Dm Kumo's Crypt of the Everflame

Game Master Logan Holt


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F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Open says-a-me.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Vera readies her axe in case something comes at them when the door opens.


The door is locked. When you try the door the voice on the far end goes completely quiet.

The door is plain wood and could be forced open with a strength check.

DC 20 Perception check +2 to DC for each 10 feel from the door:
You hear the faint sound of a crossbow being loaded on the far side of the door.


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

perception: 1d20 + 6 ⇒ (20) + 6 = 26

As Moira tries the door she realizes that it too is locked like the other one. Just as she is about to look for another switch she hears something. Holding her hand up to quiet the others she listens and indeed she hears something. It was faint but it sounded like the click of a crossbow string being caught by the trigger. Whoever was on the other side was ready to shoot whoever came through.

"Hello? My name is Moira Renet from Kassen. Are one of the villagers sent to test us as we retrieve the Everflame? Did you come with the other two? We saw the skeletons. Are you okay? We're here to help."


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

Perception 1d20 + 3 ⇒ (8) + 3 = 11

"Hold on, hold on," Cotton mutters, frowning. "This seems a bit... off."


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"It's true," Dyrm adds near Moira, "and I'm Dyrm Ironhame, cousin to Braggar Ironhame? You must have heard of him if you've been in the area: Fantastic smith, terrible temper."


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"There were three horses outside but only two corpses. This COULD be the last rider." Vera suggests. "He's more than likely a bit shell shocked though. He may not listen to us."


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori listens... then frowns when the yelling stops suddenly.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

"Well THAT's suspicious! We should be prepared for battle...!"

Sa'sori Casts Shield spell.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"Open the door whenever you're ready Moira." Vera tightens the grip on her axe.


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Its locked and I am waiting for the DM to say whether someone responds.


Sorry I missed this from the last room.

Sa'sori your mage hand moves the pillow and finds 5 platinum pieces as well as a scrap of paper. The paper reads in common, "Three to open, but be quick. Teamwork is the trick."

Moria Diplomacy 1d20 + 2 ⇒ (9) + 2 = 11
Dyrm Diplomacy 1d20 + 2 ⇒ (12) + 2 = 14

There is no reply from the other side of the door.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"Teamwork is the trick? Multiple switches at the same time perhaps?" The dwarf inquires


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

That was for the other room. This one is just locked. And since we have no on that can open via disable device, that leaves strength check.

"I have an idea. Hang on." Moira rushes back the way they came, through the trap and into the first room where they fought the skeletons. She disregards them for the quiver of blunted arrows. Grabbing that she heads back to the others. "We're going to have to break the door down but I would rather we not kill whoever is on the other side. I think their just scared. So when it opens I'll try to take them down with one of these," she says holding up the blunted arrow. She then stands behind whoever decides to break the door, bow ready to fire at the crossbow wielder. If someone else wants to take a shot she hands over some arrows.

Non-Lethal Arrow: 1d20 + 4 ⇒ (2) + 4 = 6 +5 if within 30 ft. well nevermind.
damage: 1d8 ⇒ 2 +1 if within 30 ft.

I don't remember if the arrows carried a penalty or not so subtract whatever necessary.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Why don't we just stand clear of the door when we open it so we don't get shot?" Cotton suggests, shruging.


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

"You've never tried to break a door down. Well, not for lack of trying anyway," Moira says smiling at Cotton.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Yeah, me and my big, burly body," Cotton agrees, grinning.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"Alright, I'll try and get the door, I'll leave what's behind it to you." Vera is going to give her compatriots a moment to prepare themselves and then attempt to force open the door.

Strength: 1d20 + 4 ⇒ (9) + 4 = 13


Vera slams hard into the door. The wood gives a loud crack as the lock breaks the frame and the door pushes open a crack before being caught on a barricade behind the door. Vera's push slides the barricade back a hair but not enough to get through. When the door is cracked open the voice behind it screams out, "You won't take me you monsters!" A crossbow bolt shoots out piercing Vera's armor and drawing blood.

crossbow attack with cover 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Crossbow damage 1d8 ⇒ 2

The lock is broken but it will take additional strength checks to get the door open with the barricade.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"We're not monsters," Cotton calls back. "Just humans and Half-Elves and Half-Orcs and Dwarves and Gnomes. Seriously. If you stop shooting for a moment and take a look, you'll be able to see. None of us have bones sticking out anywhere, although you may have caused Vera to leak a bit with that shot."

Untrained Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Vera ducks out of his line of sight as well as possible, but holds off on breaking the door anymore to give Cotton a chance to speak with him.


He can only fire through the crack so keeping away from the door keeps you safe. The voice calls back, "I won't be tricked anymore! You won't take me alive!"


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

"This crypt has enough dead in it, we aren't trying to add more. You came here with the others to test us right? We're the candidates this year."

Aid Another: 1d20 + 2 ⇒ (17) + 2 = 19


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

"We have the map pieces as well if that helps."


The voice calls back with some hesitation, "Please just leave me alone!"


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"That'd be stupid," Cotton says. "We can't just leave you here for more skeletons to find. Look, if you promise not to shoot, I'll walk into view, even hold out my hand. You'll be able to see we're not undead. Sound fair?"


"You're just another trick of the dead one, the dead one that talks."

DC 15 sense motives:
The man behind the door has a hint of hesitation in his voice that was not there before, but his terror is still palpable.

DC 20 sense motives:
The man behind the door isn't just afraid, he is panicked to the a point that his mind in on the verge of breaking. Calming him will be no easy task.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

Sense motive 1d20 + 1 ⇒ (20) + 1 = 21

"No, I'm not!" Cotton says, clearly offended, and she stamps her foot. "I'm Cotton Majet! I'm not dead nor undead, nor am I someone else's trick, I'm alive! I do my own tricking!"

With slow, deliberate movements, Cotton walks out where the man can see her, her hands raised in an inoffensive gesture.

"See?" she says. "If you're from Kassen, then you know me. I live up at the old goat's mansion -- or I did. I'm not going back there anymore. Come on, is there anyone in Kassen who doesn't know about me? I'm the crazy little Gnome that pranks people." Cotton grins in a disarming manner.

"And I've just put my life in your hands," she says. "So the least you can do is tell me who you are, when you're at home."

I'm counting on Cotton being a colourful enough character that she would be known around town.


Diplomacy 1d20 + 2 ⇒ (10) + 2 = 12

"I told you to stay back! is the only reply you get before another bolt shoots through the door. Luckily, he aimed at human height through the slit in the door and the bolt clinks harmlessly off the wall.

crossbow attack 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
crossbow damage 1d8 ⇒ 1


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

"I can prove we aren't your enemies. I am a cleric of Gorum. I can heal you if you're wounded. Undead can't produce the positive energy possible for that. Alright?" Vera is going to try channeling, but is going to wait for his reply first.

Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13

I assume since he can fire through the cracks that I can channel through them, but my question is, will she have to move into the line of fire to do that? She will if she has to, but would prefer not.


yes you can indeed heal without stepping in the line of fire. 1d6 ⇒ 3


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Moira grabs Cotton and pulls her out of the way after that last shot. "I have half a mind to shoot him back whether he opens the door or not," she whispers into the little Gnome's ear.


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"Listen to the other half, then," Cotton says to Moira, seriously. "He's just a scared man -- scared enough to go crazy. Vera, just light him up with the good healing."


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

As you have replied without having the man speak, I'm assuming he isn't going to.

Vera, having not heard the man reply will fire off her channel positive energy healing 3 to everyone in range.

"See? Undead can't do that. You can trust us. We're here to help."

Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"Put the weapon down, you maniac. You're wasting ammunition on people trying to help you!"


I was going to give the rest of the party time to act.

"Cleric? Clerics hunt the undead. I'm safe in here, but my...a girl named Dimira the dead who talks took her she's still alive! You have to save her, get her back to town.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Sorry, I can never tell if I'm jumping the gun or holding up gameplay. I try to err on the side of posting too much than too little.

"Much as I want to help him, I think he's right. We can come back for him, if someone else is in danger they take priority."


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

"Look. I know this was supposed to be a test but I think we have moved beyond that by now. We'll go find this Dimira but any help you could give would go a long way towards rescuing her. Do you happen to have a map or know about the traps further in?" To show her sincerity to help, Moira puts her bow away and steps into the line fire from the crack but far enough away to hopefully react if he raises the crossbow again. She also holds the sunrod high and her other hand to show she is unarmed.


Moria diplomacy 1d20 + 4 ⇒ (5) + 4 = 9


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11

Well sh!t. Mine wasn't much better.


Female Half-Elf {Varisian/Mierani} Sor 3 / Fig 1 | AC 14 [18] T 12 FF 12 [16] | HP 29/29 | F +4 R +3 W +4 {+6 Ench} | Init +2 | Perc +6’+9sight’/ fam +14 |
Common Skills:
Craft {Alchemy} +5, Disable Device +3, Pro {Sailor} +5, Sense Motive +5, Spellcraft +6

Sa'sori listens watches and grows annoyed at the cowardly fool in the barricaded room.

Though she expects this will be fruitless Sa'sori... swallows her growing desire to pound the fool's face in with her fist for shooting at people who are clearly NOT undead she asks...

"What do you mean by talking dead? Is there some intelligent master undead ... like a ghoul lord or vampire directing the skeletons?"

"We can't help Dimira very easily if you do not tell us what you have seen... we might get fooled by the undead to and fail to save Dimira!"

Bluff: 1d20 + 4 ⇒ (4) + 4 = 8
- Mostly to hide her disdain for the fool. Fortunately he cannot see her expression like the rest of her companions!

Diplomacy: 1d20 + 4 ⇒ (13) + 4 = 17
- An actual attempt to reach him with reason and charm.


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

While Sa'sori is talking, Vera is going to begin fixing the door through repeated castings of Mending.


"I...I don't remember much, the shields and the keys you'll need those, and you need to swim for one. I don't remember where though." As the man is speaking you can hear him rustling in the room. "Come...come in. This is suppose to be a safe room for you to rest. Take what you need, but hurry, my sister is still with that monster!"

It sounds as though he has removed the barricade, does anyone want to approach the door and see?


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Since Vera is in front she will gently try to open the door, fully prepared to get attacked again.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

Dyrm takes a deep breath of relief as the situation seems to settle I thought we would have to hammer him into unconsciousness for his own good at this rate
"As Sa'sori asks, do you remember much about 'the monster' in question? We know you don't remember where, but the more know about the foe, the more likely we can save your sister."


The door pushes open with ease. The room here was set up with 5 bedrolls spread across te room and a number of supplies laid out in plain view. Among them are a pair of bullseye lanterns, 4 flasks of oil, 5 days worth of rations, and two potions labeled "healing" in common. The man inside is a mess. A sandy haired man, in worn padded armor. Dirt covers his hand, clothes, and face. The edges of his mouth are stained wet from the man blubbering upon himself.
"The, the leader, yeah, I saw him. He has the voice of death and stalks the halls in ancient mail. They took my sister to him I think. We're the only two left. They got the rest a couple days ago. Oh gods has it been a couple days. No, she's fine, don't even think that she won't die like the rest. She's probably thirsty, we've been here three days already, didn't plan for more than two. No the bones took her for a reason they'll keep her alive. They didn't keep the other 4 alive though, wonder why her? You can help though, you have magic. You can save my sister. Here it's all I have take it and promise to get my sister and I back to Kassen." As the man speaks, he shoves a high quality crossbow and his remaining bolts into Vera's hands.

DC 10 knowledge(local):
The man is Roldare, Kassen's cobbler.

The crossbow is a masterwork light crossbow with 8 remaining bolts. Just post any of the loot your character is grabbing and I'll leave the rest in this room.


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

"We'll do our best to save her," Dyrm assures the man and pats him on the shoulder.

Note to self, get local knowledge skill


Female Gnome Sorcerer 3; Init. +4; Low-light vision, Perception +3; AC 17 (+2 Dex, +1 size, +4 Mage Armour); hp 16; Fort +1, Ref +2, Will +3

"We'd best take these, just in case," Cotton says, grabbing the healing potions and tossing one to Moira and one to Sa'sori. "You guys go into the front line a lot, so... Yeah. I'll take this." Cotton grabs one flask of oil and tosses the other to Dyrm. "Feed your pyromania," she says, grinning.


F Human Slayer 5/Fighter (Lore Warden) 3/Inquisitor 2 | AC 26, Touch 17, FF 21 | HP 75/75 | Surges 5/7 | CMB +12 | CMD 28 | Fort +10, Ref +10, Will +7 | Init +11 | Perception +11 | Darkvision

Local: 1d20 + 1 ⇒ (3) + 1 = 4

"I know you may not want to, but if we see you to the exit can you make your way back to Kassen for help? Should something happen to us we may need the reinforcements. Gregor and the mayor should know about this what happened here. And we could really use the help of Sir Dramont if we are dealing with undead."

Moira gladly takes the potion. I am assuming cure light?


Male Dwarf (strong blooded) Fighter 5; AC: 22, HP: 28/75; Saves F+11, Ref +9, Will +9 (2 Hero points)

Dyrm smiles at the gnome, "I prefer to think of it as 'communing with the fiery muse of nature', but that will do."


Cleric 3; Init. +0; Darkvision, Perception +2; AC 15 (+5 armor); hp 29/29; Fort +5, Ref +3, Will +5

Vera takes the crossbow solemnly. She can't really use it, but it's more the principle of the thing. "We will do everything we can to save your sister. To that end, we should move on quickly. There's no time to waste."

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I have decided to start running the three modules back to back.

Adventure Background:
Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 ar. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.
All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.
Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of dventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the
adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter.
The quest itself is a relatively simple one. The adventurers must travel to the tomb (about 2 days’ travel outside of town), venture inside, light the lantern, and return home. Over the years, this ritual has grown more elaborate—now, some of the townsfolk head there in advance to set up simple traps, puzzles, and illusionary monsters for the adventurers to overcome.

DM Background: I have been playing pen and paper games for 8 years now. I picked up DMing 6 years ago and have yet to drop the mantle. I started out in D&D 4E to learn the game but quickly found it to lack the roleplay options I desired. A player in my game suggested I take a look at the Pathfinder game system, I did have not turned away yet. I enjoy the game for its roleplay aspect and do not enjoy powergamers or rules lawyers. I stick well to the basic rules and don't bend often but I will make exceptions to the rules if it drives the story.
I started my first PBP game in 2012 and have played a couple games since. I have only attempted to DM 1 PBP game which unfortunately died very early on because I lost players and had a major catastrophy in my life. I had a death in the family, lost my job, and was forced to find a new home. During all this time I lost internet access for a good period except the 3G on my phone which does not make for a conducive DM.

Player and DM Expectations:
1. You must post at least 1/day if not more.
2. You must notify the group in the discussion thread if you will not be able to post for any amount of time.
3. Characters will be 20 point buy. 1st level with Max HP. Average Wealth. Characters are expected to travel as light as possible, (Weapons, Armor, spellbooks, etc.) as rations, backpacks, etc will be provided in the adventure.
4. Characters must have at least 1 paragraph of background. You should have ties to Kessen and be living there at the start of the adventure.
5. No Gunslinger, Ninja or Samurai
6. Core races are preferred but I will not forbid non-core but it needs to be for story reasons not gameplay.
7. Paizo only content.

Things I look for when choosing players.
1. Don't be a jerk.
2. Having a completed stat block with a background
3. Telling me if you have played any of these adventures before and how much (spoiler tags if you have).
4. Posting history will get you far, but everyone needs a first chance so I will choose at least 1 new player. You must be willing to help them learn to PBP. We were all new once.
5. Reading the adventure background and Notable NPC's of this post and including them in your background would get you bonus points.
6. If you play a non-core class creating a mentor (similar to those listed below) would get you bonus points.

Notable NPC's:

Cygar Anravis:
The folk of Kassen are naturally wary of outsiders, and Cygar does nothing to allay their fears. He dresses in dark colors and keeps to himself, having rented a room in the Seven Silvers for the past 4 months. He can sometimes be seen wandering around town, watching the townsfolk, but otherwise he keeps mostly to his room and the taproom at the Silvers.

Sir Dramott (Paladin mentor):
The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Although he has no authority here in town, he regularly reports to his commanders in Lastwall, informing them of any orc activity. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing, but he is concerned about a military officer from a foreign land stationed in his town. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.

Jocyn Elmaran (bard mentor):
Jocyn is the only real entertainer in the town, having settled here 4 years ago after a fight with orcs up near the Belkzen border left him with a crippled leg. Despite his injury, Jocyn is a capable performer, working with a variety of instruments and performance styles. He lives in one of the rooms above the Seven Silvers Tavern, where he performs nightly. Jocyn is a perfect mentor for bard characters. His loose style and relatively carefree nature make him a rather lax teacher, however, and his occasional drunken ramblings hint of a terror in his past that he refuses to speak of any other time.

Grimscar:
The forestry guild employs a wide variety of workers to help fell trees in the surrounding woods; some of them are far from polite and caring toward the people of Kassen. Grimscar is one such worker. This half-orc would have been fired long ago if he was not so skilled at tree cutting. When he is in town, the locals keep their distance and the militia keeps a patrol nearby. Grimscar is known for picking fights, getting drunk, and pawing at barmaids. Fortunately, he has an allergic reaction to a local vintage of whiskey (which causes him to pass out shortly after drinking it), a weakness that is often exploited by the local tavern owners.

Holgast (wizard mentor):
On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.

Jimes “Short Change” Iggins (rogue mentor):
Those who frequent the Seven Silvers tavern know to count their coins before they leave the table, especially if they have been served by “Short Change,” the halfling waiter who has a propensity for giving less change than is due (although he insists the name is due to his short stature). Although Jimes is genuinely kind and helpful to all the locals, he just can’t help but end up with some of their possessions at the end of the night, be it a few coins or a loose dagger. Most of the townsfolk are quite aware of this and do not take too much offense if something goes missing. After all, they know where the missing goods went. Anyone who works with Jimes at the Seven Silvers is sure to get a host of tips and tricks from this good-natured thief, who thinks that a little petty theft is all in good fun.

Braggar Ironhame (Barbarian mentor):
Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’s Steel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling their anger and unleashing it when the time is right.

Guardsman Golfond Kir:
Although a bit simple, Golfond Kir is a dedicated guardsman, manning the town’s only watchtower every day. When he is not on duty, he can often be found running errands around town for his elderly mother, or playing with the local children. When Kir was young, a horse kicked him in the head and knocked the sense out of him. Since then, he has been the victim of cruel pranks and japes, all of which he takes with a smile and a simple laugh. Kir can be counted on to tell the truth, regardless of whether or not doing so might land him in trouble. Kir respects Captain Wisslo to a fault and (unlike the other guards) refuses to make fun of him. The captain, in return, treats Kir like any other soldier, despite his many mistakes.

Arnama Lastrid (Ranger mentor):
Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Arnama is a skilled ranger but not the best teacher. Those who have tried to learn from her find her impatient and without discipline. She does, however, excel at teaching by example, leading her charges on far-ranging patrols and hunts.

Ilimara Oniri (monk mentor)[/spoiler:
While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it.

Father Rantal Prasst (cleric mentor):
The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why.

Asina Silvers:
Asina looks almost identical to her beautiful mother, a fact that causes her father Trelvar some pain since his wife’s unfortunate passing a year ago. This young girl helps her father run the Seven Silvers inn and tavern near the center of town. Asina is only 13 years old, but she is already known as the preeminent town gossip, collecting all sorts of rumors and tales to spread to those who stop by the inn for a pint. Asina works hard and has a pleasant smile, but she is secretly worried for her father. She wants to make him proud by taking over the inn, but this gets in the way of her true dream to move to the city (Tamran) and make a life for herself there.

Trelvar Silvers:
Trelvar, along with his daughter, Asina, run the only tavern and inn located in Kassen, the Seven Silvers. Trelvar is middleaged and inherited the bar from his father over 10 years ago. Although Trelvar is a good man and honest with his customers (even if Jimes is not), he has fallen into a deep depression over the past year. His wife died giving birth to his only son, and the son did not last the winter. As a result, Trelvar is left without a wife or heir. While Asina has tried to brighten his mood and insists that she will take over the bar, Trelvar is unsure and would be just as likely to give the place over to a respectable employee after seeing to it that Asina was properly married. It seems like the only time Trelvar seems to cheer up is when a wealthy or affluent stranger rolls into town.

Olmira Treesong (druid mentor):
Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has
had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Mayor Jonark Uptal:
Every 4 years the town of Kassen holds an election to decide the next mayor, a position that Uptal has held for over 11 years. With another election coming up in just a few months, Uptal wants to ensure that this year’s Quest for the Everflame happens without a problem. Mayor Uptal is a fair man when it comes to his office, settling land disputes and other quibbles among the townsfolk on a regular basis. When it comes to outsiders, he is a bit more cautious, siding with the locals unless faced with irrefutable evidence.

Moltus Vargidan (sorcerer mentor):
If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.

Colbin Vetnar :
As the guildmaster for the woodcutter’s guild, Colbin Vetnar holds a fair amount of power in the city of Kassen, second only to Mayor Uptal. Unfortunately, where the mayor uses his power to help the people of Kassen, Colbin is only interested in lining his own pockets. Colbin makes it a habit to follow the rules to the letter, but where there is any uncertainty, Colbin makes sure that the interpretation favors himself and the woodcutter’s guild. When the weapon makers in town protested about the guild making wooden weapons, Colbin relented, but only if the weapon makers agreed to purchase any wooden components from the guild (leading many in the town to make jokes about the quality of “Colbin’s arrows” and “Colbin’s staves”).

Guard Captain Gregor Wisslo (fighter mentor):
The town of Kassen has never truly known the horrors of the war with Molthune, but occasional raiding parties from Belkzen do sometimes pose a threat. As such, the town has been watched over for many years by Wisslo, who serves as guard captain. Gregor is a staunch man who believes in schedules and regiment over ingenuity and spontaneity, much to the chagrin of the town’s residents. As an aging fighter, Gregor is a qualified teacher, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).


Dotting in from other thread. This trio has been on my want list as well, so I am definitely interested.


My submission. Alan Vargidan Tiefling Magus(Bladebound Kensai).

Background:
Alan Vargidan is the youngest son of of old man Moltus, who returned from a trip abroad 15 years ago with a baby and no new wife. The boy was normal enough but as he neared 11-12 years of age, his skin began to redden and he grew small horns from his forehead. These oddities made him a bit of an outcast in Kessen. His persecution lessened by the fact that he came from a family that was widely accepted as completely batty.

Alan, unlike all of his older siblings, manifested no inborn magical talent and was hence all but ignored by everyone in his home aside from his father's servants. Let to his own devices Alan wandered the town often, watching guard captain Wisslo drill the town guard, Alan mimicking with a stick. He also found a friend and mentor in Holgast the town's learned mystic. Finding the boy incredibly sharp, Holgast taught him the ways of learned and prepared arcane magic. Alan had a smile on his face when he passed up some of his weaker siblings in magical prowess.

Once every few months a pilgrim named Elissa Trotks visited the town. Alan had begun a conversation about rain with her, and the boy's sharp wit led to a deep discussion during which Elissa informed the boy of the Order of the First Sword. Alan made up his mind, on his fourteenth birthday he got a job sweeping and doing dishes for Trelvar Silvers, the innkeeper. With that and some money borrowed/stolen from his siblings he bought a sword. Showing Elissa when she returned the beautiful woman laughed heartily and ren Alan through a few routine sword motions, making him promise to keep practicing. And he did, checking in with his mentor every month or two when she came back through the town.

And so Alan's days progressed for the year, waking up in the dim light before dawn, his fiendish eyes seeing as if the noontime sun was high, to practice with the sword before going to the barracks to watch the morning drills and then to work at the inn prepping food and cleaning up after the last night's merriments, and of course fawning after Asina Silvers, Gods she was pretty, then evenings with Holgast, furthering his magical and natural learning.

Magus/Inquistor Trainer Elissa Trotks:
A Human Inquistor of Asmodeus/Hexcrafter witch who travels through Kessen sometimes on secretive business. A member of the Order of the First Sword, she is looking to recruit Alan in the future and talks to him of the teachings of Asmodeus as well as helps him with his sword work and learning to apply the magics taught by Holgast to a combat situation. She is about 27 years old and very darkly beautiful.

Crunch:
Alan Vargidan
Male Tiefling Magus (Bladebound, Kensai) 1 (Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0, 9)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +0
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +2
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +0 (1d6-1/18-20)
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +5):
1st—shield
0 (at will)—prestidigitation, read magic
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse, Weapon Focus (scimitar)
Skills Bluff +1, Fly +8, Knowledge (arcana) +8, Knowledge (planes) +8, Perform (dance) +0, Spellcraft +8, Stealth +6, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal
SQ arcane pool, chosen weapon, spell combat
Other Gear scimitar, 135 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1, 5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.


Dotting with interest. I'm thinking of a human wizard.


Here is my submission. Ezekiel is a prophet of doom/cleric of Groetus/same thing. Recently he saw that the local blacksmith could not light a fire in his forge and believed this to be a sign from his god that the End Times are nearing and there is work to be done in preparation for them.

Most of his profile is done but I need to add skills and finalize his feats.


Love to do a Paladin of Shelyn here


Dotting. Have no idea what those modules are but the beginning sounds fun. I have an idea for a ranger. We'll see where my imagination takes me.


Dotting for interest - would like to try a class I've not used before, will get back to you with app.


AK here, submitting Berenkor Trandoran (Halfling Cavalier with loyal Wolf companion). Finishing background and mentor background today.

Sovereign Court

Berenkor is an Outrider; a strange sight in the small town of Kassen. A young, reckless and agile warrior; he is trained to fight atop his wolf Farkas. Ever since his youth, he was intrigued by the strange, wold-riding Halfling that made his home at the edge of the settlement; a Halfling known as Jamil Miloian.

Jamil Mioloian (Cavalier Mentor) is a near-ancient mentor with the mannerisms of an especially gruff Dwarf and a temper to match. It took quite a few years for the warrior to begin to bond with his frequent visitor Berenkor, but when he did he developed a soft spot for the young boy. Secretly, Jamil grew to like his visits; especially as Berenkor always made a tremendous fuss over his wolves and riding dogs. The lad was clearly not especially popular within the village and Jamil came to realise that Berenkor was lonely and lacking friends. The old veteran would tell Jamil of his role in the grand events of Andoran; of heroes both large and small freeing slaves and liberating the country from its oppressive rulers. Jamil was a small man himself but had ridden alongside great heroes on his steed and aided them in great glory. He granted Berenkor his own wolf when he was nearing adulthood- Farkas, grandson of Jamil's own fearsome mount Whitestreak.

Fiercely loyal to his community, extensive family and his friends, Berenkor has a fierce protective streak. In battle he is akin to a lightly armoured, furious dervish; continuously and relentlessly attacking with fast shallow cuts. He has pangs of doubt in his abilities that tends to undermine his self confidence and he draws a lot of strength from the prowess of his loyal wolf, Farkas. This doubt sometimes gives way to sheer acts of recklessness and derring-do that more closely resemble a daredevil.

If possible (and selected), I would like to tie Berenkor to another character, the Halfling acting as a bodyguard for that character. With his Aid Another action giving a very high bonus (+4 or higher dependent on Level) and with the Honor Guard archetype (including Bodyguard feat at 3rd level), he is ideal for this role.

While initially he will be a little weak in melee, he will rely on Aid Another actions and his wolf to make up the difference until he can afford an Agile weapon. I picture Berenkor as incredibly acrobatic/agile and he will be doing all kinds of cool trick riding :).


Sorry this a little wordy. Couldn't stop myself.

Moira Renet:

Moira Renet an irrepressibly exuberant child. She was born to Hana and James Renet. Together the two own Renet Steel near the town center. Hana takes care of financial affairs and customers while James works the forge. James is also a retired ranger of some renown. The whole town of Kassen remembers the time he risked his life to take out the
commanding officer of a patrol of orcs that made it past the vigilant Lastwall. So most nights, before being tucked into bed, James would tell Moira stories about his days as a ranger. Those stories are what fueled her desire to be a ranger herself one day. Her mother was, of course, opposed to the idea. She would much prefer her daughter marry a
nice boy here is town and settle down to a comfortable life. She remembers that horrible time years ago when her husband went to stop the orcs. Everyday she waited by the gate, hoping and praying he would come home. It was the worst time of her life and she never wanted to feel that way again, especially over her daughter.

Unfortunately for them, the orcs weren't done. Years later, the son of that commanding officer came to get revenge. A fellow ranger came to Kassen one day, badly wounded and barely alive. He had been captured by a band of orcs in the area and sent back with a message that they were looking for James and if he didn't show up, other people would get
hurt. James meant to leave that day to challenge the orcs but the townspeople convinced him not to go. They didn't want to see a town hero walk right into a trap. So he stayed. Sir Dramott sent a message to Lastwall for reinforcements and Wisslo tightened the watch. But even with the extra protection, the orcs stuck the very next day.

They got another ranger but this time he didn't survive. They found his body hung in a tree not far from the city proper. James knew the ranger too. A real veteran of the wild. If they got to him they were dealing with a very experienced band of orcs. James didn't wait for another body to show up. He left that night so no one could stop him.

It took a week for the reinforcements form Lastwall to arrive and track down the band from Belken. It wasn't hard to follow them either. All they had to do was follow the bodies. James had systematically picked off the vast majority of the group and lead them on a marry chase through the forest. When they finally came upon the group they were too
late to save James who had already fallen but they were able to wipe out the remainder of the hunting party of orcs. They were too wounded and tired to put up a fight. Nearly two dozen well-trained orcs had made it to the outskirts of Kassen but only 6 remained alive, including the commanding officers son, by the time James fell.

They told all this to his family and the town held a celebration for James' sacrifice and victory. Hana was distraught for days but she knew she couldn't leave the shop untended. She had to keep going to provide for her daughter. So she took up her husband's hammer and went to work. She wasn't good at it and her products were of low quality but
out of respect for James the people continued to buy. Eventually her blacksmithing got to the point were it would be considered adequate. It may not have been up to Braggar's standards but she was a lot easier to deal with than he was.

Moira dealt with her father's passing a little better. She cried for days with her mother but his sacrifice made her even more determined to live up to his reputation. Determined enough to even deal with Arnama's teaching methods. Arnama arrived a little before James' death and the fact that she couldn't take the orcs down and protect the city angered her. She respected him but hated how weak she was. It made her even more strict when his daughter came to her house with aspirations as a ranger. But no matter how hard she tried to break the girl she kept coming back. Nothing could dampen the girl's mood and excitement to learn the trade of her father.

By the time she was 18, Moira was considered a full ranger. And she was just in time for the Autumn festival to retrieve the fire the Everflame.


Are you open to content from the Advanced Class Guide beta? The classes list their derivative origin classes (ex. Warpriest comes from Cleric and Fighter, the Bloodrager comes from Barbarian and Sorcerer, etc.), so one of the applicable mentors could be chosen.


Traits?

Crunch:
Moira Renet
Female Human Ranger (Guide) 1
LG medium humanoid (Human)
Init +3; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (3+ armor 3+ Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Longbow +4 (1d8)
Longsword +3 (1d8+3 19-20)
Shorsword +3 (1d6+3 19-20)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 11
Base Atk +1; CMB +3; CMD 16
Feats Point Blank-Shot, Two-Weapon Fighting
Traits:
Skills: Cimb +6, Craft (Bower) +5, Heal +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Stealth +7, Survival +6
Languages Common, Orc
SQ: Ranger's Focus, track, wild empathy
Other Gear: Studded Leather, Longsword, Shortsword, Longbow, Common Arrow (20), Blunt Arrow (20), Whistling Arrow (20) 44gp
Encumbrance 38 lbs
--------------------
Special Abilities
--------------------
Ranger’s Focus: At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.

At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Two traits and yes advance class guide is fine by me.


Here is the submission for Tanner Nielsen.

Sjurd
CG Human Male Skald

Description:

Hair: Sandy Brown
Eyes: Blue
Height: 6'4"
Weight: 230lb

You see a well-groomed human male with wild, sandy-brown hair hanging to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dressed in metal-studded leathers, with a black cloak. He bears a greatsword strapped across his back, a dagger at his side, and a bundle of curved chakram on the other. He is quite tall, with a muscled frame and straight posture.


Background:

Sjurd's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'

Sjurd followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.

Coming of age as a man, his father decided one spring that it was time for Sjurd to join him on a venture southward. They skirted the coast until they came to southern Varisia, where a trading caravan just outside the Mushfens hired the company to escort them to Nirmathas. After several uneventful weeks, where Sjurd entertained the men with storytelling around the campfires, the caravan was attacked by a band of ettercaps in the western woods. The company was victorious, but Sjurd's father fell in battle along with most of the guards. The merchant caravan made it through the forest, and unceremoniously dropped the boy in the first village they found - Kassen.

Sjurd was taken in by the Silvers family and did odd jobs and manual labor at the Seven Silvers Inn. Asina had just been born when he arrived, and he was an unofficial 'big brother' to the girl. He was content to spend his days as an innkeeper, until Jocyn Elmaran arrived in town. He was enthralled by the bard, and shared with him the legends and epics he remembered from his far-away home. The minstrel took the boy on as an apprentice, and helped him to refine and channel his talents. It did little, however, to calm the brooding anger that festered whenever he thought of his father, and the family he knew he would never see again. In time, he grew into a man, with great height and heft thanks to his northern blood. In battle he is inspired by the tales of heroes of old, and enthusiastically shares them with his comrades.


Hmm, I am intrigued.


I updated Ezekiel's background slightly to mention two of Kassen's residents and their attitudes toward him. I might tweak it a bit more if can access the internet while I am on vacation next week.


will have to change my history but I believe I have everything else done right now


Introducing for your consideration: Cotton Majet!

I have been in two games of Crypt of the Everflame, but both petered out before we even got inside the crypt. I think I've forgotten most of what happens along the way, so... ^^; Yeah... You needn't fear any metagaming on my account.

Needless to say, I'd love to play! :)


DM Kumo, would you give out PFS credit for running the modules?
I already played the first one but would be interested in getting credit for the other two.

Have a half-orc scarred witch in mind, would create a mentor that is sort of the witchdoctor/wisewoman as I fluff her hexes as bad spirits affecting the opponents.


So would we super-level after each module to be the appropriate level for the next module?


I am DMing the crypt of the Everflame module right now. I offer my services of any questions you may have.

I would like to offer to be around to play as some NPCs or if there is a lack of PCs to jump in as a random PC that hinders or helps them along the way. A rogue that likes to play with luck and chaos.

List of those with mostly done apps:
Abeliss - Cotten Mojat - Female Gnome Sorcerer 7
Crizible - Sir Willard Wyvernspur - human paladin 6
Bill Lumberg - Ezekiel Spengler - Human Cleric of dooooom! ;) 5
Sjurd - Tanner Nielsen - Human Male Skald 4
ZayneIwatani - Moira Renet - Female Human Ranger (Guide) 3
Alexander K. - Berenkor Trandoran (Halfling Cavalier with loyal Wolf companion). 2
Bane88 - Alan Vargidan Tiefling Magus(Bladebound Kensai). (1st)

Interest:
Jolley Roger - half-orc scarred witch (5th)
Caps (4th)
Wasted (3rd)
Chiillblame (2nd)
Sixteenbiticon (1st)

The numbers are just where I found you, I know sometimes that helps when stuck between two great options.

Yup you got a great many applications, PM me if anything above can be used or if you have any questions, I will not be checking back here unless someone sends me a link. Good Luck to all of you!


I'd like to toss my hat in the ring to join this campaign. Presenting Galt Ironscales, a dedicated (and slightly lonely) kobold soldier who's looking to complete this quest to become a proper citizen of Kessen.

Galt Ironscales:

Male Kobold Fighter 1
NG Small Humanoid (Reptilian)
Deity: Iomedae, Faction: None, Homeland: Varisia

Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 19 Touch 13 Flat-footed 17 (+4 Armor, +1 Light Wooden Shield)
HP 12/12
Fort +3 Ref +3 Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +3 (1d6+1/19-20) or Longsword/Shield Bash +1/+1 (1d6+1/19-20)/(1d2/x2)
Ranged Light Crossbow +4 (1d6/19-20)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Two-Weapon Fighting, Improved Shield Bash
Traits Armor Expert, Poverty-stricken
Skills Climb +3, Craft (Trapmaking) +2, Knowledge (Dungeoneering) +5, Profession (Mining) +2, Survival +6
Languages Draconic, Common
Combat Gear Chain Shirt, Light Wooden Shield, Longsword, Light Crossbow w/ 20 bolts
--------------------
Equipment
--------------------
Fighter's Kit (w/o torches)
11 gp 9 sp

Backstory:
Galt's tribe was wiped out when he was just a hatchling by a purple worm, though it missed the little kobold as it tumbled out of the hatching chamber and wandered to the surface. There, he was found by a passing paladin, Sir Galt Felhollow, who was returning home to Kessen after years of service to his order. Unable to bring himself to destroy the poor creature, Sir Felhollow ended up adopting the little kobold, taking him along with him and making him a squire. But when the kobold displayed a love of the weapons Felhollow, he started to teach him how to use them, teaching him concepts of swordplay, diligence and chivalry.

Settling in Kessen with his sister, Sir Felhollow was inititally criticized for his choice to teach a kobold how to fight. In particular, Captain Wisslo argued that his innate instincts would take over and threaten the citizens of Kessen. Sir Felhollow stuck up for Galt, promising to keep a good eye on the kobold and punish him if need be. Since then, Galt has grown into a capable little warrior, even aiding in repelling the natural threats of the surrounding wilderness and garnering a more trustworthy reputation with the townsfolk.

However, just before being made a "true warrior" by his mentor, Galt's adopted father received a letter. Galt never knew the contents, but he knew reading it made Sir Felhollow sigh grimly, sad at whatever news had been conveyed. Dusting off and donning his old armor, Sir Felhollow told Galt that he had to go; however, he should not fret, for he had everything he needed to finish his training on his own. In spite of his pleas to come with him, Sir Felhollow told Galt that he'd been asked to join a dangerous mission that required his unique expertise. He asked instead for Galt to stay with with the Felhollow family in Kessen, grow stronger and become a knight worthy of Kessen himself.

Galt has since stayed alone in Kessen, training himself to be a knight worthy of his former teacher, even taking on the title "Sir Galt Ironscales" to reflect the impact and respect his master had. With the quest for the Everflame fast approaching, Galt approached the mayor and begged to join the group on their way. His argument was that if he completed this journey, he could finally complete Sir Felhollow's task and become a knight of Kessen. Captain Wisslo was opposed to this notion of a kobold becoming a proper citizen, but Galt countered by arguing that if he was, he and his guard would no longer have to worry about Galt being a danger; why would Galt every plot against his own home? After much back and forth, the mayor finally relented to Galt's persistence and enthusiasm, permitting him to join the search for the Everflame.

Now, finally about to fulfill his master's task, Galt eagerly prepares for the journey to Kessen's tomb and finding the Everflame.


I hope you and I both get into the game, Galt.
It'll make for some very interesting interaction, considering the Gnome / Kobold - conflict! :p


Yeah, a gnome and a kobold would make an amusing team.

Bickering like an old married couple and trying not to throw rocks at each other. But by the time the end bosses roll around, end up combining for some over the top solution to the problem. (And still yelling while it works.)


This is sixteenbiticon's submission. I created this character for use in another campaign, but it barely got off of the ground before the GM disappeared.

I have modified his build to fit your chargen guidelines and worked some details from the NPCs in Kassen into his background as well.

Thank you for your consideration!


I hope I get picked for this one. It already has some interesting characters.


Recruitment will end on the 20th. I will post selections on the 21st.


From what Gm wolf posted there are already 9 submissions and five interested. Waiting much longer will just mean more people disappointed.


I will have to withdraw. Much as I would love to play in these modules, I was just accepted into my sixth PbP and that is enough for me.

Have fun, everybody.


Hmm, I'm interested in this. Never done Play-By-Post before though.
Would you allow Investigator or Skald from the Advanced Class Guide?


Both are fine, if you play an acg class I will have you adjust your character to any changes that occur once the book releases.


Alright, can't hurt to submit some characters. I also just noticed that you had already answered my question above, sorry.

Aakon Huldraborn:

Aakon Huldraborn
Male Human (Ulfen) Skald 1
CG medium humanoid (Human)
Deity Shelyn
Init +2; Perception -2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Battleaxe +3 (1d8+3 x3)
Two-Weapon Fighting +1/+1 (1d8+3/1d6+1 x3/x2)
Shield Bash +3 (1d3+3)
Throwing Axe +2 (1d6+3)
1st—Cure Light Wounds, Eagle's Splendor, Moment of Greatness, Saving Finale (2 of these, depending on party comp)
0th (at-will)—Detect Magic, Know Direction, Prestidigitation, Read Magic
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 12, Wis 7, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats: Scribe Scroll, Two-Weapon Fighting,
Traits: Ear for Music (Religion), Huldra's Luck (Regional)
Skills: Climb +7(4), Handle Animal +6, Knowledge (history) +6, Knowledge (nature) +6, Linguistics +5, Perform (oratory) +7
Languages Common, Varisian, Ulfen
SQ: Bardic Knowledge (+1), Raging Song (+2 Str/Con)
Other Gear: Battleaxe, Throwing Axe (2), Light Wooden Shield, Hide, Belt Pouch (61 gp)
Encumbrance 45 lbs
--------------------
Special Abilities
--------------------
Bardic Knowledge (Ex): A skald adds half his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Raging Song (Su): As a standard action, a skald can perform to grant his allies +2 Strength, +2 Constitution, +1 Will saves morale bonus, but also +2 AC. Allies must decide at the start of each of their turns if they wish to receive the benefits of Ragins Song. Allies with its own rage class ability may use their own rage modifiers instead of those of the bard, without expending rounds of their own rage, if they choose to do so, they cannot use their own rage powers. 5 rounds each day.
--------------------
Background:
Aakon was born in Grungir forest, from a warrior woman on a quest to slay Fafnheir. As this woman was too busy in her quest to tend to the needs of a toddler, Aakon was left in the care of a fey friend of the warrior woman, a huldra by the name Unda.

Undas age meant that she had tons of stories to pass on to Aakon, who grew up in Grungir forest among the fey of the forest, and he relished these stories. However, some people are not content with stories, and wish to experience all life has to offer for themselves, and just such a person was Aakon.

He left his home to go make a story for himself, hopeing to one day come back, and finally put an end to the Linnorm Fafnheir, and as a result unite all of the Ulfen into a glorious, mighty nation. So far, all he has accomplished is the title "Huldraborn" as a result of an arm-wrestling match overseen by a famous bard.

As he went south in his travels, he discovered his talents of tale-telling and axe-wielding, but he never found a mentor to teach him these things proper, so he continued southward. Until he came to Kassen. In kassen, he finally found a mentor, willing to accept this brazen youth as a student: Jocyn Elmaran.

Quirks:
Aakon hated that his voice changed as he became an adult. His voice was a treasure to the world, and now it is lost forever. There is nothing wrong with his current voice, only Aakon feels there is.
Aakon does not like it when he is forced to use his shield. He recognises that it's a relevant piece of equipment, but he wishes it wasnt.
Aakon does not use instruments for most of his performances, but he has a great respect for string instruments and performers.
--------------------

Dorian Godellé:

Dorian Godellé
Male Human (Taldan) Investigator 1
CG medium humanoid (Human)
Deity Sarenrae
Init +2; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Battle aspergillum +2 (1d6)
Sword cane +2 (1d6)
1st—Cure Light Wounds
1/day—Hide from Undead
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats: Weapon Finesse, Skill Focus (Perception)
Traits: Corpse Dodger (Ustalav), Life of Toil
Skills: Acrobatics +6, Craft (alchemy) +8 (+9 to alchemical items), Diplomacy +5, Disable Device +7, Knowledge (dungeoneering, nature, religion) +8, Linguistics +8, Perception +8 (+9 to find traps), Sense Motive +5, Spellcraft +8
Languages Common,
SQ: Alchemy (alchemy crafting +1), Inspiration (4), Trapfinding +1
Other Gear: Alchemy Crafting Kit, Formulae Book (Crafter’s Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Identify, Shield), Belt Pouch (30 gp)
Encumbrance 33 lbs
--------------------
Special Abilities
--------------------
Alchemy (Su) By holding a potion for 1 round, you can use Craft (alchemy) to identify it as if using detect magic.

Inspiration (Ex) You begin each day with a pool of 5 uses of inspiration. As a free action, you can expend 1 use of inspiration to add 1d6 to the result of a skill check or ability check (including any you take 10 or 20 on). You can do this after you make the roll, but must do so before the results are revealed. You can only use inspiration once per roll. You can use inspiration on any Knowledge, Linguistics, or Spellcraft check without spending a use of inspiration, provided you’re trained in that skill. As an immediate action by expending 2 uses of inspiration, you can use inspiration on attack rolls and saving throws.

Trapfinding You gain +1 bonus on Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps.
--------------------
Background:
Dorian is originally from the town Ravengro of the county Canterwall in Ustalav. However, after a particular gruesome pair of months where an infestation of zombies ran amok, almost killing Dorian and his mother, Dorians father finally had enough. They moved south, to Nirmathas, where Dorians uncle and his wife lived. Unfortunatly, the zombie attack had been costly, and Dorians mother had been infected with Zombie Rot and within a fortnight, died and arose a zombie. Dorian had to end his mothers undeath by himself, as his father did not have the heart.

Dorian and his father have settled in Kassen, but they have been unale to locate their relatives. After losing his wife, Dorian’s father, Alex Godellé, has degenerated into a wreck of a man, relying on alcohol and drugs to take the edge off of his pain and sorrow.

In Kassen, Dorian makes money using his alchemical knowledge, and he has attained a tenuous title of “Doctor”.

Quirks:
Dorian has a particular hatred for the undead, mainly as a result of devastation they have caused to his family.
Dorian has a hope that one day he can rid Ustalav of the corruption. His plans revolve around political involvement, and investigating the conspiracy theories. Hopefully he can make neighbouring nations assist him with military power or resources.
He holds it against his father that things have not been easy after moving from Ravengro. Dorian blames his father for: Not moving sooner, forcing Dorian to be the one killing his mother, falling to drink and worse, and making Dorian earn all the money.
Secretly Dorian relishes his title Doctor, as he considers himself not only a healer of the people, but also the surgeon that will cut out the corruption from within Ustalav.
--------------------

Dark Archive

easy going, committed, experienced player here. Hoping to get into a long term pbp group vs the PFS single scenarios at a time. Typically post 3+ times/day. I would appreciate consideration for this game. Thank you.


So I'm a noob to PbP and I don't see a FAQ for these boards anywhere, so help me with some of my noobishness. What does it mean to dot a thread? How are people submitting characters, and to where?


Pathfinder Adventure Path Subscriber

Dotting the thread means you have put an entry in the thread. Anytime you are on the boards (and logged-in as yourself), the thread should have a dot next to it. It makes a way to track what you have been looking at on the messageboards.

Usually, you post a character in the recruitment thread for the Pbp you are interested in. For example, if you are interested in this thread, you would create a character (by making a different messageboard alias than your current one); placing character info in the alias; and then posting as that alias here for the DM to review.

Hope that proves helpful.


Alex Martin wrote:

Dotting the thread means you have put an entry in the thread. Anytime you are on the boards (and logged-in as yourself), the thread should have a dot next to it. It makes a way to track what you have been looking at on the messageboards.

Usually, you post a character in the recruitment thread for the Pbp you are interested in. For example, if you are interested in this thread, you would create a character (by making a different messageboard alias than your current one); placing character info in the alias; and then posting as that alias here for the DM to review.

Hope that proves helpful.

Ah ok. I suspected that was how character submissions worked, but didn't want to be missing something. Thanks!

Shadow Lodge

Hmmm... dotting in. Was invited to look into this by Er.. hmm.. don't see her here plays Sonya Amir in Weraegle's Legacy of Fire.

I'm thinking of doing a female, Half-elf, Sorceress {who isn't}.. going for Tattooed [Arcane] bloodline with eventual Eldritch knight.. and craft magic weapons & armor and craft wondrous items...


I'd like to add Flynn Miller to the list.

Flynn Miller
Male Human (Chelaxian) Ranger 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . longsword +5 (1d8+3/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Weapon Focus (longsword)
Traits deft dodger, erastil's speaker
Skills Climb +3, Diplomacy +1, Handle Animal +4, Knowledge (nature) +4, Perception +5, Profession (farmer) +5, Ride +2, Stealth +2, Survival +5
Languages Common
SQ track +1, wild empathy +1
Other Gear scale mail, arrows (60), dagger, longbow, longsword, 30 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Erastil's Speaker You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Flynn grew up on the outskirts of town working the farm lands. When he was 15 years old, his parents were killed in a raid. He was quickly taken in by Arnama, and began his training as a ranger.

He has spent a lot of time exploring the local forests with Armana, and while she has taught him much, he is ready to head out on his own.

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When is the selection again...? ^^

Sovereign Court

I may have missed it earlier in the thread, but when does recruitment end?


DM_Kumo Gekkou wrote:
Recruitment will end on the 20th. I will post selections on the 21st.

Sovereign Court

Thanks. I was on my iPad and struggled to find it.


I just now seen this thread. Am I to late? Or can I get my character in.


Closing it at midnight

Shadow Lodge

I hate being rushed... History done. Still getting stat details corrected.


Alright THIS is the non-society organized play version of Sa'sori for this game...should I be approved.. still not completel..but mostly so.


Today's the day, then. ^^ Good luck to everyone...!


I was accepted into another pbo, so unfortunately I will have to retract my submission (Pavo Dent). Good gaming all!


Cotton Majet
Sa'sori Kalisreavil
BerenkorTrandoran
Moria Renelet

Please check in in the discussion thread and we can get started tomorrow.

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