, they take inflict critical wounds.
15th Level: Life Whirlwinds (Su) The manifestation summons 3d6 gestalts. Good targets they pass through are healed at half effectiveness, and evil targets they pass through are harmed[ at half effectiveness.

What do you think? Is it too overpowered?


If you want to go for it Zousha, go ahead.


Just peeking in to see how things are goin'. And to keep in your sights so to speak. XD


Got plenty of applicants already... I'll have to organize them tomorrow.


Here is a sin magic specialist wizard for your consideration.


I'll throw a Dwarven Alchemist into the ring.


And here he be. Hagfish Hopeful Campaign Trait.


Birok Hammerbrau wrote:
Hagfish Hopeful Campaign Trait.

I've always thought that the story behind that trait was kind of silly, but when I think of it in terms of an alchemist, and a dwarf at that, the trait seems so perfect!


I figger he's from a long line of brewers in Janderhoff that trade through out the area, and even a place like the Hagfish wants a keg of the "good stuff" once in a while. On one such trade mission, he witnessed several Shoanti attempting the challenge, and the idea stuck in his head after that.


And now for a list of the applicants I've received so far!

Martial
Fulko: Human Urban Barbarian
Kerak the Crab King: Half-Orc Barbarian (Mad Dog, True Primitive)

Arcane
Erawys Jomassenon: Half-Elf Arcanist
Umbryl Char: Human Magus
Reginald Arken: Aasimar (Emberkin) Wizard (Void Elemental)
Serol Udelukina: Human Wizard (Sin Specialist: Transmutation: Enhancement)
Birok Hammerbrau: Dwarf Alchemist

Divine
Lydia: Human Priestess of Shelyn
Cerinnibert: Aasimar (Gnomish) Druid

Skill
Digger Chandler: Human Rogue (Charlatan)


Dotting....was thinking Bard


Here is Nicat (on behalf of Khelreddin), a halfling bard blessed by good fortune wherever he goes, loved by luck even in the many scrapes he seems to find himself in...somehow.

I've built him as an Arcane Duelist, because it works pretty well as a self-sufficient archetype, he'll be able to handle combat on his own for a bit if he has to, but can do some other useful bardly things, like inspiring courage in his companions. If it turns out we need a more skill-focused character, or a rogue-ish type, I could easily revise his build to be a vanilla bard or an Archeologist (whose Luck ability fits really well, and might still make me switch him to that archetype - I just liked the idea of sharing luck through Inspire Courage).

Speaking of which, I was thinking it would be fun for some of his spells and abilities to be a little more luck-focused, at least in terms of fluff, than they usually are. So his Inspire Courage might involve him pointing out how lucky he and his friends are, and how unlucky their foes are to face them, and would help turn the tables that way. And grease would still take on a visible, real form like the spell, but might be more of an area of bad luck that trips up those who enter it, rather than the same old patch of oily ground.

Your thoughts, Dragoncat? Ideas, opinions, insults from anyone else?


For your consideration: Ilya Oftwrong!

Planning for him to be a Foresight school wizard, with a slight problem differentiating between what he's actually done, and what he's foreseen himself doing. I was thinking of making him a Samsaran, so his mind is just a complete jumble. If I settle on that, I will weave it into the backstory somewhere.

I will work on crunch today, if there's time.

Backstory:
“Greetings, Master. I’ll beg yer pardon while I attend to this other guest, who’s only arrived a moment afore ya.” The busy innkeeper bustled around the common area, directing his sturdy wife, and helping the latest arrival with his bags before swinging back around the counter, wiping his hands on a relatively clean apron. “Good morning, sir. My name is-”

“Burbee Grumbroo,” the new arrival interrupted. “Yes, yes. We’ve met before.”

“Have we?” the confused innkeeper countered. “I take pride in remembering all my customers.”

“We met yesterday. Or, wait… maybe tomorrow we will have met yesterday. You know how it is. It’s always so difficult to remember what hasn’t happened yet, and even harder to forget what’s already been done. Nevertheless, at some point we will have already met, and that already having been going to be done, it’s best we don’t waste any time on the doing of it.” Master Grumbroo looked for a moment like he would attempt to respond to this proclamation, but thought better of it.

“Now, as I recall, I remember being remarkably comfortable in the apartment in the southwest corner. Is that suite still available?”

“It is, if you please. I can have the boy bring your bags, sir. Do you recall the way there?”

“Of course not, you simpleton. I’ve never stayed here before. Is this the ledger?” the man scooped up the large book and scribbled a name that read suspiciously like ‘Oftwrong’. “Yes, there is my name, as you see, right where I put it before. So this is where it begins.”

“Where what begins?” the poor innkeeper looked lost.

“Everything that follows, of course… just as it always has.” the strange man, named Oftwrong, took on a wistful expression, though his eyes darted around as if he were watching a fast-paced sporting event, rather than daydreaming. “Best to get started, I suppose. Are my bags packed? Ah, yes. Very well. Will you tally my accounts, please? I’m rather in a hurry.”

“Tally your accounts?” the innkeeper cried. “But, you’ve not stayed one night, nor eaten a bite of food!” poor Burbee Grumbroo looked positively distraught by this strange, mercurial guest. “What am I to tally?”

“Not one night?!” the strange man thundered. “No. No. That’s still days away, of course. Excellent! I remember enjoying your hospitality very much. I was always looking forward to having done this. What time is supper?”

Thanks for considering!


Ilya Oftwrong wrote:
For your consideration: Ilya Oftwrong!

Great name and a fun concept.


Dreaming Warfoged here. Djal might go the route of the Pathfinder Delver at some point. Thinking of Crypt Breaker too...

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