Diremerc's Emerald Spire (Inactive)

Game Master DireMerc

Loot log

Fort Inevitable Map

locations:

1. Caerlin’s Vineyard:
Few people with elven blood wind up spending much time in Fort Inevitable, but the old vintner Caerlin is an exception. Now over a century old, he wears his years well, as most half-elves do. A former resident of Mosswater, he escaped from the town’s monstrous destruction more than 50 years ago and reestablished himself in Southwood—the best grapegrowing country he could find nearby. Caerlin strongly dislikes the Hellknights, and refuses to use slaves. He does make use of indentured servants, but treats them fairly and pays them well when they complete their terms. His daughter Taeserle currently manages most of the winery’s production.

2. The Stonde Homestead: Giles Stonde was swept up in Lady Commander Drovust’s investigation of Lord Varden’s assassination and hanged by the Hellknights, leaving his wife Ilyana Stonde and their young children without a means of support. Ilyana and her children are scraping by, earning a little money by gathering mushrooms and herbs in the nearby woods, tending a vegetable garden, and keeping a number of chickens and goats.

3. Drurn’s Tannery: The burly half-orc Drurn, a retired sellsword, owns this tannery and the adjoining pasture lands. His work is not especially good, but it’s cheap and convenient for the crafters and tailors in Fort Inevitable. Drurn keeps a dozen slaves in dismal conditions, and is routinely in trouble with the Hellknights for his excessively brutal treatment of them.

4. Naldred’s Farm:
Expansive fields of golden wheat surround the fine stone farmhouse of Naldred Tillman. Naldred is the largest private slave owner in the Hellknights’ domain, with a half-dozen hired overseers keeping watch over almost 30 field slaves, who are housed in a secure barracks building across the lane from Naldred’s home. Naldred’s fields stretch for almost a mile south and east of Fort Inevitable, and this huge farm produces a vast quantity of grain in most years. Blunt and opinionated, Naldred is a staunch supporter of the Hellknights’ rule; in fact, two of his sons are currently training as armigers. He is a hard taskmaster, working his slaves to exhaustion, but he is rarely capricious or cruel for the sake of cruelty.

5. Holworth Dairy:
The green hillside overlooking Misty Lake is home to the Holworths, a large and rambunctious clan of native Southwooders who have lived in this spot for the better part of 2 centuries. The current matriarch of the clan is Nilsa, usually referred to simply as Mother Holworth. She is a stern, sharp-tongued woman halfway through her seventh decade who has outlived two husbands and now has a house full of children, grandchildren, and even a couple of very young great-grandchildren. The Holworths are noted for producing a variety of excellent cheeses, although they’ve had an increasingly hard time paying the Hellknight taxes over the last couple of years.

6. Serragon Ironworks:
Just downhill (and downwind) from the Holworths’ dairy farm is the largest foundry in Fort Inevitable, the Serragon Ironworks. The ironworks’ proprietor is Daldar Serragon, a former nobleman of Galt who fled to the River Kingdoms 20 years ago to escape the gallows. He bought out a local smelter from its previous owner, and expanded the workshop over the years. Daldar is not much of an artisan, but he has the loyalty of an excellent ironmaster, the dwarven smith Hurmarsk Firehammer. Most of the Ironworks’ stokers and cinder haulers are slaves, while the actual metalworkers are employees.

7. Misty Lake:
The original settlement of Southwood was established here because the site combined good farmland with easy access to water. Misty Lake is fed by both a small, unnamed stream that flows out of the southern Echo Wood and springs under the low hill on which Fort Inevitable stands. The lake is deep, reaching 50 feet in its middle. There are rumors that an old lord of Southwood concealed a treasure chest in the lake more than 100 years ago. People have tried various schemes for searching the lake bottom, but no one has found any treasure yet.

8. Kettlefoot Mill:
The well-established halfling miller Anden Kettlefoot is the owner of this large and prosperous mill. Anden is a man of 40, and lives in the attached house with his wife Seela and several small children. He quietly sets aside flour and money to help anyone in need. More than once he has stepped in to save an unfortunate citizen from going into debt and losing everything to the lady commander’s court—a dangerous habit that hasn’t won him many friends among the Hellknights.

9. Mosswater Gate:
Fort Inevitable’s impressive defenses begin with two main gatehouses; the western gatehouse is known as the Mosswater Gate. This gate consists of a large timber door sheathed in iron plate, plus a portcullis on the inner side. Numerous arrow slits overlook both the approach to the gates and the interior passage, which is also covered by murder holes set in its ceiling. The upper floor of the gatehouse serves as extra barracks space and storage for the Hellknight garrison. The Mosswater gate is under the command of Maralictor Kiera Wirt. She leads a detail of five Hellknighs who question everyone entering or leaving town. Maralictor Wirt is a decent person for a Hellknight, and applies a good deal of common sense and compassion as she executes her duties.

10. City Wall:
A strong city wall protects Fort Inevitable. The walls average 30 feet in height and are a little more than 10 feet thick at the base. A battlement at the top faces outward, with an 8-foot-wide walk running the length of the wall. Towers every 100 to 200 feet provide good arcs of fire against approaching attackers, and serve as extra storage for food and arms. The towers also provide extra barracks space when the lady commander needs to house more Hellknights than can easily fit in her own keep, the gatehouses, and the Mardyl Barracks. Hellknight sentries regularly patrol the wall tops and the towers.

11. Gate Market:
Fort Inevitable’s market square, which lies just inside the Mosswater Gate, is quiet, orderly, and very tightly regulated. Local farmers and livestock-keepers apply to the Citadel for licenses to bring their produce, dairy goods, and meat to market on a regular rotation. The townsfolk often meet and gossip in the market square while stocking up on household provisions; “I heard it by the gate” is a local expression for the rumor mill.

Rumors: Current rumors claim that adventurers are in demand by the Goldenfire Order of Thornkeep, strange attacks by new types of undead monsters have High Mother Sarise Dremagne (from area 33) concerned, and Abernard Royst (who lives in area 41) keeps trying to find out more about the Spire—and even claims there’s hidden chambers beneath it.

12. Zoldor’s Masonry:
This large work yard on the south side of the Gate Market is the establishment of the stonemason and builder Zoldor Maril. A bitter, miserly man of 60 years, Zoldor owns eight slaves, who handle much of the drudgework of moving and shaping heavy stones. He sorely resents the Hellknights’ heavy taxes and their insistence on fair dealing, but his work is safe and solid, and many of the buildings in and around town were built under his supervision. Zoldor is not above bribing civilian bureaucrats (though not Hellknights) to delay approval of building plans until he is hired to erect the structure in question.

13. The Juliver Arms:
Large and comfortable by anyone’s standards, the Juliver Arms is the best inn to be found in Fort Inevitable. It’s under the management of a bustling clan of halflings named the Reedbanks, who pride themselves on setting a lavish table. The accommodations are not cheap: the Reedbanks cater to wealthy merchants and adventurers with loose pockets. The clan patriarch is Doliver Reedbank. Doliver doesn’t like the Hellknights at all, but he’s no revolutionary—he sympathizes with the Seven Foxes, but lacks the courage or ability to take up active resistance.

Iliara Starcloak of the Goldenfire Order is renting a room here trying to find out what happenned to the missing spellcasters who had come to study portals, as such the Goldenfire Order is still interested in detailed research about any extraplanar portals the anyone finds.

14. The Red Shield Tavern:
Named for the striking coat of arms hanging in the common room, the Red Shield is a busy taphouse that is especially popular with the Hellknights. On any given evening, a dozen or more of the town’s off-duty garrison guards can be found here, enjoying drafts of bitter or stout. The proprietor is Embra Morsk, a retired adventurer. She is a no-nonsense businesswoman, and fearless when it comes to defending her property. The old shield with its red device once belonged to a noted local hero named Dinwood.

15. Poldmar Stables:
This large livery store, carriage shop, and stable is under the management of Kallon Poldmar, a respected member of the Council of Prosperity. His stable boards visitors’ mounts, buys and sells horses and mules, and carries leather goods such as saddles, saddlebags, and reins. He and his wife, Pola, reside in one of the townhouses just a few doors over.

16. Gertrand Yeldun;
A comfortable townhome on Juliver Way, this house belongs to the human moneychanger Gertrand Yeldun.

17. Mirelinda the Clothier:
The flamboyant Varisian Mirelinda Doumaz owns a workshop that produces all sorts of cotton, linen, wool, and felt cloth. She is a weaver, not a seamstress, and sells cloth by the bolt to merchants throughout the region. She drives more profits by buying the contracts of indentured servants and setting them to work at her looms. She doesn’t hesitate to punish workers who aren’t keeping up with demand. To her customers and neighbors, Mirelinda presents a very different face. She hosts lavish entertainments at her home, and often scandalizes the town with her affairs. There are many dark rumors about where she found the coin she needed to establish herself in Fort Inevitable.

18. North Gate Cemetery:
The grounds of the Temple of Silence are home to the largest cemetery in town. It is well tended, and there have been no problems with undead in living memory.

19. Temple of Silence:
The Temple of Silence has stood here for almost 200 years, founded after a priestess of Pharasma passing through was struck by a powerful vision on this spot. Her fellow Pharasmins raised a small shrine, and by the time the Hellknights seized control of the town, the Temple of Silence was well established as the second most popular church in town. The presiding priest of the Temple of Silence is an Ustalav man named Dimeru Faldindor.

20. The North Gate:
Smaller and less busy than the gates on Juliver Way, the North Gate is intended for foot traffic only. The guard detail here is smaller than at the other gates, consisting of three Hellknights plus a gate-sergeant.

21. Garrison Stable:
The Hellknights maintain a good-sized stable close by the town’s north gate. It can mount and equip 30 riders at one time. Most of the mounts are trained warhorses. The Hellknight in charge of the stable is Hielon Keenlance. A battered and scarred old veteran, Hielon rarely leads patrols in person these days, instead training (and frequently beating or haranguing) younger troops.

22. Nolm Bindery Trading:
in papermaking, bookbinding, inks, and books of all kinds, Falandra’s Bindery is a cluttered and friendly place that is part workshop and part used bookstore. The owner is Falandra Nolm, a woman
still in her twenties. She inherited the store from her father, Presdar Nolm, who was one of the accused conspirators arrested and executed after Lord Varden’s death.

23. The Stalwart Priory:
A small number of monks from the Taldan Order of the Stalwart Fist answered the call of the Mendevian Crusade. Three years ago, a master of the order named Sister Khedra established a small priory in the Crusader Road region to aid and support pilgrims and Stalwart Fist members on their way to Mendev. The Stalwart Priory includes a small shrine dedicated to Irori, living quarters for up to a dozen monks and students, and a large dojo. Sister Khedra maintains a firm policy of non-involvement with politics and civic affairs.

24. Sefurd’s Potions and Reagents:
Located between North Way and the Fountain Square, this is the shop of the apothecary Londor Sefurd. Sefurd is an unpleasant character with an oily, wheedling manner and an unhealthy interest in exotic toxins. He deals in potions, spell components, alchemical mixtures, and, of course, a wide array of poisons. Master Sefurd is disliked by most who know him, and his trade is regarded as suspicious by the Hellknights. Many people wonder why the lady commander hasn’t shut down his business and run him out of town.

25. Rillin’s Armory:
Master armorer Rillin Nadinghad is widely acknowledged as the best crafter of plate armor for a hundred miles around Fort Inevitable. Her workshop and store have stood in Fountain Square for decades. She and her team of armorers—mostly her own grown children, aided by a handful of indentured servants who work the bellows and stoke the furnaces—create and sell most forms of armor with significant metalwork.

26. Braddon’s General Store:
Owned and operated by the affable merchant Thom Braddon, this shop sells provisions, tools, cookware, tack and harness, and a hundred other useful things. Braddon set up shop shortly after Lady Commander Drovust’s witch hunts following Lord Varden’s death. The store’s previous owner was one of the people executed, and Braddon bought the place in a public auction. Some of Fort Inevitable’s populace still harbor resentment toward him for the manner in which he came to own his business.

27. Victory Fountain:
This fountain consists of a stone plinth within a pool, crowned by a statue of the half-elf heroine Tarwynna, leader of the army that crushed the goblin kingdom of Zog. The fountain and its statue date back to before the Mendevian Crusades brought a plague of bandits down on Southwood. The Fountain Square is a common meeting place in town, and notices are tacked up on a message board nearby.

28. Hall of Rectitude:
Cases of criminal and civil justice in Fort Inevitable are heard in this imposing courthouse. The Hall of Rectitude is home to a pair of spacious courtrooms, the offices of the town’s magistrates, and an extensive jail that’s usually quite full of prisoners, most serving short sentences for minor offenses. The officer in charge is Maralictor Tisserle Ilomna, the town’s chief magistrate and overseer of the police functions of the garrison. Lady Commander Drovust retains the power to review Maralictor Ilomna’s rulings and commute or increase sentences as she deems necessary, but for the most part Maralictor Ilomna’s judgments stand—she is a stickler for applying the letter of the law.

29. Mardyl Barracks:
The original stronghold of Southwood, this old stone building served as Lord Commander Varden’s headquarters until the new Commander’s Citadel was completed. It is now used as an auxiliary barracks by the Hellknights. Lady Drovust assigned the Mardyl Barracks to the Order of the Nail, and allows them to use it as their local headquarters. About 20 of Fort Inevitable’s Hellknights count themselves as members of the Order of the Nail, and are under the command of Maralictor Dandru Wolfhelm. The Nail knights muster with the larger Pike contingent when the lady commander calls out the whole garrison, but they do not otherwise share in guard duties. Instead, they vigorously
patrol the roads and byways of the area surrounding Fort Inevitable, following their order’s mandate to suppress banditry. Maralictor Wolfhelm often hires adventurers with letters of warrant to supplement his order’s patrols.

30. The Bailey:
Strictly speaking, a bailey is a courtyard enclosed between walls. However, this open ground in front of the Commander’s Citadel acquired the name years ago when the Hellknights were considering the construction of a much larger keep on this spot, and the name stuck. The wide, green field serves as the Hellknights’ primary practice ground inside Fort Inevitable, and from sunup to sundown one can find garrison soldiers sparring, shooting, or exercising in this area.

31. Chancery:
This building includes a chapel dedicated to gods of law, a good-sized library, arcane workrooms, and the Fort Inevitable offices of the Order of the Gate. This is the domain of Signifer Oritian Hast, a brilliant and articulate man who makes a great show of providing wise counsel to the lady commander on all magical matters. As the most extensive library in Fort Inevitable and a center of magical knowledge, the Chancery serves as something of a Hellknight-sponsored wizards’ guild. The licensing and charter processes are expensive and time-consuming, but a mage with the coin and the patience can become a patron of the Chancery, with special privileges for library access and workroom usage—the Order of the Gate is always on the lookout for potential recruits, after all.

32. Commander’s Citadel:
The single strongest fortification in the Crusader Road region, the Commander’s Citadel is a roomy, octagonal tower more than 90 feet tall. Round turrets at the corners of the main structure provide excellent fields of fire both inside and outside the city wall. The main door opens on the bailey inside the walls, but there is also a small postern (usually locked) that leads outside the city wall to the shore of Misty Lake. The Citadel is home to Lady Commander Audara Drovust, as well as 40 Hellknights of the Order of the Pike and a number of servants. In addition to living quarters, it houses kitchens, a banquet hall, offices for town officials, a small chapel, extensive cellars for food storage, a well, and dungeons for holding prisoners of special interest to the lady commander. The Citadel’s routine business is in the hands of the castellan, a Hellknight named Karn Kerromick, while the lady commander’s personal schedule and appointments are managed by the chamberlain, Erron Nythist. Those who wish to speak to Lady Drovust finds that they’ll need to explain their business to the castellan or the chamberlain first.

33. Temple of the Golden Key:
One of the largest and most ornate buildings in town, the Temple of the Golden Key is dedicated to the worship of Abadar, god of law and commerce. Hellknights under arms do not set foot in the temple without asking permission from the ranking priest present, and the lady commander does not involve herself in ecclesiastical matters. The current leader of the temple is High Mother Sarise Dremagne, who oversees a small staff of three junior acolytes, a handful of servants, and a number of laypeople who serve as deacons and attendants. The temple is routinely packed on days of worship, and a fair number of Hellknights (mostly from the Order of the Nail) are usually in attendance.

34. Goldfoot’s Mercantile:
At the east end of North Way stand two large warehouses, just across the street from a bustling counting-house and workshop. These buildings are the headquarters of the prosperous trading house Goldfoot’s Mercantile, under the proprietorship of Mormuk Goldfoot. The business deals in commodities, buying up large quantities of refined materials such as cured leather, bolts of cloth, metal ingots, furs, spices, and wines, and shipping them to where they’ll command the highest prices. Goldfoot’s employs a dozen clerks and laborers, none of them slaves. Mormuk is a fat, good-natured dwarf, and takes pride in being good company. He dislikes the Hellknights’ regime, but believes that prosperity is the best response to oppression.

35. Juliver Leather Goods:
This store sells armor, clothing, saddles, tack and harness, and other goods made from leather. The proprietor is a competent leatherworker named Salle Ulmander. The rear of the building is the workshop, while the front is the store. Salle supervises two younger brothers and a cousin, teaching them leatherworking as she
manages the business and the household. The Ulmanders are newcomers, having emigrated from Tymon in search of a new place to set up their family trade.

36. The Salamander Company:
The Salamander Company is the largest and most successful mercenary band in the area. The Salamanders march under a black banner featuring the emblem of a scarlet salamander; they number almost 200, scattered all over the River Kingdoms in small bands on different contracts. Currently, around 30 mercenaries are available for hire in Fort Inevitable. The leader of the Salamanders is a battle-tested war-mage named Red Shireena. She is fairly selective about recruits, and usually requires prospective Salamanders to prove their worth by sparring on the training grounds. Salamander Company mercenaries are generally paid 1 to 10 gp per day based on experience and talents, plus whatever they can pick up on the side during their assignments.

37. Tsador’s Arms:
The best weapon shop in Fort Inevitable is Tsador’s Arms, owned and operated by the half-orc weaponsmith Tsador Ironmaker. Tsador is a surly, sour-tempered fellow with a greedy streak a mile wide; he runs his forges with slaves toiling at the bellows and poorly paid apprentice smiths hammering at the hot iron, and barely remembers to feed and clothe the lot of them. Tsador sells a good deal of cheaply made work, but he is actually a talented weaponsmith when motivated by the promise of a big payday. For custom orders (such as masterwork or enchanted blades), he typically charges 20 to 30 percent more than the listed price, but the work is really quite good.

38. The Helmed Lady:
The second taphouse in Fort Inevitable is the Helmed Lady, located between Fountain Square and the North Way. The tavern takes its name from the statue of Tarwynna in the nearby fountain. The proprietor is an aged dwarf named Kagnin Alemaster. Kagnin’s sons are adventurers of note, and she proudly displays mementos of their journeys around the taproom. They are rarely at home, so she employs a sizable staff of serving maids and brewer’s assistants to create her excellent beer. The Helmed Lady is popular with the average citizens, but Hellknights do most of their drinking at the Red Shield.

39. Lord Commander’s Granary:
These four large silos hold a huge reserve of grain. The Hellknights buy up the first quarter of each local farmer’s harvest and set it aside. Unfortunately, the lady commander sets the rates at which the town buys its reserve from the farmers, so the grain-growers don’t make much money on what they sell to the granary. However, in times of plenty they come out ahead, since even if the granary hasn’t been drawn down in a given season, a certain amount of stored grain must be replaced each year.

40. Dilapidated House:
This house has stood vacant for several years. The Hellknights are preparing to take possession of the place and auction it off.

41. Abernard Royst’s House:
A white-haired sage of 55 years, Abernard Royst is one of the most notable adventurers permanently residing in Fort Inevitable. Abernard is a cantankerous fellow who spends most of his time engaged in research and experimentation. He rarely risks life and limb in dungeons anymore, but always has a long list of unusual materials or difficult tasks he’s willing to hire adventuring parties to acquire or perform for him. He often takes in apprentices, and proves to be a much more considerate master than his gruff personality would suggest. Abernard is always careful to observe the laws of Fort Inevitable

42. Juliver Gate:
Identical in construction to the Mosswater Gate (area 9), the Juliver Gate is home to another dozen Hellknight guards, led by an officer name Bolgur. The Juliver Road continues southeast for about 70 miles until it reaches the town of Sezgin in the realm of Lambreth.

43. Town Sewers:
Fort Inevitable’s streets are drained by a well-built sewer system that empties into a small creek on the north side of the city wall. The discharge is covered by a locked grate, but anyone with a little determination can enter the city’s sewers here. The sewer network has several other access points in town, including locked staircases near the Mosswater Gate and the Mardyl Barracks, plus a handful of secret entrances in the cellars of various homes and businesses. In the sewers, vermin such as rats, centipedes, and cockroaches sometimes gather in dangerous numbers. Worse yet, bands of gremlins haunt the disused tunnels, though the lady commander attributes their mischief to “criminals and malcontents.”


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It's really big and it's full of stuff that can kill and probably will you.

You want to try it?

* Stats Generation? -20 point buy
* HP after first level? -roll it and re-roll 1's
* Races allowed? -I'm ok with 90% of races I will let you know I have a problem with that you picked
* Classes and archetypes allowed? -no restrictions there
* Traits and Drawbacks? -2 traits no drawbacks
* Starting Gold? -normal starting gold
* Background Skills? nope
* Young Characters? nope
* Ability scores adjustments by age categories? -yes but I do not stack them so bonuses and penalties would be.
-1 physical abilities, +1 mental abilities at middle age
-3 physical abilities, +2 mental abilities at old age
-6 phys +3 mental at venerable
* Templates? -maybe ask me about the template and I will let you know
* any 3rd party stuff allowed? -ask me and I will decided depending on what it is
* any house rules?
-Casting: When casting a spell defensibly if you fail your concentration check you do not automatically lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell if you succeed the check the spell completes normally.

any other questions?


Non PFS Emerald Spire using mostly normal character Creation rules. Finally, the Emerald Spire I've been waiting for.


Dotting in with interest. DoubleGold it's been a while. It's good to see you on this side of the table.

Silver Crusade RPG Superstar 2014 Top 16

If Jooker's in, I'm in.
I've been looking for a while for a long-term game in which to play a third-party archetype that I wrote for Fat Goblin Games, called the Battlefield Defiler, for a while. Would you consider letting me play one in this game? I'll happily send you a copy of the PDF to peruse before you make a decision.
Tyler


Dotting. I have a couple ideas for this that I've been looking to play.

When you say "normal gold" do you mean average for the class, maximum, or roll?


Average for class


I'd like to join. A ranger or hunter is what I am currently thinking.

Dark Archive

i'll play. are occult classes allowed?


you mean like psionics? I want to say yes let me know what your looking to make and I will look into it. I am more interested in your characters backstory than his class to be honest.

Silver Crusade RPG Superstar 2014 Top 16

I think DubiousYak might have been referring to Occult Adventure classes.

@The other players: Does anyone have a problem with me playing a character that raises undead as a main function of the character concept? She won't be evil, necessarily, and I enjoy the interplay between characters that an undead-user can bring to the party, but I want to make sure no one has any major issues with the idea before I build her up.


Looking at it I see no problem with the Occult classes they seems fairly standard.

Silver Crusade RPG Superstar 2014 Top 16

I've got a busy weekend coming up, but I should be able to get the character all put together with a good backstory write-up by Tuesday at the latest. Would that be okay?


I don't need all the crunch at the moment but I would like a description of the character and a background. I will be looking on starting most of these games next week but even if the character is incomplete you can rolepay while we wait for everyone to be fully ready.


How much of a backstory are you looking for? Do you have a preferred length/limit?


Tentative dot.

Grand Lodge

hmm, I need to tweak a few things, but Mustafa should be fun to try here


Assuming Gestalt it is not...

Either way, was hoping to bring in a Blue Alchemist/Warpriest -planned multiclass build. Hoping that, as Blues are spawned from Goblins that he would be eligible for Goblin Alchemist Discoveries and maybe some feats.

Possibly, also, Jokey Smurf "Surprise" Discovery.
Something like -Jo'Ki makes a charisma/diplomacy check when presenting a yellow package with a red ribbon. "It's a surprise!" Enemy must make a will save or stop everything they are doing to open it. When opened it blows up in their face doing 1 Nonlethal damage-possibly adding conditions and/or bomb damage/+any available bomb enhancement discoveries.
Subject becomes enraged and must seek to attack Jo'Ki the following round.

Shooting for the stars here...


Character: Aasimar girl born to Drow parents, who abandoned her in a mine rather than kill her because they loved her, but knew that an angelkin would never fit in among the drow. She grew up with human miner/forester type parents, learned archery, but loves the underground and feels comfortable there. Her parents didn't tell her a lot, so she doesn't really know why she is different than everyone else, but feels she is out of place in many ways, and wants to find a place where she fits in... and that is usually underground for her. Could be side plot stuff with her real parents keeping tabs on her if you like to weave in character story stuff.

(No drow abilities stat-wise... just straight Aasimar. What is your ruling on Variant Aasimar abilities? Roll once, roll three pick one, not allowed... or some other rule I haven't seen before?)

Thinking maybe Ranger with dungeon rover archetype.

Would the 3rd party Ranger Orisons archetype be okay? (Link HERE.)

Can go into more detail, but wasn't sure how much you needed.

Cartmanbeck wrote:
@The other players: Does anyone have a problem with me playing a character that raises undead as a main function of the character concept? She won't be evil, necessarily, and I enjoy the interplay between characters that an undead-user can bring to the party, but I want to make sure no one has any major issues with the idea before I build her up.

If I am one of the other players, I have no issue with this. I might take undead as a favored enemy, but if you are on the side of good, she will be okay with it.


Pitviper and I are working on a shared backstory. So far its a skald and ranger. We are figuring out the specifics and should know more soon.


With regard to the above, also happy to switch classes to something else if it is clashing with other members of the party.


ok..that freaked me out...


What did? The smurf picture?


Yes, I had no idea we could import our own avatar images...or that you had the ability to change it

The Deadly Prankster Template seems a bit powerful, but may be appropriate-even more so if this is an especially deadly campaign bent on killing us.
Just saw my alignment must be evil for that.
Side Note: I do know how to play an evil character without disrupting the cooperative effort-I don't play Kenders who steal from their party just because "That's what my character would do."
Or the alignment restriction can be dismissed...

I abuse ellipses...

Silver Crusade RPG Superstar 2014 Top 16

It's one of those fun little easter eggs. If you type the word smurf, your picture turns into a smurf.


Jooker and I are looking to play a pair of good aligned hobgoblins from a tribe in the Candlestone Caverns.

I'll be playing a Ranger with Freebooter and Trapper archetypes and Jooker will be a skald.

Backstory:
After seeing the destruction during the year of hell, they decided to try to change their tribe for the better. They worked to rise through the ranks quickly while quietly building a network of like-minded hobgoblins. However, through a slip up of Prugrun (Pitviper), the tribal general was made aware of their plans. Quickly taken into captivity and brought before their leader, they were sentenced to death. Thankfully Horkut (Jooker) was able plead for their lives and extract a small speck of pity; convincing the general to lessen their punishment to exile. Stripped of their belongings and cast out of their tribe, they found themselves scrounging and wandering for weeks. They trapped and foraged anything they could, and slowly learned how to survive on their own. Through word of mouth when trading with whomever as willing, they heard of a group planning on entering the Emerald Spire. They quickly started heading northeast, intent on plying their skills for glory and adventure.


Dotting.


So, if Ranger is taken, same character and background, but maybe Sorcerer with the Stone Warder archetype.

Still has that same underground feel. Just need to find out how to get bow proficiency if she can still shoot, or maybe some other option.

Was thinking that her adoptive father found her in the mine and, since he and his wife couldn't have children, he took her home. He told the sheriff what had happened, and the sheriff was concerned, but the child didn't look like a monster, so everyone decided to wait and see, and eventually grew to accept the child, at least as a curiosity if nothing else. Depending on her Aasimar physical traits, that could be extreme or not. Do you allow us to pick those ourselves, or do we need to roll for them?


I'm still waiting on some characters but at the moment I think the party will be Doublegold, jooker, cartmenviper, pitviper83 and 2 more


Put my cigar in and will adjust tonight.


Horkut is good to go. I'll write up a bit more backstory soon. Also is this Google Docs Character Sheet sufficient? (This link will be easily accessible next to my name in every post.)


Quote:
I'm still waiting on some characters but at the moment I think the party will be Doublegold, jooker, cartmenviper, pitviper83 and 2 more

Okay. :) Enjoy, everyone.


Does that mean you are waiting on 2 more specific people? Was I Too cartooney for fantasy?


i see, not even worth the dignification of a response...


Oh, okay, I'm making a Full Baber, I don't know what I want to be.

Fighter, Slayer, Gunslinger, I stuck between the three. Race, stuck between Fetchling, Vishkanya(I'm expecting traps to be loaded with poison in almost any killer dungeon, enemies maybe, traps definitely) and Assimar

Silver Crusade RPG Superstar 2014 Top 16

Backstory for Ulmah:
Ulmah is an attractive woman, with pale skin and raven hair, though she cares little for physical appearance... anyone with enough life or unlife in them to keep up with her will do as far as carnal companions go. She has spent most of her life learning the art of creating undead creatures, as her mistress Urgathoa commands of her followers... though so far she has only managed to create briefly-unlived rodents and bugs which fall to pieces a few minutes later. She lacks the raw magical power needed to create true undead creatures. But, she is learning.
Having lived in Nirmathas her entire life, Ulmah has learned to keep to herself, as her pallid appearance has always caused the locals to shy away from her despite her beauty. She has also, however, learned how to appear as someone the locals can appreciate, even come to love. Her alter-ego, Kristein, is a well-known figure in the town of Phaendar, and she is counted among one of those considered for positions like mayor or chief of coin, though she's never shown any interest in such titles. She owns her own home in town, though she rarely stays there (the locals believe she has a secret lover whom she spends most nights with, while in truth she reasserts herself as Ulmah at night and stays in a well-hidden shack outside the town's limits, performing her arcane research). Years ago, as Kristein tells it, hobgoblin bandits attacked her homestead, killing her parents, leaving her barely alive herself, and stealing everything of value. The sympathy the townsfolk have for Kristein allow her to do as she pleases within Phaendar, for the most part.

In truth, Ulmah had never known her parents, though she assumes that one of them must have been a vampire, of course. Those who raised her, a stoic scholar and her get-rich-quick-scheme-obsessed husband, HAD been killed by hobgoblins when Ulmah was a teenager, as part of a seedy sale gone wrong. Ulmah had escaped, settled in Phaendar, and set about learning more about her heritage.

(I'm starting her off as a Magus and may end up taking a level or two of Vigilante for RP purposes as we go.)


@Jo'ki smurf I am less active on the weekends since those are my days off from work and I am not as much on the computer. I usually only check once a day around noon. And sorry if I wasn't clear I haven't decided who the other two players will be yet however you are correct that I don't particularly like the joker character I feel that would get annoying very quickly for me.


Sorry myself-I was in a pissy mood last night. Actually, this is supposed to be a serious submission. I like the Blue race and I want to explore the Alchemist Scrap Bomb Discovery(Goblin Race)/Warpriest Sacred Weapon combo-it just seemed to me the shoe fit to the character at hand. You talked about templates, so I looked through them and circumstantially found that one. Was just a thought.

Story was supposed to be Goblin Female procreates with a Blue, before the goblin mob swings in to kill the blue child-as their background says goblins often do-Blue wizard returns and keeps the mob busy for the birth to happen. Goblin mom goes out to see the Blue father being overtaken by the Goblin mob-he tells her to read the scroll he brought in a backpack which teleports to the area of the superdungeon. She dies on the doorstep of an alchemist who takes the child in as his own. Kid grows up gets into it with a local bully, who sees the potential of someone who can wreak havoc-he gets into a lot of trouble with the locals and is sent away to find religion (warpriest multiclass foreshadowing) He becomes an adventurer. Barring the correlation of the Blue race and alchemist class to the namesake, was supposed to, again, be a serious submission-just seemed to fit. He can be remnamed,,,

Barring everything else, what do you personally mean by No Young characters?
Do you mean that you only accept characters who fit the middle-aged + stat bonus/penalty bracket?


No I meant young characters

The Smurfs picture thing actually kinda confused me because I tough it was all different people I had to go back and check again to figure out what happened.

Anyway if you not using the deadly prankster thing then yes I will consider the character for the party.


DireMerc wrote:

No I meant young characters

I see-I haven't come across that til now.


It came up before so I added it to my rules but I hadn't hear of it until a few days ago myself.


Apologies for any and all misunderstandings and shenanigans-especially since I did not know about the Sm.. text easter egg, and I feel I have now made a mockery of your discussion thread-but this is a serious submission-especially if you accept the BLUE race and feel my character would be eligible for Goblin Archetypes/Alchemist Discoveries/Feats-being spawned from Goblins.
I am guessing you mentioned templates because this will be a somewhat difficult venture?

And I will rename the toon entirely if you need.
I liked the BLUE stat adjustments more than the goblin race, and did not want to have to feel obligated to speak as a goblin the whole adventure-it got tiresome in the "We Be Goblins" PFS deal


I am fine with a member of the blue race and an alchemist could work I'll add your character to the rooster Joki and since we need a healer we will add Mustafa as well.


When your character is done can you post in OOC discussion to let me know.


Btw Horkut is a great backup/secondary healer so if someone else wants to add a bit to that role, we can make it so that no one has to spend all their focus on healing.

Dark Archive

Yes, I was interested in an Occult Adventures character. I'm thinking of a dwarven or gnomish earth kineticist.

Liberty's Edge

Lorenzo
Human Unchained Master Summoner

Backstory:

Basic idea is that Lorenzo is of noble descent who comes from a successful Varisian family that essentially operates off of a policy where one must make their own way into the world, before being allowed access to the inheritance. How one does this is up to the individual, whether through commerce, adventuring, or else.

As a child Lorenzo was never exceptionally gifted in any particular area, constantly underperforming due to lack of motivation. He eventually decided to attend the Academae, with his parents fronting the bill to gain him access. While there, Lorenzo focused on Conjuration, but instead of studying intensely, spent his youth going to festivals in Korvosa, and chatting up pretty to-be Wizardesses. Eventually, he was kicked out and returned to his parents in shame.

His parents experienced a mixture of irritation and fear over this and threatened to remove him from the family if he did not improve. Lorenzo, having enjoyed conjuration continued his studies, albeit focused, and invoked an ancient family ritual in which one called upon the aid of the ancestors to help them. This help often came in different forms, each specific to the individual. In Lorenzo's case, he made contact with Danilo, an ancient spirit turned outsider who has answered Lorenzo's call in order to maintain his lineages dignity.

In order to restore his honor, and to gain access to his family's fortune, he has decided to head to an area known as the Echo Woods. He has heard tale that an ancient gemstone monolith resides there that he might be able to explore for fame and fortune.

Religion: Shelyn. The goddess of art and beauty sings to his soul and love of such things.
Alignment: Lawful Neutral. Lorenzo is focused on improving his lot in life and working towards the honor of his family. Though he is certainly willing to offer a hand if needed.

Danilo:
Is a Lawful Neutral outsider who was a renown merchant in life. His time as an outsider has stripped him of much of his former life's knowledge and skills, except the importance of his family heritage. He looks upon Lorenzo as a man with potential, if perhaps a little lacking in the motivation side of things at times. He often pushes Lorenzo to be more than he is. In particular, he has focused on fostering Lorenzo's skill in summoning.

Danilo is a decent teacher and has helped push Lorenzo to develop his interest in the art of summoning (impressed that Lorenzo was able to call upon him in the first place) and the two have improved Lorenzo's skills to the point where they wish to begin to adventure.


Crunch:

So I plan on being an Unchained Master Summoner, using an Ancestor Eidolon to represent an ancient family member brought about to assist him.

He is Human, would have skills focused on standard Summoner skills (Arcana, Spellcraft, UMD, Linguistics, and Planes).
Ability Scores would probably be 11, 14, 12, 14, 10, 17 (post Racials).
Starting Feats would be Spell Focus Conjuration and Summon Neutral Monster.
Traits would be Irrepressible and Desperate Resolve.

Danilo would be more skill orientated than combat, there to aid/assist and protect Lorenzo rather than fight for him.


I am full up for the moment but thank you for all the submissions if I have any opening I will make a post here and let you know.


I dotted up above, and you may have already decided on who is in, but I'm not satisfied with the backstory for any of my concepts. Just wanted to let you know I'm withdrawing my dot.


Sorry if I didn't pick you there are a lot of variables I consider when picking characters (party balance, how interesting the backstory, if I know the player, if they applied in my other games as well, your intro post ect)

I will make a message here if any opening comes up. Sometimes player I pick fail to show up or vanish early on.

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