
The Semblant |

GM Right: I actually meant 'fate' as being essentially just a huge coincidence; random chance brought him right where he was needed, at just the right time. He went to Dalviss because the innkeep of a town usually has his finger on the pulse of all the goings-on, and Dalviss would take to him quickly (see: personality) and recruit him for the mission. But if you'd rather Dalviss had a reason for reaching out to him specifically, I can change it.

GM Right Hand of Doom |

@Tyro: Will check it out the changes in a moment.
@Marko: Night. I will read through your background etc (multitasking as I'm still at work) and will provide feedback.
@Jalaaj: We aren't looking for people being in town and being recruited face to face. There will be no prior contact with Dalviss until the adventurers come into town and meet him for the first time. Dalviss' sent invitations out to your respective towns (or sent a missive to you directly having heard of your reputation) ...

GM Left Hand of Doom |

Just a general FYI to new submissions: We are hoping to get a nice mix of males to females in the group. So, if you'd like to design a female character -- it will be encouraged (but that doesn't mean you get to climb to the top of the pile of submissions *winks*). I think from the looks of the current submissions, we have more males.

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Ok....here's goes expanded story of a rogue and his uncle.
Linndell was the sort that would always push the boundaries when it came to what he could get away with. He would get inside the Elders' sanctum and "borrow" books, mostly about elven adventurers and such. He would always dream that he would do the same one day. He "liberated" his father's sword one day and ran around with his friends one day.....acting out a tale of dragons, gold treasures and girls. His father was not amused, but toned down the punishment after the mother and grandfather reminded the father about his own youthful transgressions with his brother. That is what I am trying to discourage, said the father.
When the uncle came for a visit and heard about the boy's proclivities, he smiled. He had a long chat with the parents and the grandfather; his own father. He was willing to take the boy under his wing and show him the right way to use his skills and abilities. Combined with the early lessons in woodcraft and martial training he learned from his father, the boy was destined to be a good if not great scout. He could sneak up on his father(no mean feat), he could climb the tower to the Elders' sanctum(90 feet straight up) and could pick the lock on his father's sword case. His uncle would go and teach him how to use his abilities in combat, and the finer points of using his natural agility and speed as opposed to the more direct approach of his father's teachings. When the boy learned all he could from his uncle, he set out on his own....riches and fame await. And now, the reports of a strange object landing near a town? His natural curiosity wanted to find out what it is, his desire to prove himself and gain honour for his family leading him also....

GM Right Hand of Doom |

@grimdog73: Nice. Like the uncle-nephew relationship -- and their mutual rogue proclivity. :) So, Linndell heard of the meteor crash and then curious he headed for Dustpawn? Did he hear the news via a missive from Dalviss Crenn? We'd like you to incorporate Dalviss' invitation (whether he sent a missive to your town or to your people?) somewhere in your story, please.
Thanks.

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ahh, gotcha.
To be continued......

GM Right Hand of Doom |

@Marko: Very interesting story into Bart's past and current day. (Got a good impression of his personality and character, too.) I really enjoyed the connection between the Hellknight and the starry lion, Alar. I ask that you to hold off writing about the encounter with the proprietor of the Inn at Dustpawn. It is not required in your backstory as you all meet Dalviss' Crenn about the same time. What I would like is a little something on how Bart heard of Dustpawn's troubles and why he and Alar would be interested in heading to the town and aiding the search ...
Thanks.

GM Right Hand of Doom |

This is what I have seen regarding Yuki's history ... Sorry if there was more but I missed it.
Yuki Tsune lived on the streets. She had to make do with what she could find, pick up, or find stuff people 'lost'. In time she made a nice living from it. As she grew up, she began to use her skills to help people too. This invitation to go explore a crashed foreign star ship? Fun. Excitement. Treasure! Anything to add to her growing collection.
So, she is excited to venture out to Dustpawn and see what the story of the meteor is really about -- perhaps make some money, aid in the search and retrieval? Is Yuki attempting to redeem herself in some way? Is that why she now wants to help people? What is her motivation -- the motivation of this change in her? How did she hear of Dalviss' invitation? Was something mentioned in a town she was travelling through? If you could provide me/us with a little more story, it would be good. Thanks.
Oh, what is her personality like?

drbuzzard |

Grimbor is from the Janderhoff Sky Citadel in the Mindspin Mountains of eastern Varisia.
Sky citadels are generally fairly staid places. Dwarves of the modern era are a pretty settled lot. They enjoy peace, quiet (OK, hammers ringing on forges doesn't count against this), and order. Each day a proper dwarf will get up, eat the same breakfast ('what's wrong with porridge again'), go to the same job to work their crafts, go to the same tap room and drink the same ale, then bad at the same hour. It's very predictable. It's very productive. It's very reasonable. It's also very boring to anyone with a wild streak.
Grimbor was of course born with a wild streak. When as a youth, before even his bearding, he learned in school of the dwarven trek of his old, old ancestors towards the sky from the darklands. Those weren't a bunch of settled folk who lived by an ironclad routine- they lived! Every day was different and a challenge. Nothing was predictable, and danger was around every bend in the cavern.
Grimbor would daydream so much of such a life that he fell behind in his trade school. His teachers felt him to be hopeless. He also got into fights all the time because the tedium would drive him to lash out in hope of some excitement (brawls, vandalism, you know). That is until he was taken on an trip outside the citadel escorted by one of the local scouts. Here he finally showed a knack for the subject matter. This was merely because it didn't bore him. His parents seeing a path where me might succeed apprenticed him with the scouts, and he flourished. In honor of the stories of old which inspired him, he chose the dorn-dergan as his weapon of choice.
Eventually he absorbed all the scouts had to teach him, and wis wanderlust got the best of him. He struck out in search of adventure and to see what was on the other side of the next hill. At one point he visited a tavern which turned out to actually be a temple of Cayden Calean, and he quickly become a convert. Now that was an ethos- travel, drink and do the right thing. This is what he's been doing with his life for years now.

Seth86 |

Background expanded
Yuki grew up on the street.She never knew her folks. And being what she is, it was hard to get by. As she got to terms with who she was, and what she could do. She began to fend for herself, without the help of others. Slowly vanishing from their minds as she went around as herself a lot less.
As she grew, she became better and better. Not just with her natural skills, but with her words too. Conning people out of money and items as she went along.
When one would see her as an adult, something happened. As she made away with yet another item, she stumbled across something she didnt think was possible. Amother forgotten and left behind kitsune. Something in her made a 180. Instead of just continuing on, she gave the little one some of her stolen goods. And a way to find a family by helping her to the local temple. It dawned on her there are others like her who would want a better life than she had. After that day, she was a bit of a full and new moon girl. She continued to rob and steal in her free time. But never from those who couldnt afford it. But when needed, she helped those who couldnt help themselves. Either with food or money. Which she 'procured' for them.
With time and after a fair number of exploits, she received a mysterious letter. An invite to go explore and investigate the so called sky ship that crashed. She put away the letter, a excited grin on her face as she ran back to her little fort to get ready
Personality
Street smart, very friendly and outgoing. Loves a challenge that lets her use her skills. A bit skittish around authority, till she opens her mouth. She is a silver tounge vixen. Almost literally. Flirty when needed.
Hacker. Not a cracker. She will steal just to prove she can. Always tries to keep a momento of the heist. I forgot to add Fast shifter alternate racial trait. It replaces kitsune magic. So shift as a move action, instead of standard. And no dancing lights

Seth86 |

Grimbor is from the Janderhoff Sky Citadel in the Mindspin Mountains of eastern Varisia.
Sky citadels are generally fairly staid places. Dwarves of the modern era are a pretty settled lot. They enjoy peace, quiet (OK, hammers ringing on forges doesn't count against this), and order. Each day a proper dwarf will get up, eat the same breakfast ('what's wrong with porridge again'), go to the same job to work their crafts, go to the same tap room and drink the same ale, then bad at the same hour. It's very predictable. It's very productive. It's very reasonable. It's also very boring to anyone with a wild streak.
Grimbor was of course born with a wild streak. When as a youth, before even his bearding, he learned in school of the dwarven trek of his old, old ancestors towards the sky from the darklands. Those weren't a bunch of settled folk who lived by an ironclad routine- they lived! Every day was different and a challenge. Nothing was predictable, and danger was around every bend in the cavern.
Grimbor would daydream so much of such a life that he fell behind in his trade school. His teachers felt him to be hopeless. He also got into fights all the time because the tedium would drive him to lash out in hope of some excitement (brawls, vandalism, you know). That is until he was taken on an trip outside the citadel escorted by one of the local scouts. Here he finally showed a knack for the subject matter. This was merely because it didn't bore him. His parents seeing a path where me might succeed apprenticed him with the scouts, and he flourished. In honor of the stories of old which inspired him, he chose the dorn-dergan as his weapon of choice.
Eventually he absorbed all the scouts had to teach him, and wis wanderlust got the best of him. He struck out in search of adventure and to see what was on the other side of the next hill. At one point he visited a tavern which turned out to actually be a temple of Cayden Calean, and he quickly become a convert. Now that was an ethos- travel, drink and do...
If we both are chosen, mind if we link our stories somewhere? I took the trait coincunning janderhoff. So we could have met or worked together. If u would allow that my character has pulled the wool over your eyes to get some training or to apprentice a bit or bumped into each other in one of his brawls. Maybe helped you out by convincing who ever caught you that atleast this time it wasnt your fault?

drbuzzard |

Cool. I had a totally different view of "traditionalist" so I'm glad you expanded. Did Grimbor receive the message from Dalviss while still in his home or sometime afterwards? Did he just want the chance to adventure, or are there other things on his mind?
He doesn't really have a home anymore as he's a perpetual wanderer. A chance to adventure is about all he really looks for (and righting wrongs along the way, though the adrenalin junky tends to dominate).
He would have received word somewhere on the road.

Marko |

Also, guess I'm rolling HP like this. XD
4d4 ⇒ (1, 4, 1, 4) = 10
3d5 ⇒ (4, 5, 2) = 11

Edeldhur |

Hello all,
I am not supposed to join any more games but decided to throw my hat into the ring for this one, as I appreciate much about both the Left and Right Hand of Doom :D
Going out on a limb, and making my character a Dwarven Fighter - yep I know, fighters aren't the best martial and so forth, but hey, I lov'em :D
Also, as I thought more and more about it, and looked into the history of Dustpawn, the dwarf idea coallesced in my head so... Here he is in broad strokes:
"What the heck Dalviss?!" - the burly, red haired and bearded dwarf roared to himself - "Have you finally gone insane with all your scrubbin' and drinkin' yer own cheap liquor back at the inn, for Torag's sake?!" - ho continued on his tirade, most of the eyes in the tavern turning around to regard him, as he dropped the letter from his friend on the table, and took another long drink from his ale - "I'll be damned if the man hasn't gone out of it..." - he finished in more discreete tones to himself.
Tark and Master Crenn had become friends, and perhaps a tad more than that, many years ago. The dwarf had travelled to Dustpawn about 20 odd years past, following a lead regarding the old, abandoned mineshafts and iron lodes in the region - having managed to stubbornly convince some of his Boulderbreaker kin to start on the trek with him based on a decades old journal from his now very old grandfather - Jerl Boulderbreaker - they trudged directly through Druma from the Highelm region until they entered Isger traversing the Conerica Straits.
It wasn't hard to find the exact cave complex they had been looking for, and in spite of the fact that most locals scoffed at the idea of reopening the old mines, the sturdy dwarves continued on their task - setting up a base camp on the mountain slopes, practically in view of the small town itself, and beginning their incursions - shoring up entrance tunnels, recovering samples of soil and stone, and patiently moving further and further into the mountains, as dwarves do.
Stubborness was all that kept them pushing further and further for more than two years - some small, irrelevant veins could be found, but nothing really promising or providing enough wealth to make it all worth it - the group of dwarves took it all in stride - "Tis what we do ain'it?" - they would jest around the fireplace, munching on hard pieces of jerky, completely covered in dust and grime from their incursions. Fact is, the only consistent findings they ever came up with were the very occasional goblin band, large underground wildlife - mainly snakes, eventually this or that band of smugglers when their path took them closer to the surface, and a whole lot of vast underground mineshafts sometimes populated with stuff worse than goblins.
Still, whatever sliver of valuable material they could haul out, always in the hope of striking some mother lode, was worked upon until it was in an acceptable condition for trade, and taken to Dustpawn, the dwarves having become a frequent sight in town - the initial jokes died out after a couple of months, and their persistence actually gained them the locals respect for tenacity, and what they called an 'eye on the prize' - whatever goods they brought in were well crafted and of good quality - not exceptional as the ore did not allow for it, but definitely dependable.
The Mineshaft Inn was a natural hangout place for the team - the ale was about as best as possible in the area and stout enough to please them. The good, hard working nature of these outsiders eventually gained its way into the population, not unused to the presence and attitude of dwarves, with a trading route to Druma right on their doorstep, but these seemed to had taken residence, and the people simply began recognizing and greeting them when they were about the place. More then once they defused a bar brawl at the Inn with strong fists, and heads resilient as stone. That was when he met Dalviss - amidst a fist fight, when he got one of the brawlers from atop the then young man, they exchanged a bloody smile, and Tark managed a wink, just before being hit by a chair.
Dustpawn was far enough to the North and East to avoid major pain when the Goblinblood Wars erupted, but it brought about a definite change in Tark and his companions who left as soon as the first news of goblin incursion were known - they regularly came back to Dustpawn, battered and bruised, for some RnR [yep, even dwarves take RnR :D] - bringing news of the ongoing strife to their now friends in town - Dalviss was one of them, always eager to know more, and always stern faced at the news of a losing war.
One of the last times the dwarves returned to town it was not for RnR, but instead because the goblin army was almost at its gates - they spent countless, dreadful days making their best to aid in the defense of Dustpawn as the goblinoids (including powerful hobgoblin warlords and their goblin slaves) pressed ever further - those were hard times indeed, of dread, of fighting for one's life, and running without ever turning back - most of the time, Dalviss was there with him, standing as fast as any dwarf, swinging as hard and strong as he could muster.
------------
The War was finally over - the goblin forces pushed back by an alliance of military forces from Andoran, Cheliax, and Druma, and in its wake stood a ravaged nation, suffering from terrible losses, and thousands left to fend for themselves after the hostilities ceased. It inevitably led to chaos and banditry sweeping through Isger's hinterlands... And the dwarves remained, now out of a sense of loyalty towards those they had befriended during the war - helping to rebuild and defend as they could, while the inhabitants of Dustpawn tried to get back on their feet. Once some Chelish organization started moving through the area, offering support out of their monasteries spread throughout the country, and indoctrinating Isger's youth into the faith of the Prince of Law, Tark and his companions retreated more and more into Dustpawn, until they felt the place, and their friend were safe and well on their way to recovery.
One day they picked up their mining gear, weapons, armors, trophies from the war, and left, stopping at the Mineshaft Inn before the sun rose, to bid Dalviss farewell, and return to their own homes, which they hadn't seen in years - "Ya let me know if ya need anythin', and I'll come trudgin' through the mountain side" - Tark laughed - "Ya already know how that goes" - he clapped his friend on the shoulder while the others laughed hard and strong, then returned to their ancient homeland in the Highelm region. Until today.
So... That's about it - got a little carried away, but hope it is not all bad :D
I'll have some initial crunch for Tark shortly, but he will be most likely a single class fighter, or a fighter/barbarian :D

Edeldhur |

Apologies, I think I may have missed a post where that was detailed, since the recruitment initial lines said 'Dalviss Crenn, ex-adventurer and proprietor of the Mineshaft Inn of Dustpawn (in eastern Isger, near the Drumish border) has sent an invitation to each of you, asking for aid.'
I will correct it as soon as possible ;)

GM Right Hand of Doom |

@Blue Heron: Does the archetype fall under Enlightened Paladin?
Enjoyed the backstory, too, and stats look good.

Marko |

Barts stats
Str 8 (-2 pb)
Dex 14 (+5 pb)
Con 10 (+0 pb)
Int 16 (+10 pb)
Wis 14 (+5 pb)
Cha 15 (+7 pb) + 2 human bonus + 1 fourth level = 18
Total point buy (pb) = 25.
The other set of stats below that is Alar's, and those are also counting a very expensive +2 strength belt. XD These two aren't in need nor do they have access too much magic gear, so I intend to write in what they do have is stuff Alar came with, though its not necessarily attached to him.
The weak strength score will be played properly. I'm attributing it to his young age and small height at the moment.

GM Right Hand of Doom |

Submissions/Concepts so far:
Joel VA: Inquisitor(Spellbreaker) of Erastil
Dr Buzzard: Grimbor, Dwarf Barbarian (Invulnerable Rager) - Submission Complete
Doctor Gii: Aasimar Cleric of Nethys - Submission Complete
Sodium Telluride: Jalaaj, Ifrit Sorcerer(Wishcrafter) - Submission Complete
Grimdog73: Linndell, Elven Rogue - Submission Complete
Kavaki Zhen: Tian Monk(Flowing)
Seth86: Yuki Tsune, Kitsune Trickster Rogue - Submission Complete
Scuba Steve 93: Fadayeen, Tiefling Slayer - Submission Complete
Raphael Valen: Tyro Valen, Catfolk Rogue(Scout & Survivalist) - Submission Complete
Marko: Bart, Summoner
Slyness: Sylph Sky Druid
ThreeShades: Human Skald
Blue Heron: Aasimar (Azata-blooded) Irorian Paladin
Edeldhur: Dwarven Fighter/Barbarian
Dain: Martial character with tracking/outdoor skills
(Hopefully I haven't missed anyone. There are some players who have dotted the thread but have not submitted a concept as yet ... So, if they're still interested, they can submit by the end of the week.)

ScubaSteve93 |

You mentioned that your character's distrusting nature manifests in unnecessary aggressiveness until he gets to know someone and is loyal to them. Do you see this as problematic at the outset when there is going to be a party of 5 or 6 strangers meeting and having to work together almost immediately?
Fedayeen is not one to start trouble. He will work with whoever he needs to, but always watches his back. If the others put him in a hostile situation, he would become aggressive more quickly than others, but normally, he is just defensive around new people.

GM Right Hand of Doom |

Stat him up using the young template (+2 to Dex, -2 to STR, CON and WIS)
Then Left and I will take a look at him and make a determination.
It does say that a young character does not have access to the same classes as adult characters, but we'll bypass that for now, based on your strong backstory.
Edit: Unless Bart is 15 and then he is considered an adult and the young template does not apply.

Marko |

I accidentally read the quick rules for the change rather then the bigger ones at first. XD Aside from your ability modifier changes, I just made him small. Some advantages and disadvantages to that, but that's rather fun!
A quick breakdown for you to double check.
Str 10 - 2 = 8 (0 pb)
Dex 13 + 2 = 15 (3 pb)
Con 14 - 2 = 12 (5 pb)
Int 15 + 1 = 16 (7 pb)
Wis 14 - 2 = 12 (5 pb)
Cha 14 + 2 = 16 (5 pb)
Total pb = 25
Bart's a little hardier then I originally imagined, but being born on the street's ended up making that unfortunately necessary I suppose. Not to mention what he's been doing since running from the city has probably helped him in that regard. Those stats work for you guys?

Marko |

As a side note, I also used the +1 for Alar that he gets to bump his int from 7 to 8. -nods-
Alright, I am working on the scene where Bart hears about the invitation in about a half hour. Eating dinner first. Will get it to you soon.