GM Dak - Curse of the Crimson Throne

Game Master karlprosek

Chapter 2: Seven Days to the Grave
Part 2: Outbreak

Korvosa (OLD Korvosa) | Combat Map | Loot & Notes

Starting Day: Wealday, 6th of Pharast 4708 AR
Current Day: Starday, 20th of Gozren 4708 AR


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Magnus Pale wrote:

Whelp, I just was accepted into another game with a different magus so I feel I should withdraw from this one.

Thank you for the consideration.

Sorry to see you go, but I understand. Best of luck in your other game!


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Terrance Foehammer wrote:

I see that you missed me.

I have to swap him over to your requirements, but he was in a game that didnt go far.

Mokshai

Sorry if I overlooked you. I see that your previous campaign was Carrion Crown. This one is Crimson Throne -- so there will be differences. Will need to update your character for 1st level and follow the build rules for starting gold and traits, one of which must be for this campaign.

LMK when you have rebuilt him, and I'll add you to the list.


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Zirom Glivriprest wrote:
I present Zirom, gnome Oracle of Lore and fortune teller extraordinaire.

Thanks for submission. I am adding Zirom to the list.


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trawets71 wrote:
Good to see you again Evil. I'll be putting something up for this if I can get it done in time. Currently my wife and new premie are in the hospital so we'll see if I get it done.Maybe an investigator maybe something else. I'll have to have a think. Hope to be playing with you again.

Good to see you! And congrats on the newborn. Hope it all turns out well. The NICU is not a fun place, so I hope all get to come home soon.

I may well be starting another game after this one, so if you can't get in here, maybe next time. Submissions are open until this weekend.


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Jing the Bandit wrote:

Also, I am wanting competent not optimized or min/maxed...is this too much?

I understand that everyone has their idea of broken so I wanna make sure I'm not overdoing it.

** spoiler omitted **...

I don't see this as overboard. You'll just need a backstory that ties it all together. Why the curved blade as kensai etc. This magus build looks like it belongs in the melee class from what I see here.

Let us know when you are done fleshing it out.

Also, per the rules, an elf is considered a youth from age 55 to 110. You can likely fit your lost child in or below that age range, but I can't expect he has been missing for too long a time.

Sczarni

~Nods~ I'll try finishing it up in the next day or two. I'm dealing with withdrawal symptoms and am able to work on this in small spurts.


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Here is the nightly update on accepted submissions to date. Remember, recruitment will close this weekend latest.

Melee/Front Line/Damage Dealer
Nargun Firehelm - Dwarf Barbarian
Griar Brand - fishing aerokineticist
Garran Fain - fighter; reformed criminal
White Feather - scarred Shoanti monk

Arcane
Nicolai Fontescu - Varisian harrower

Divine
Mirela Wintrish - expatriate Erastilan
Marius Calla - Shelyn musician
Georgio Karakios - inquisitor of Sarenrae
Zirom Glivriprest - gnome oracle/fortune-teller

Skill
Atticus Fulvios - intellectual investigator
Kyoden Goju - the Oni, ninja-like vigilante
Finneas Entwhistle - prankster gnome
Derik the Rogue - half-elf with MW dagger

RPG Superstar 2013 Top 32

1 person marked this as a favorite.

If I have time over the next couple of days I might submit either a witch or a sorcerer - just to give Nicolai a little competition :)


Fleshed out the backstory for Mirela to get her closer to what I had in my head. There should be lots of hooks that any GM can use to work her into whatever plot there is.


Jing the Bandit wrote:

Also, I am wanting competent not optimized or min/maxed...is this too much?

I understand that everyone has their idea of broken so I wanna make sure I'm not overdoing it.

** spoiler omitted **...

Hey Jing, if you don't mind a very small piece of advice, that Constitution score of 10 on an essentially front-line class would scare me. Magi have fantastic multi-layered defences through Blur, Mirror Image, Resistance from Energy etc but even so - especially when you only have a d8 hit die to begin with.

I get that it can be hard to boost up con on an elf because they start with that natural deficiency but they make great Magi in other ways.


Jing the Bandit wrote:

Also, I am wanting competent not optimized or min/maxed...is this too much?

I understand that everyone has their idea of broken so I wanna make sure I'm not overdoing it.

** spoiler omitted **...

I just looked briefly at the character, and you'll probably want to drop the elven curve blade. That is a two handed weapon and a lot of the magus power requires you to have one hand free.


I'm working on Portitia Salazzi though people know her as Porcelain as a result of her pale skin and fragile appearance.

She'd be a Human or Half Elf Psychic using the Psychic Marauder archetype and the Sorrow discipline.

Short Background:
Born and raised in Bridgefront, Old Korvosa, she is the daughter of two shiver addicts. Her mother passed away when Porcelain was only 4 years old while giving birth to her stillborn brother. The shiver had weakened both mother and child. Her father died several years later, killed in the streets (Love Lost - Orphaned trait).

She up alone in the hovel that her parent's had owned. Both the local kids and the local thugs learned to avoid the 'little freak' that lived there as her violent outbursts scared both those groups, especially when she sent things flying without so much as touching them. The isolation and grief warped her mind, further aided by the malign influence emanating from a house on the same street (Tie to the House on Hook Street pf module which I recently played).

Both shunned and feared in Bridgefront she moved to the edge of Pillar Hill and Slope in Midland. She found a job as an apprentice librarian in Slope and has worked there ever since.


I submit Ylenna, a Varisian fire sorceress. She was a character in a Crimson Throne game that I had to drop out of three years ago, as I'd just moved and was starting a new job at the time.

Stats can be found in the character description. Full character sheet here

Name: Ylenna
Race: Human (Varisian)
Class: Sorceress (Bloodline: Elemental Fire)
Campaign Trait: Missing Child (Missing Sibling)

Description:

A medium-short (5'5") slim varisian woman, usually wearing a dress and a hooded cloak, with piercing brown eyes under slanted thin eyebrows, and long straight red hair.

Background:

Ylenna was the bastard child of a woman by the name of Elaine who lived in Korvosa. She never knew her father, but she has noticed that she has peculiar abilities, and suspects that her father must have had some sort of either infernal or elemental blood in him.

When Ylenna was eight years old, her mother married a man named Harforth, a local fisherman. Two years later, they gave birth to Ylenna's half-brother, a boy they named Roland. When Roland was six and Yelnna was fourteen, both of her parents were killed, lost at sea when they were out on a fishing vessel. Since then, Ylenna has done her best to eke out a living either doing odd jobs or trading on her strange arcane abilities. While not everything she's done has been strictly legal, she hasn't had to stoop to anything too terrible, and she's not had trouble with the law. Meanwhile, she did her best as a teenager to raise Roland

Several months ago, however, the fourteen-year-old Roland went missing. Ylenna and Roland had been fighting; Roland was going into his teen years, and despite the fact that she'd been raising him, and despite the fact that she was finally at an age where she might normally have thought of starting a family herself, she wasn't entirely prepared to deal with a rebellious teenager. The first few days he was gone, Ylenna didn't worry. Having grown up as a child who had to act older than her age, she had taught Roland how to cope on the streets. However, after that she began to get worried, afraid that he had either fallen in with the wrong sort of people, or that he'd been out-and-out kidnapped. She started trying to find Roland. Alas, she could not get the authorities interested, and she's become increasingly desparate. Recently, she's come to strongly suspect that Roland has been kidnapped and force to work with Gaedren's gang, but she has yet to come accross hard proof of that.


@ DoctorEvil
I have finished the character, later today I will go over it again to make sure I got everything done correctly.

I am still trying to figure out how I can have freaking laser beam attached to his head but I think I can make it work. :)


SAMANTHA NORTON

crunch:

Half-Elf  Alchemist 1;
Chaotic Neutral Medium humanoid  (human, elf, Half-Elf, drow)
Init: 3 Senses: +4, darkvision 60
DEFENSE
AC: 16Touch: 13Flat-Footed: 13
HP: 10
Fort: 4Ref: 4Will: 0
OFFENSE
Speed: 30
Melee: +0 light mace 1d6
Ranged: +2 bomb 1d6+4
Alchemist spells prepared (CL 1; concentration +5)
STATISTICS
Str 10Dex 14 Con14 Int 18 Wis 10 Cha 8
Base Atk: 0 CMB 0CMD 12
Skills: Appraise +8; Craft (alchemy) +10; Disable Device +6; Heal +4; Knowledge (arcana) +8; Knowledge (nature) +8; Perception +6; Survival  +5
SPECIAL ABILITIES
Feats: Brew Potion; Extra Bombs; Throw Anything; skillfokus  (craft alchemy)
Specials: Alchemy; Bomb +1d6; dendrite Mutagen;
Alternate race traits: blended view,drow heritage
Traits: love lost (orphaned), spark of creation
Equipment: Kit, alchemist's; Lab, alchemist's (portable);
DESCRIPTION


fluff:

Samantha grew up in her father's workshop. Her earliest memories all involve the smells of an alchemist's laboratory.

She started helping in the lab and shop as soon as her father deemed her old enough. It was not unusual to see young Sammy missing an eyebrow or two. Even at a young age she preferred the lab to being outside and dealing with people.

This quiet life came to an end when Samantha was called to identify a dead body and it turned out to be her father. With her father dead and her mother unknown, her father never talked much about her, the only thing she had left was the shop.

The first thug that though that getting protection money from the orphaned girl would be easy was tought the error of his assumption when Samantha turned into a tree-girl and broke his arms with her mace.
 
She soon acquired a reputation as a capable alchemist with a low tolerance for any kind of nonsense involving her shop.

The first time in years that she planed to leave the store for more than a few hours came when she found a hint of her father's murderer.  Samantha armed herself for war, locked down the lab and the shop, set all the traps.

Personality:
Curious , easily distracted while not conducting an experiment
Protective of her store.
Doesn't like people in general, but willing to make exceptions

Looks:
Chocolate colored skin and pale brown-blond hair  (she usually explains those by claiming that her mother was an island elf, even if her own experiments hint at her having drow blood
Pale green eyes a cute nose.
Prefers to wear a lab cote over her clothes


@GM will do on the revamp.

I will have that done on friday.
due to working nights, I dont have access to my books right now.


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Ylenna wrote:

I submit Ylenna, a Varisian fire sorceress. She was a character in a Crimson Throne game that I had to drop out of three years ago, as I'd just moved and was starting a new job at the time.

Stats can be found in the character description. Full character sheet here

Name: Ylenna
Race: Human (Varisian)
Class: Sorceress (Bloodline: Elemental Fire)
Campaign Trait: Missing Child (Missing Sibling)

Looks like a good submission. I will add Ylenna to the list of arcane casters.


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Alistair Wellington II wrote:

@ DoctorEvil

I have finished the character, later today I will go over it again to make sure I got everything done correctly.

I am still trying to figure out how I can have freaking laser beam attached to his head but I think I can make it work. :)

Perhaps you'll get the laser beam in the loot pile...The backstory, with a group of adventurers finding and defeating Gaedren Lamm, is not consistent with the starting point of this campaign. Can you back that off a bit?


I can add a stop break in it.
This character was in a CotCT before and we never got passed the first part. The game ended just after we got to lamm as the one player decided to turn lamm over to the hell knights. Since we had no proof of lamms guilt, we were charged with all sorts of crimes and lamm continued his evil ways. I will cut it back.


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Yokaiboy wrote:

SAMANTHA NORTON

** spoiler omitted **
** spoiler omitted **...

I have some reservations/questions about this build. First, drow heritage. Not sure I'm going for that. Drow aren't walk-about common in any place in Golorian. I don't see it.

Second, the alchemy shop is not giong to be part fo the go-forward in this campaign, so might as well figure out a way to not still have it.

Last, the dendrite mutagen is only available to an archetype of alchemist, the bramble brewer. I don't see it mentioned in your build. I may have missed it elsewhere, if so, please link it.


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Once again, here are the approved submissions to date by category.
Hopefully, didn't leave anyone off, apologies if so.

Melee/Front Line/Damage Dealer
Nargun Firehelm - Dwarf Barbarian
Griar Brand - fishing aerokineticist
Garran Fain - fighter; reformed criminal
White Feather - scarred Shoanti monk

Arcane
Nicolai Fontescu - Varisian harrower
Ylenna - Varisian fire sorceress

Divine
Mirela Wintrish - expatriate Erastilan
Marius Calla - Shelyn musician
Georgio Karakios - inquisitor of Sarenrae
Zirom Glivriprest - gnome oracle/fortune-teller

Skill
Atticus Fulvios - intellectual investigator
Kyoden Goju - the Oni, ninja-like vigilante
Finneas Entwhistle - prankster gnome
Derik the Rogue - half-elf with MW dagger
Alistair Wellington - noble born swashbuckler


Submitting Devan Covarie, a local musician of fair skill (and modest magical prowess) who just lost the love of his life to the cruel Gaedran Lamm.


Isn´t swashbuckler a melee/Front Line/Damage dealer.
with a 10 Hitdice, full bab? ;-)


I'd like to submit Twilight for that wild card spot =)


Here is Portitia "Porcelain" Salazzi

Here is the short background once more.

Spoiler:
Born and raised in Bridgefront, Old Korvosa, she is the daughter of two shiver addicts. Her mother passed away when Porcelain was only 4 years old while giving birth to her stillborn brother. The shiver had weakened both mother and child. Her father died several years later, killed in the streets (Love Lost - Orphaned trait).
She up alone in the hovel that her parent's had owned. Both the local kids and the local thugs learned to avoid the 'little freak' that lived there as her violent outbursts scared both those groups, especially when she sent things flying without so much as touching them. The isolation and grief warped her mind, further aided by the malign influence emanating from a house on the same street (Tie to the House on Hook Street pf module which I recently played).

Both shunned and feared in Bridgefront she moved to the edge of Pillar Hill and Slope in Midland. She found a job as an apprentice librarian in Slope and has worked there ever since.


DM DoctorEvil wrote:
Yokaiboy wrote:

SAMANTHA NORTON

** spoiler omitted **
** spoiler omitted **...

I have some reservations/questions about this build. First, drow heritage. Not sure I'm going for that. Drow aren't walk-about common in any place in Golorian. I don't see it.

Second, the alchemy shop is not giong to be part fo the go-forward in this campaign, so might as well figure out a way to not still have it.

Last, the dendrite mutagen is only available to an archetype of alchemist, the bramble brewer. I don't see it mentioned in your build. I may have missed it elsewhere, if so, please link it.

Would it help if I expand on her mother in the backstory? (Her mother left the darklands because the intrigues and backstabbing in the drow society are very disruptive for alchemistic research. Afterwards she traveled the surface ( using ancestral regression) attaching herself to interesting alchemists from the shortlived races, leaving when she looses intrest).

Would reducing it to a normal house and a rented market stall be better?

She is a bramble brewer, the tool I use for chargen doesn't mention the selected archetypes and I forgot to add it manually.


Submitting Aleira. An alley witch of Korvosa

Stats:

Aleira
Human (Chelaxian) Alley Witch 1
CG Medium humanoid (human)
Init +2 (+4 in Korvosa); Senses Perception +0 (+2 in Korvosa)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)

Special Attacks hexes (cackle[APG], evil eye[APG])
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, ear-piercing scream[UM] (DC 15)
. . 0 (at will)—detect magic, light, mending
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Extra Hex[APG], Extra Hex[APG]
Traits child of the streets, tortured
Skills Bluff +6, Heal +4, Intimidate +6, Knowledge (local) +8(+10 in Korvosa), Sleight of Hand +7, Spellcraft +8, Use Magic Device +6 (+2 to stealth and sense motive checks in Korvosa)
Languages Common, Elven, Halfling, Shoanti, Varisian
SQ witch's familiar (cat named "Cat")
Combat Gear smokestick (2), tanglefoot bag, vomit capsule[ACG]; Other Gear 4 daggers (2 in wrist sheathes), belt pouch, sewing needle, signet ring, soap, 2 spring loaded wrist sheaths, 23 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Speak to the city You build special rapport with a single city (Korvosa). Within Korvosa you gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Cat:

Cat
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Heal +2, Intimidate -1, Perception +5, Sleight of Hand +3, Spellcraft -1, Stealth +14, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background & appearance:

Aleira’s mother, Nivennia, always claimed to be a member of a noble house. Which one, however, changed each time she told the story of how she’d had her birthright stolen away from her. Undeniably, the woman had a noble’s voice and mannerisms, at least when she wasn’t midst of one of her shiver-induced hallucinogenic hazes. Aleira was born in the Midland district of Korvosa to an unknown father. Nivennia was young at the time and managed to scrape together enough coin to live and bring up her young daughter, principally by singing and dancing in the various district’s inns. During these early years Aleira was happy and, though they were poor, the girl was well fed, well clothed, and always had a warm place to sleep.

Aleira’s life began to change when she was eight. It was then that Nivennia was introduced to shiver by Gaedren Lamm, a despicable low-life who’s regular haunts included the shadier taverns where Nivennia sometimes performed. Before too long Nivennia had become addicted to the drug, supporting her habit, at first, by selling off her possessions and then, as she became increasingly less able to perform, by turning to prostitution and small time crime. Meanwhile Aleira, of course, was neglected. It was only days before the end of Nivennia’s short life when she finally traded her daughter to Gaedren for the dose of shiver that finished her. For several years Aleira worked as one of the old man’s “Little Lamms”. As an insolent child, who blamed Gaedren for her mother’s death and the sorry life she now lead, Aleira was frequently cuffed and beaten during this time. As Gaedren himself became more twisted and bitter, the beatings became steadily worse until, one night when the old man was drunker than usual, Aleira received the final beating that come close to killing her and left for dead on a rank garbage heap.

It was as Aleira lay in the filth, her life slowly slipping away, that she first let her consciousness free itself from her pain-wracked body. Disembodied, her spirit wandered the alleyways and merged with the life of the city around her. Aleira felt the pulse of the city fill her, filling her awareness the swarm of minds that made up the city’s soul; nobles, beggars, street peddlers and sailors; Humans, elves, halflings and other races; the crows, mice, gulls and rats that scavenged for garbage and scraps throughout the metropolis. Most strongly of all, she sensed the cats that hunted the city’s vermin. Feeling a strange, warm sensation against her face and filling her body, Aleira returned, suddenly, to consciousness. Opening her eyes she was confronted with a small black and white kitten, its nose marked with an uneven white stripe. The cat stared at her for a moment, its yellow eyes inscrutable, before it pushed its way forward, licking her face and then settling down in the crook of her body and beginning to purr loudly.

Over the next weeks Aleira slowly recovered, huddling cold with the cat in the lee of abandoned buildings and begging for food. The she like this for several years, always avoiding Gaedren’s Little Lamms but doing her best to help the street children and homeless denizens of the city using her newly-discovered magical gifts. Earning coin by magically mending clothes and healing the sick and injured she eventually managed to find better lodgings and make something of a normal life for herself.

Aleira is young at 21 years-old and still bears the scars of her beatings on her body and face. She has the raven-black dark hair of her Chelaxian heritage, which she cuts short to help avoid the unwanted attention of the city’s male population. Aleira wears a simple dress and shoes that do not stand out amongst the city’s general population but always carries a number of daggers about her person (two hidden, two at her belt) to protect herself. Aleira is always accompanied by her black and white cat familiar which she simply calls “Cat”.


Human Urban Druid 1
Native to Korvosa
Addicted Friend campaign trait
Full mechanical write-up in profile.

TL;DR -- Truly Evenhand walks around like he's laughing at his own private joke. He is tall and strong for a human, and if he shaved and washed his hair, he'd probably be more handsome than he already is. Korvosa very much, despite the abuse he's taken at its hands. He feels connected to the city in a way that feels primal. If there is nothing pressing, Truly would rather involve himself in a drink and a woman's arms than fight to the death, but he's lived a rough life and rarely shies away from a fight.

Length is fine. I'm ready to read:
No one had to tell Truly to stop the violence. These other kids were his friends, orphans like him, but here they were, sober as noonday light, kicking one of the street dogs so hard it had stopped yelping and was just waiting for the suffering to stop. Truly had no chance against the boys. They were older kids. It didn't really occur to Truly that he should cover the stray dog with his body. He just did it.

Although his eyes watered with every punch to his ribs, every kick to his kidneys, he didn't cry out. He whispered in the dog's bloody ear, over and over again, "There, there. You'll be okay."

He pissed blood for a month after. Truly never told those Abadar folks who came around in their gold cloaks and asked about his bruises and cuts. That was between him and the other boys, Truly figured.

He never fit in, even discounting the beatings. Folks in Bridgefront liked to claim they were more civilized than the Old Docks, but folks were nasty just the same. Other kids, even other orphans would stomp neighborhood rats for fun. It was But Truly could hear their squeals of pain, and they sounded to him like the squeals that a human might make. Guards eventually figured out the reason there were so many rats and dogs and cats and birds around the orphanage was that one of the children had been leaving his own food where the animals could find it. Another beating for Truly.

If Truly hadn't been deft with his fingers and nonchalant about helping the others get in and out of places they shouldn't be, he'd never have had any friends. But he took to door work like he'd been born to it, and if he hadn't developed the reputation for being such an oddity, there's no telling which of the unsavory organizations of Korvosa might have swooped him up.

As it was, he took to a far rarer path.

One day, around the time Truly had seen ten summers, an elven druid named Thornspeaker saw Truly feeding a family of cats shortly after Truly had been shooed away from neighbors for the very same activity. The druid spoke to Truly about Gozreh and the circles of druids and urged Truly to come with him to learn how to truly appreciate nature. Truly declined. How could he leave Korvosa? How could he leave his home? Still, Thornspeaker returned through the years and taught Truly what he could, always urging him to leave the city. As the years wound on, Thornspeaker would increasingly find Truly in a tavern somewhere in South Shore. Or Old Korvosa. Or the Shingles. Anywhere a man could dive into his cups, there was a chance of running into the tall, dusky human who talked to everyone.

The final straw was the women.

One day, when Truly had nearly seen twenty summers, Thornspeaker tracked him down. Truly had his arm draped around a half-elf. Last time it had been a human, and the time before that a pair of halflings. With utter contempt, Thornspeaker repudiated Truly, his lip turned up and his blazing eyes locked onto the half-elf girl, who could not stand to meet Thornspeaker's gaze. For Thornspeaker, yearning to stay home was a sufficient explanation to dodge one's calling in the wild. To do so for the pleasures of the flesh was uncouth and beneath his elven graces.

"You have a gift, Truly. This is beneath you," Thornspeaker said.

"Not yet, she's not," Truly replied with a wink.

"How dare you cast off what I have taught you. How dare you burn your finite human days in the name of wastrels."

Truly took a large swig and said, "You came here the samew way I did, however long ago it was. Skin on skin. Eyes locked. Breath heaving. Bodies shuddering. That there is the crucible of all life. You're a smart, old elf. I figured you'd remember something like that."

That was the last Truly saw of Thornspeaker.

The next morning was the last he saw of the half-elf.

It was a few months ago that Truly met Dataena. She was the first tiefling Truly had ever met, although he'd seen them a handful of times in Korvosa through the years. She had walked into the Pantheon of Many, ignoring the stares, and dropped a heavy platinum piece right into the shrine to Cayden Cailean.

"You're staring," she had said. And he had been.

That night went like so many others. She could hold her booze, but she had her hands on him long before either of them weren't seeing straight. All eyes were on them. When he took her upstairs, she brought out the powder. She called it shiver. It didn't take him long to see why. He'd heard about the stuff, but he'd never been with a woman who was using it. That night was seared into his memory. Here she was, part of a demon, her body aflame, her eyes mad with lust for his, her forked tongue dancing all over his body. Truly was reluctant to try shivers himself, but damned if he would turn down a good time! As the drug flooded her brain Dataena murmured into Truly's ear, "I feel like a human. I feel you like a human." To Truly, though, she was exactly what she was, beautiful and wild and fiendish. They watched the sunrise that night. It would never be that good again.

Dataena came around looking for him, sure enough, but she looked worse every time, like the drug was consuming her. Truly tried to ask her where her dealer was, and she recoiled, like he was trying to snatch something away from her. Since Dataena disappeared, the hollow look in her eyes has haunted him. The Korvosan guards refuse to help him-- just another pile of s@$+ from the s+$& heap in Bridgefront-- but Truly refuses to let this lie. Here was someone else he thought he may well take a beating for. But if Truly's the one who has to stand up to the scum poisoning his city, well, then that's what he'll do.


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Thanks for your submissions all. I ended up out of pocket today (and the system was done during the time I could log on). I will be traveling considerably tomorrow, so may not get to review and comment on your posts until late. My plan is to close submissions on Saturday evening. Make selections on Sunday, and perhaps start the game on Monday.

I will comb through, ask questions, and update the list of acceptable submissions sometime tomorrow, though it may be late.


Hey DM DoctorEvil, RL has raised it's ugly head, I will not be able to complete my character by this weekend so I must withdraw. Thanks for running the game, we players do appreciate it. Good luck all!


Updated Samantha

SAMANTHA NORTON

crunch:

Half-Elf  Alchemist(bramble brewer) 1;
Chaotic Neutral Medium humanoid  (human, elf, Half-Elf, drow)
Init: 3 Senses: +4, darkvision 60, lowlight vision
DEFENSE
AC: 16Touch: 13Flat-Footed: 13
HP: 10
Fort: 4Ref: 4Will: 0
OFFENSE
Speed: 30
Melee: +0 light mace 1d6
Ranged: +2 bomb 1d6+4
Alchemist spells prepared (CL 1; concentration +5)
STATISTICS
Str 10Dex 14 Con14 Int 18 Wis 10 Cha 8
Base Atk: 0 CMB 0CMD 12
Skills: Appraise +8; Craft (alchemy) +10; Disable Device +6; Heal +4; Knowledge (arcana) +8; Knowledge (nature) +8; Perception +6; Survival  +5
SPECIAL ABILITIES
Feats: Brew Potion; Extra Bombs; Throw Anything; skillfokus  (craft alchemy)
Specials: Alchemy; Bomb +1d6; dendrite Mutagen;
Alternate race traits: blended view,
Equipment: Kit, alchemist's; Lab, alchemist's (portable);
DESCRIPTION


fluff:

Most drow desire power over everything else, but some direct that fokus on something else. Zarae Hun'ndar was one of those drow, all her energy and desire were focused on the science of alchemie. The drow society with all its power plays and intrigues is ill suited for a quiet live dedicated to alchemical discovery. For that reason Zarae left the darklands for the surface which is full of new reagents and pieces of knowledge. Over the years she, disguised as a surface elf, got into the habit of attaching herself to interesting alchemists from the shortlived races and leaving them one she lost intrest.

One of those was Samantha's father,  a human alchemist with a knack for using common material as a substitute for some rarer alchemical reagents.

Zarae was quite surprised when she noticed the signs of pregnancy and decided that while the pregnancy won't interfere much with her research, raising a child would. Thus she left once she was sufficiently recovered from giving birth.

Samantha grew up in her father's workshop. Her earliest memories all involve the smells of an alchemist's laboratory.

She started helping in the lab and stall as soon as her father deemed her old enough. It was not unusual to see young Sammy missing an eyebrow or two. Even at a young age she preferred the lab to being outside and dealing with people.

This quiet life came to an end when Samantha was called to identify a dead body and it turned out to be her father. With her father dead and her mother unknown, her father never talked much about her, the only thing she had left was the stall and the house.

The first thug that though that getting protection money from the orphaned girl would be easy was tought the error of his assumption when Samantha turned into a tree-girl and broke his arms with her mace.
 
She soon acquired a reputation as a capable alchemist with a low tolerance for any kind of nonsense involving her lab.

The first time in years that she planed to leave the house for more than a few hours came when she found a hint of her father's murderer.  Samantha armed herself for war, locked down the lab and the shop, set all the traps.

Personality:
Curious , easily distracted while not conducting an experiment
Protective of her store.
Doesn't like people in general, but willing to make exceptions

Looks:
Chocolate colored skin and pale brown-blond hair  (she usually explains those by claiming that her mother was an island elf, even if her own experiments hint at her having drow blood
Pale green eyes a cute nose.
Prefers to wear a lab cote over her clothes

Sczarni

I fear I ma gonna have to rescind my application. It's not that I dont' feel the character is up to snuff, I simply can't get a break with my mental health issues at the moment.

(I literally can barely focus and so backgrounds are being especially difficult to come up with. Posts for already built characters are a bit easier on my poor brain at the moment.)

Apologies about that.

*Also, a Magus only has ever need for one open hand in that he has the whole two weapon fighting with spells...as a Kensai the likelihood of using that combat style goes down even more drastically (With so many less spells, it's better to just focus on doing battle buffing for yourself and other party members before combat and using your arcane pool to buff your weapon in combat.) That said, very very few GMs I've ever met don't let you heft a two handed weapon in one hand for the short period of time you need to cast a spell so long as you are not trying to use the weapon in the two weapon fighting with spells nonsense. (Don't get me wrong, I can see where the caught off guard Magus could really benefit from the constant buffing while attacking but as a non full bab melee character...you are eating a huge negative to do a spell as well.)

Possibly I could see some GMs not allowing you to do shocking grasp with a two handed weapon just because...cast spell, channel into weapon, grip weapon, attack...it seems like too much in such a short period of time. But that's just my thoughts on the business.
That all said though, Elven Curve blade isn't optimized but it's a very under utilized weapon in my opinion.


I got into another game and so I will withdraw. It'll get a bit too much otherwise.


Pathfinder Adventure Path, Maps Subscriber
Devan Covarie wrote:
Submitting Devan Covarie, a local musician of fair skill (and modest magical prowess) who just lost the love of his life to the cruel Gaedran Lamm.

This Varisian bard application is accepted. I will add him to the list when I publish it next time. Well done!


Pathfinder Adventure Path, Maps Subscriber
Twilight. wrote:
I'd like to submit Twilight for that wild card spot =)

This looks like an acceptable submission. I have not seen this archetype played before, but it looks like you understand the role and will be more of buffer/de-buffer than primary healer.

Thanks for sharing your ideas about progression. I have not seen the mystic theurge played either, though I had a player who was headed down that path when the game ended.


Pathfinder Adventure Path, Maps Subscriber
Cuàn wrote:

Here is Portitia "Porcelain" Salazzi

Here is the short background once more.
** spoiler omitted **

I see that you are out. Thanks for the submission. Good luck in your new game!


Pathfinder Adventure Path, Maps Subscriber
Aleira wrote:

Submitting Aleira. An alley witch of Korvosa

** spoiler omitted **...

This seems like a good submission. I especially like the link to Korvosa that the alley witch archetype renders. It should be useful, but also provide some good RP opportunity.

I will add you to the arcane list.


Pathfinder Adventure Path, Maps Subscriber
Truly Evenhand wrote:

Human Urban Druid 1

Native to Korvosa
Addicted Friend campaign trait
Full mechanical write-up in profile.

TL;DR -- Truly Evenhand walks around like he's laughing at his own private joke. He is tall and strong for a human, and if he shaved and washed his hair, he'd probably be more handsome than he already is. Korvosa very much, despite the abuse he's taken at its hands. He feels connected to the city in a way that feels primal. If there is nothing pressing, Truly would rather involve himself in a drink and a woman's arms than fight to the death, but he's lived a rough life and rarely shies away from a fight.

** spoiler omitted **...

I like the idea of Urban Druid for this campaign. I like the drug addicted backstory.

I have a question about the domain. This page lists the only domains available to Urban Druid, and I didn't see Lust among them. Did I miss it somewhere? If so, please link.

Hopefully, you can get it corrected/linked before the deadline.


Pathfinder Adventure Path, Maps Subscriber

Here is the list of submission as of this morning. I will cut off subsmission at 10PM US Central time tonight. Then start to make difficult decisions.

Melee/Front Line/Damage Dealer
Nargun Firehelm - Dwarf Barbarian
Griar Brand - fishing aerokineticist
Garran Fain - fighter; reformed criminal
White Feather - scarred Shoanti monk

Arcane
Nicolai Fontescu - Varisian harrower
Ylenna - Varisian fire sorceress
Aleira - alley witch

Divine
Mirela Wintrish - expatriate Erastilan
Marius Calla - Shelyn musician
Georgio Karakios - inquisitor of Sarenrae
Zirom Glivriprest - gnome oracle/fortune-teller
Twilight - eclisatitheurge (I know I spelled that horribly...)

Skill
Atticus Fulvios - intellectual investigator
Kyoden Goju - the Oni, ninja-like vigilante
Finneas Entwhistle - prankster gnome
Derik the Rogue - half-elf with MW dagger
Alistair Wellington - noble born swashbuckler
Devan Covarie - Varisian Bard


Pathfinder Adventure Path, Maps Subscriber
Jing the Bandit wrote:

I fear I ma gonna have to rescind my application. It's not that I dont' feel the character is up to snuff, I simply can't get a break with my mental health issues at the moment.

(I literally can barely focus and so backgrounds are being especially difficult to come up with. Posts for already built characters are a bit easier on my poor brain at the moment.)

Hope you start to feel better. I know meds can be a challenge. Sorry to see its debilitating for you presently.


DM DoctorEvil wrote:
Truly Evenhand wrote:

Human Urban Druid 1

Native to Korvosa
Addicted Friend campaign trait
Full mechanical write-up in profile.

TL;DR -- Truly Evenhand walks around like he's laughing at his own private joke. He is tall and strong for a human, and if he shaved and washed his hair, he'd probably be more handsome than he already is. Korvosa very much, despite the abuse he's taken at its hands. He feels connected to the city in a way that feels primal. If there is nothing pressing, Truly would rather involve himself in a drink and a woman's arms than fight to the death, but he's lived a rough life and rarely shies away from a fight.

** spoiler omitted **...

I like the idea of Urban Druid for this campaign. I like the drug addicted backstory.

I have a question about the domain. This page lists the only domains available to Urban Druid, and I didn't see Lust among them. Did I miss it somewhere? If so, please link.

Hopefully, you can get it corrected/linked before the deadline.

Lust is a subdomain of Charm, which falls under Cayden Cailean's portfolio. Everything copacetic now?


Cayden Cailean on Nethys. Nb Subdomains
Charm on Nethys. Nb subdomains


Cayden isn't a god I would associate with Druids. Urban Druids have their own domains associated with their archetype. You're asking for GM dispensation to deviate from it.


Inner Sea Gods, page 38 wrote:
Most of his true "clergy" are clerics, but he is also honored by hordes of good-natured rogues, barbarians, and fighters who-despite not receiving any direct boons from the god-seek to spread his faith and emulate his relaxed attitude toward a mercenary or adventuring life. His priesthood also includes some inquisitors, mainly those questing to free slaves and overturn tyrants, as well as a handful of druids who attend to sacred vineyards and the other agricultural aspects of brewing.

What you associate with druids might be a preconception and not Golarion.

Sovereign Court

You should make up your mind about your alignment, regardless.


Good catch. I copied and pasted the body from my paladin! Thanks! NG.


Pathfinder Adventure Path, Maps Subscriber
Truly Evenhand wrote:

Cayden Cailean on Nethys. Nb Subdomains

Charm on Nethys. Nb subdomains

It is a bit different than the written archtype, but I can live with a clos subdomain. I do think that Cayden is an odd choice of deity, and even the text you quote says that his druids are usually employed in vineyards or brew making. I may have missed that in your backstory.

Either way, I'll add you to the list of accepted submissions.


Pathfinder Adventure Path, Maps Subscriber
Terrance Foehammer wrote:

I see that you missed me.

I have to swap him over to your requirements, but he was in a game that didnt go far.

Mokshai

I did get an IM from Terrance saying he updated his paperwork, and it appears he has. I will also add him to the list of accepted submissions as a cleric of Torag.


Pathfinder Adventure Path, Maps Subscriber

I am officially closing recruitment for this game. No more applications will be accepted at this point. Sorry if you missed the deadline. Here is the official list of those in the running:

Melee/Front Line/Damage Dealer
Nargun Firehelm - Dwarf Barbarian
Griar Brand - fishing aerokineticist
Garran Fain - fighter; reformed criminal
White Feather - scarred Shoanti monk
Alistair Wellington - noble born swashbuckler

Arcane
Nicolai Fontescu - Varisian harrower
Ylenna - Varisian fire sorceress
Aleira - alley witch

Divine
Mirela Wintrish - expatriate Erastilan
Marius Calla - Shelyn musician
Georgio Karakios - inquisitor of Sarenrae
Zirom Glivriprest - gnome oracle/fortune-teller
Twilight - ecclisitheurge
Truly Evenhand - urban druid
Terrance Foehammer - dwarven cleric of Torag

Skill
Atticus Fulvios - intellectual investigator
Kyoden Goju - the Oni, ninja-like vigilante
Finneas Entwhistle - prankster gnome
Derik the Rogue - half-elf with MW dagger
Devan Covarie - Varisian Bard

I will begin narrowing down the field immediately, and will try to post my thought process about each one who is selected or rejected. Going to be some hard choices.


Pathfinder Adventure Path, Maps Subscriber

Ok, so this is the hardest part to me. I don't like telling people they can't play...But, I can't take a party of 20 PC's into the adventure either.

While I will try to explain my choices, it's intended as transparency into my thought process, not the beginning of an argument. The decisions about who is in and who is out are final. If I misunderstood what you were going for, I apologize, but impressing is hard to do in this format sometimes. Also, you may see my own prejudice or bias in some of the decisions, that's part of the privilege of being the GM, I guess. Lastly, sometimes it comes down to small unidentifiable things, numbers, or the build of the party. Sorry to squeeze you in these cases.

I will go through each party role, liking saving 2 from each role for next round, since I have to pick a "wild-card" still. That last spot will likely be determined from the rest of the party make-up and what is missing/needed

Anyway, here goes:

Melee

I am dropping Wellington, Griar Brand, and Garren Fain.

Garren is built off the stamina pool rules form Unchained, and I am knocking him out partly because of that. I also thought his backstory was pretty experienced for a 1st-level character, which I think should be more novice than grizzled veteran.

For Wellington, I'm not looking for a noble background which might have some complications in this AP's story later on. Also, not sure about swashbuckler in either the main combat or skill role. The dual wielding rapier action felt forced to me as well.

I am intrigued by the aerokineticist that Griar presents, but I don't see how it fits with the rest of the party. I'd need you to remove the reference to Eel's End for later in the game, and I was not excited about adding the low-light vision trait to a human build.

For now, I am keeping both Nargun Firehelm and White Feather in the running. I'm not sure White Feather can hold down the front-line spot without another combat type, so he may be only viable as the "wild-card" depending on how the rest of the decisions shake out. That leaves Nargun as the primary tank most likely.

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