Duboris's "A Dirge For Everything"

Game Master Duboris

Chapter 1: Rebirth and a Song
- The players awake to a new way of life, and the comfort of... a Dirge. The Adventure Begins


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Liberty's Edge

Ok, after a fun little journey through inspirationville, I somehow (don't ask how) find myself settling on a ratfolk cave druid.

...I know right?

Background and crunch emerging, a little at a time.


This is Irnk's character.

die rolls:
4d6 - 1 ⇒ (4, 1, 5, 3) - 1 = 12
4d6 - 2 ⇒ (3, 5, 3, 2) - 2 = 11, lowest, to be discarded
4d6 - 1 ⇒ (1, 5, 4, 5) - 1 = 14
4d6 - 2 ⇒ (6, 5, 3, 2) - 2 = 14
4d6 - 2 ⇒ (6, 3, 2, 3) - 2 = 12
4d6 - 1 ⇒ (5, 3, 4, 1) - 1 = 12
4d6 - 1 ⇒ (3, 1, 5, 6) - 1 = 14
For a total of 12, 14, 14, 12, 12, 14.
Nothing bad, but nothing really impressive either. Sounds about right.
After Racial (Elf) Mods: Str 12 Dex 14 Con 12 Int 16 Wis 12 Cha 14

May this one present herself? In life she answered to Restless Cherry Blossom, an admonition reflecting her nature & proclivities. In death...
Well, the dead do not change.
An Elf Witch of the White-Haired persuasion, she is as fickle as her name might imply & as true as her questionably-beating heart allows.

Yes, I have played this character before in PbP. Unfortunately the Campaigns she has partaken in previously all died for various reasons. I'm hoping this is neither an omen, nor an incentive for her disinclusion...
Right now the Character sheet just includes the differences inherent to White-Haired Witches vs. 'vanilla' Witches. That will change given time. I intend her to be at least reasonably social as well as arcane.
Are you allowing/requiring Traits?


4d6 ⇒ (6, 1, 4, 4) = 15 = 14
4d6 ⇒ (6, 2, 3, 4) = 15 = 13
4d6 ⇒ (4, 6, 4, 6) = 20 = 16
4d6 ⇒ (6, 3, 1, 2) = 12 = 11
4d6 ⇒ (1, 4, 4, 1) = 10 = 9 DROP
4d6 ⇒ (2, 2, 5, 1) = 10 = 9
4d6 ⇒ (5, 4, 3, 4) = 16 = 13

16 14 13 13 11 9 - not bad. Let's see what I can come up with! Campaign looks really cool... I'd like more info on the Chilling Pass if you can PM it to me!


Hi there! Definitely interested in your game and even have a basic idea for a character... lets see if the dice will agree with me. They usually don't. XD

4d6 ⇒ (2, 1, 5, 6) = 14- 1 = 13
4d6 ⇒ (2, 3, 5, 2) = 12- 2 = 10
4d6 ⇒ (4, 3, 4, 4) = 15- 3 = 12
4d6 ⇒ (5, 5, 6, 6) = 22- 5 = 17
4d6 ⇒ (1, 6, 6, 6) = 19 - 1 = 18
4d6 ⇒ (3, 3, 2, 4) = 12 - 2 = 10
4d6 ⇒ (5, 6, 5, 2) = 18 - 2 = 16

Okay, so 13, 12, 17, 18, 10 and 16. Wow, the dice have never been that nice before. I wonder what I did wrong. XD

Lets see...

Yes, I can make this work. Alright DM, what do you think of this concept.

Spoiler:
An herbalist and apothecary in the The Dukedom of Gibraltar, the Mad. A young man in his early twenties who just started a family and, along with his wife, refused to give into the depression that many would be affected by. Instead they did all they could to help those they could, either with medicines or just food. They even had a child on the way, and somehow made a living in this terrifying world. Unfortunately something the young man did drew the attention of one of the nobles who, outraged, had his wife simply tossed into the mist.

The young man tried to retaliate but couldn't and after some time in prison for being a public nuisance he was released back to his shop. Despite having been helpful to many in the neighbor hood, when he returned he found his shop had been looted. Something about the loss of his family, however, had unhinged him and instead of being further depressed by the looting he began laughing.

Well, that's not creepy at all. And neither is the fact that rather quickly he turned his intellect and skills toward experiments he'd let no one see. Some caused explosions, but they were usually mild in nature. Also, as these experiments were going on, the local pets around his shop started disappearing.

Still perfectly normal, of course. But that would change. One day, in a fit of laughter, the young man exited his workshop with a bandolier filled with vials. As he moved he drank one after another, completely unaware of the stares he was getting as he moved through the dukedom. Eventually he came across the home of the noble who had tossed his wife into the mist. Well, that's where things started to get interesting. You see, up until now, most of his drinks had made him glow briefly but otherwise changed nothing about his appearance. The last one, however, caused a rather violent change in him. His muscles hardened, his skin turned leathery and scaly all at once, and he grew long claws and fangs. The guards were so surprised that they didn't know what happened until he had torn out their throats. Most of the people within the manor fled from him, and he let them do so. However, the noble he hunted down zealously, chasing the fat man through the halls and laughing all the way.

The results of his hunt were quite predictable. He caught the noble eventually and the results were quite messy. Afterwards he turned up at the local guardhouse and turned himself in, no longer laughing or smiling. In fact, he seemed quite dead to the world, uncaring about what happened to him now that he had gotten revenge. He was, of course, publicly executed for his crimes.

Sounds rather depressing, right? Well, it is. But that's not where his story ends. You see, a mage, or a wizard, or a sorcerer or some other mad kind of spellcaster decided to pluck his soul and bring it back into the world. Death seems to have... calmed him down a bit. He's certainly not a murderous man by any means. But he's still a bit off... and he's got an unusual fascination with both healing and the ways he can learn to manipulate the body with his science and magic. And now, well now he knows death isn't the be all end all. And he intends to perfect his craft, to the point where one day he'll be able to find his wife's body and bring her back. He knows by then he won't be the man she married, but he doesn't care. And along the way... well, he's quite interested to learn more about what he can do.

And... wow, thats the most depressing fricking character background I've ever written. That said, it'll work. He's going to be a Neutral character. Certainly not malicious or evil, though sometimes, such as with the noble, he can be pushed in that direction. He'll be quite the 'scientist' and while not mad he'll certainly be a little off quilter. Mid battle he might, say, stop for a moment to inspect an unusual opponent or study a flower he noticed with peculiar properties (though I'll be careful not to do something like this when it might get someone else in the party killed or ruin a quest.)

Question or two now...

How common is Alchemy in general?

How common is it in the Dukedom?

Is there anything you might suggest I change about the background?

Do you absolutely want a stat block or would a character sheet on Myth-weavers work for you?

If no other alchemist appear to apply, would it be too much to ask that, while perhaps not the first alchemist, this character might be one of the first to experiment with mutagen? (If so that's fine, I just like the idea of his experiments maybe 'going to far' or 'exploring forbidden area's of study' or something, rather then just doing something any alchemist could do. Though... it might be interesting if some other people found his notes and some of his mutagenic process got around... though that would be even more to ask. XD)


Spoiler:
The Dukedom of Gibralter ~

The Dukedom of Gibraltar is a bustling, though, morbid, large city. As the mist rolled over the hills and claimed a few unfortunate souls, the fog stopped, just enough to overtake most of the agricultural area, but not the main city itself. This was met with both cheers and jeers, as while the people had been spared, they'd been doomed as well. A slow starving, which tore through the masses.

Just days after the mist had rolled in, the nobles closest to the duke stopped appearing in public, for whatever reason. In light of the rioting, as was expected due to the hunger, new soldiers were assigned, though, eerie. Magically augmented? Inhuman? No one's really sure what they are, but, no one's had the moxie to ask. They deck themselves out in skin-hiding full plate, though, through the eye-guards, white, pupil-less eyes stare back, though, through you, not at you.

The Dukedom has plenty of races in it, save for the tree-loving Vanara, or, the stranger ones. Gnomes, Humans, Dwarves, Elves, everyone, pretty much, all came to the dukedom to flee the black mist. Those that made it, for the most part, starved to death, while others just died, and were consumed.

Days later, the nobles came back into the open, fat, and strange. Bulbous, though still human, these people outraged the commoners. While on a food shortage, they still were in the lap of luxury, infuriated. The revolt that followed was immediately stifled by the unerring guards, much to the laughter of the seemingly-human nobles. Some were hanged, some just disappeared, and others were sent to prison.

Shortly, those same prisoners, in an act of pure strange, were sent, in chariots, to the mists. Screaming the entire way, they were consumed. The screams stifled out, strangely, as they went in. Never to come back out again, whether due to the chariots well-made traps, or, simply the fact that they couldn't It's assumed that everyone that's went in has died.

Touching the fog, to those curious and without hope, revealed that to be killed, or, whatever, you had to go deep. Deep into the fog. Out of sight, out of mind. Out of existence.

(If a player enters the fog, or, anyone, for that matter, they don't just die. The soul is destroyed, converted into a... thing, I can't mention yet. The person is not resurrect-able, raise-able, reincarnate-able, and can't be wished back to life, as they completely cease to exist, and their soul, destroyed.)

Suddenly gaining an interest in this, the duke seemed to... raise restrictions. Ridiculous laws were put in, such as no standing for more than 5 minutes on a corner, and, not being allowed to stand a view a store's contents for whatever. People merely caught smirking at a noble would be killed on sight, and it got awful. Oh did it get awful. He started to send completely innocent people into the mist, attached to chains, trying to find a way to wade through the mist safely, and seems to, in his madness, devote most of his resources to this.

Is he doing it out of craziness, or is he doing it to find a way to go out and gain resources? No one's particularly sure, and by the time he finishes, there's not going to be anyone left to feed.

And just how did the nobles become fat? What happened with the guards? Why are there new constructs everywhere? What happens if one wades through the mist? Plenty of questions. Few answers.

The Dukedom features extremely low resources in the shape of food, if you haven't noticed, but has plenty of water, though foul. The majority of the people have filth fever, and some have even caught the plague, though, very few. The sewers of the dukedom feature hospitable areas for the dark-loving ratfolk, though, go too deep, and monstrosities start to appear that defy reason.

To the guy that made the question about the cavalier, I'd like to see it in stat block form.

Alchemy isn't exactly exceedingly common, but a handful of people in Gibraltar dabble in it for various reasons. As for being the first to enjoy mutagens, I'll have to disagree.

As for being publicly executed, that's a negatory, as the duke would have just sent you into the mists were you couldn't be resurrected in one of his weird experiments. That being said, I'd just set the background as the guards eventually overpowered you and killed you.

To cherry blossom, I don't require traits, but the maximum is 2, and can only be from Core, and Advanced Player's Guide. Not from various other setting books.

As for the other 5 places, I'll post their big stories tomorrow, to shed some light on the whole thing.


Gotcha, gotcha and gotcha. Hmm... no arguments on me from those points. Will change the background to reflect your answers.

New knowledge (even if OOC) might have me change the character to a CG man trying to live the ideal he and his wife had originally tried to live in the dukedom. Going to have to think on that... Might be interesting to play a character whose goal is ultimately doomed but... -shrug- will think on it.

Any other comments or suggestions on the character then? Would like to get your opinion on the idea. Anything will be helpful. -nods-


Duboris wrote:
To the guy that made the question about the cavalier, I'd like to see it in stat block form.

Here you go.

Roman Tsarko

The backstory will stay more or less the same. In the profile you'll find two sheets: one as a fighter/gunslinger and one as samurai with the musketeer archetype.

I'm cool with either one.


I will work it out in a stat block form for my character soon. Need to sleep.-


I'm working out a stat block for a kitsune bard from Windigo Sanctuary in the Chilling Pass of Argosal, so any info on them is mighty appreciated!

(hi duboris)

Sczarni

Here's the stat block; just waiting on a bit more info on the Pass to decide how my backstory goes.

I like choosing how I died. It gives me much better framework for show-don't-tell than choosing how I lived.


Though no-one has broached the subject or (to my recollection) implied interest in a class where it is key, what is the current Theological state of the world? Which is to ask; what deities still make their presence felt? Clerics, Inquisitors & Paladins are available classes so to whom do they & lay-worshipers still pray?
Unrelated, mechanical note; If I spend a certain amount of the starting funds on spell scrolls to be 'ingested' by my Familiar, do we consider the Spellcraft check to have automatically been successful in Character Creation, or should I make rolls?


The Chilling Pass of Argosal:

At the bottom of the 128 mile pass through the coldest mountain range in existence, is the small town of Windigo's Sanctuary, named aptly as such because during it's construction, a Windigo hid in the local bar. Both the name and the pub are named "Windigo's Sanctuary".

The sanctuary is home to the most burly of barbarians, fighters, grizzly men, and pugilists alike. The town sits, rather uncomfortably, at -24 degrees at almost all times. The pass itself can get as low as -72, making going through it require intense preparation and resources.

For as long as anyone can remember, the Lich, Argosal, has plagued the town with constant undead assaults. Sometimes, an army of zombies and skeletons, sometimes a flesh golem. The sounds of the undead coming at night is enough to keep anyone awake, and, as far as anything is concerned, the town is utterly miserable.

Weeks can go by without an undead attack, yet, sometimes they don't stop for days. There's plenty of food in the pass to keep people alive in the town, and snow-water is as plentiful as air, but the undead claim souls almost every time they come.

The most recent assault on the small town involved, of all things, a ravener. It didn't do much, save for blasting the town with detrimental cold, and effectively freezing 7 people to death. The fact that the lich is now in posession of an undead white dragon, however, is enough to kill anyone's mood.

The town's people have come to realize that the lich see's them as something of an enjoyable plaything. With the black mists sitting around, he can't travel, so he's merely passing the time practicing his necromancy on the only civilization left. At least, that's what they think.

There are no sewers in the town, as the ground is far too hard with the temperatures, and anything of the sort is likely to freeze up and cause awful problems anyway.

The pass itself is treachorous, though, it has a plethora of uses. Plenty of small caves along the way made specifically to avoid the cold can be used as shelter from the inevitable blizzards that rage for the majority of the week.

The mayor of the town, since the attack of the dragon, has secluded himself in his cabin, which is notably larger than everyone else's. The reason why has been completely overlooked, as a cowardly keeper of the town is nothing when compared to endless legions of undead.

A question everyone keeps wondering, however, is where does he get the bodies? Surely there aren't this many people left alive, and travel through the mist is impossible...

As for the question towards deities, the collective faith at the moment is Atheist, on account of the majority of the population being dead.

All of the faiths are still there, though, some are more sensible than others. All of the faiths are there to choose, but, I can easily list the religions that most people in the remaining areas follow.

Windigo Sanctuary: Kostchtchie, Pharasma, Sinashakti, and Erastil, though any N and G would work. Those are the 4 with shrines.
The Dukedom: All N and G gods.
Barbaranaka: In light of recent events, there are no G shrines or worshippers. N and E lines are plentiful, however, especially Dispater.
Hazrit: Any god that involves mountains, earth, mines, metal. Basically the dwarf-loved gods.

The final place, the marsh, has 1 deity. Ciebel, who the cultists worship as a god. The rest have collectively gone Atheist, though they won't tell you they have.


Ok, so I guess the bard is taken :D

Do we have a roster of ideas so far?


I'm not certain anything is 'taken' yet. Aside from the matter that Bards have always seemed to me one of the better classes for 'doubling up'.


The Dukedom of Gibralter ~:

The Dukedom of Gibraltar is a bustling, though, morbid, large city. As the mist rolled over the hills and claimed a few unfortunate souls, the fog stopped, just enough to overtake most of the agricultural area, but not the main city itself. This was met with both cheers and jeers, as while the people had been spared, they'd been doomed as well. A slow starving, which tore through the masses.

Just days after the mist had rolled in, the nobles closest to the duke stopped appearing in public, for whatever reason. In light of the rioting, as was expected due to the hunger, new soldiers were assigned, though, eerie. Magically augmented? Inhuman? No one's really sure what they are, but, no one's had the moxie to ask. They deck themselves out in skin-hiding full plate, though, through the eye-guards, white, pupil-less eyes stare back, though, through you, not at you.

The Dukedom has plenty of races in it, save for the tree-loving Vanara, or, the stranger ones. Gnomes, Humans, Dwarves, Elves, everyone, pretty much, all came to the dukedom to flee the black mist. Those that made it, for the most part, starved to death, while others just died, and were consumed.

Days later, the nobles came back into the open, fat, and strange. Bulbous, though still human, these people outraged the commoners. While on a food shortage, they still were in the lap of luxury, infuriated. The revolt that followed was immediately stifled by the unerring guards, much to the laughter of the seemingly-human nobles. Some were hanged, some just disappeared, and others were sent to prison.

Shortly, those same prisoners, in an act of pure strange, were sent, in chariots, to the mists. Screaming the entire way, they were consumed. The screams stifled out, strangely, as they went in. Never to come back out again, whether due to the chariots well-made traps, or, simply the fact that they couldn't It's assumed that everyone that's went in has died.

Touching the fog, to those curious and without hope, revealed that to be killed, or, whatever, you had to go deep. Deep into the fog. Out of sight, out of mind. Out of existence.

(If a player enters the fog, or, anyone, for that matter, they don't just die. The soul is destroyed, converted into a... thing, I can't mention yet. The person is not resurrectable, raisable, reincarnatable, and can't be wished back to life, as they completely cease to exist, and their soul, destroyed.)

Suddenly gaining an interest in this, the duke seemed to... raise restrictions. Ridiculous laws were put in, such as no standing for more than 5 minutes on a corner, and, not being allowed to stand a view a store's contents for whatever. People merely caught smirking at a noble would be killed on sight, and it got awful. Oh did it get awful. He started to send completely innocent people into the mist, attached to chains, trying to find a way to wade through the mist safely, and seems to, in his madness, devote most of his resources to this.

Is he doing it out of craziness, or is he doing it to find a way to go out and gain resources? No one's particularly sure, and by the time he finishes, there's not going to be anyone left to feed.

And just how did the nobles become fat? What happened with the guards? Why are there new constructs everywhere? What happens if one wades through the mist? Plenty of questions. Few answers.

The Dukedom features extremely low resources in the shape of food, if you haven't noticed, but has plenty of water, though foul. The majority of the people have filth fever, and some have even caught the plague, though, very few. The sewers of the dukedom feature hospitable areas for the dark-loving ratfolk, though, go too deep, and monstrosities start to appear that defy reason.

The Chilling Pass of Argosal ~:

At the bottom of the 128 mile pass through the coldest mountain range in existence, is the small town of Windigo's Sanctuary, named aptly as such because during it's construction, a Windigo hid in the local bar. Both the name and the pub are named "Windigo's Sanctuary".
The sanctuary is home to the most burly of barbarians, fighters, grizzly men, and pugilists alike. The town sits, rather uncomfortably, at -24 degrees at almost all times. The pass itself can get as low as -72, making going through it require intense preparation and resources.
For as long as anyone can remember, the Lich, Argosal, has plagued the town with constant undead assaults. Sometimes, an army of zombies and skeletons, sometimes a flesh golem. The sounds of the undead coming at night is enough to keep anyone awake, and, as far as anything is concerned, the town is utterly miserable.
Weeks can go by without an undead attack, yet, sometimes they don't stop for days. There's plenty of food in the pass to keep people alive in the town, and snow-water is as plentiful as air, but the undead claim souls almost every time they come.
The most recent assault on the small town involved, of all things, a ravener. It didn't do much, save for blasting the town with detrimental cold, and effectively freezing 7 people to death. The fact that the lich is now in posession of an undead white dragon, however, is enough to kill anyone's mood.
The town's people have come to realize that the lich see's them as something of an enjoyable plaything. With the black mists sitting around, he can't travel, so he's merely passing the time practicing his necromancy on the only civilization left. At least, that's what they think.
There are no sewers in the town, as the ground is far too hard with the temperatures, and anything of the sort is likely to freeze up and cause awful problems anyway.
The pass itself is treachorous, though, it has a plethora of uses. Plenty of small caves along the way made specifically to avoid the cold can be used as shelter from the inevitable blizzards that rage for the majority of the week.
The mayor of the town, since the attack of the dragon, has secluded himself in his cabin, which is notably larger than everyone else's. The reason why has been completely overlooked, as a cowardly keeper of the town is nothing when compared to endless legions of undead.
A question everyone keeps wondering, however, is where does he get the bodies? Surely there aren't this many people left alive, and travel through the mist is impossible...

The Forgotten Marsh, Agristrad ~:

Take all of the illnesses in the world, roll them up into a ball, and throw that into one of the most unbearable, humid climates on the planet. Grab some cultists, throw them into the deepest regions of this place, and then, after all of that, cover the entire place in mercilessly foul water. Congratulations, you're standing in Agristrad.

Agristrad is an unfortunate existence, even before the fog rolled in and brought so many common people with it. When the fog finally stopped moving, 1000's upon 1000's of people had came to the marshlands, though, not willingly.

When the marsh isn't pesky, or annoying, it's lethal. Casual mosquito carry lecherous poisons sucked out of giant abberations and monstrosities, the very water itself, if even the smallest cut is on your ankle, can give you the plague. Those with great constitutions have little worry, but those with wirey frames and a lack of immunity to disease and poison alike are susceptible to even the most miniscule of lecherous diseases.

Aside from that though, the place is swell.

Jokes aside, one greatly important thing to realize is that there is no ruler of Agristrad, save for Ciebel, the local prophet/deity/miracle worker that, unfortunately, not everyone is privy to seeing. Whispers of her miracles are all that grace anyone, and those that go seeking her never return, or do, insane. The place is survival of the fittest, for the most part, and is a haven for druids that wished to alienate themselves from society.

This was the case, anyway, until the cult was formed around Ciebel. In key areas, the cultists gather, speaking in tongues to their evil oracles, clerics, and paladins. Supposedly, Ciebel is a good deity, yet you wouldn't guess that from her worshipers who sacrifice on sight, and submit themselves to horrendous rituals.

It's true, Half-fiends, terrible terrible magics, poisons galore. Agristrad is the victim of, well, nothing. The place is just vile. It's become the single most naturally horrendous swamp in existence. Skeletons turn up in it's deeper waters that aren't even from around it, as it seems to be a font for all things awful.

There aren't any guards, there are only small villages, hardly hovels. Less than 10 people per village, save for the main cultist camp which lies in an unknown place. At night, chanting can be heard from all directions, and people often disappear to a myriad of monsters, or end up as sacrifices.

The Fallen Fortifications of Nibreltar ~:

Never before has a place been as damned by all. In some sort of strange incident, both devils and daemons alike flooded the walls of Nibreltar, effectively crushing the long-weakened ramparts in a final, gory spectacle. Originall a Lawful Good Metropolis, various sections of the city are all different kinds of evil, the Daemon's and demons preferring life in certain bits of the city, as well as the devils. It radiates strongly between LE and CE, depending on location, but one thing is for certain. Not a single good soul lives there anymore.

Certainly, people still live in Nibreltar, but, most of them struck deals with devils too sweet to pass up in the frenzy, or, bribed the demons. Regardless, these people have somehow quelled the situations and rose to places of power in the dauntless, corrupt demon/devil metropolis that now is Nibreltar.

As the walls collapsed, the fog moved in, completely encompassing the city, though, not passing the walls, curious enough. The mist stayed away long enough for the kingdom to fall, but as soon as it did the demons and devils stopped coming and the kingdom simply sat, broken, and in chaos.

The occasional scream can still be heard, but whether it's coming from a survivor, or one of the twisted demons is a complete mystery, until, of course, someone goes to find out.

There are as many rulers in nibreltar as there are contracts, as demons attempt to fight each other for rule, and the devils oust their own comrades. The only thing that anyone can ever agree on is that killing any remaining survivors is top priority.

Prior to the fall, Nibreltar was an LG city bent on staving off the demons and devils, and even had the assistance of grand heroes, all of whom came from afar. It was a bustling community with multiple cultures all united to fend off the impending threat with no reason for existing. Regardless, they fought all the same and fell all the same. People who wish to be from here are almost guaranteed to have died in the purge.

The Black Prison of Zeltos:

Out of all of the places in the remaining “bastions” of life, the one that instills the most fear into it's people is the Black Prison of Zeltos. A ridiculous structure, it rises to impossible heights, composed of steel supports and grand towers, though, at it's base, a large prison complex, all of it's structures are easily 200 feet tall. The towers seem to go beyond visual range into the haze of the sky (Not the mist). Those that brave the forest to get there, are are drug there, will make sure to notice the deformities of it's wardens.

Every 3 nights, 2 of Zeltos's seekers walk to the small village of Barbaranaka, a small city, though it resembles a village. These seekers come for fresh living, whether they've done good deeds or bad. They grab them, and drag them through a murky blackness in the ground back to their master's prison for whatever reason. Those that listen at the edge of the prison can hear the howling of it's inhabitants, and the slurking, gurgle noises of the seekers.

A seeker stands 9 feet tall with a bulbous deformity for a head that has 3 feet long tentacles writhing in every direction, and 6 rows of eyes that completely encompass their heads, all of which bulge out of their sockets, and never stop looking in different directions. Their left arm is short, and stubby, with a small hand, but their right is long, giving them a reach of 15 feet. Some come with mancatchers, and others simply grab their victims with their gruesomely strong right arms.

It's not unheard for people to sacrifice their friends as the seeker come slowly to take someone, as the mere look of one is enough to terrify the soul in panic.

Barbaranaka is a pleasant city during the day, easily amused, as the people gallavant for entire mornings, happy to have survived the seekers. It's a melancholy joy, however, as they always return.

It used to be 1 seeker that came, and they only took 1 person, but Barbaranaka's finest men killed it outright as it tried to snatch one of them away. Ever since it's been two, and realizing what this meant, they've simply lived with 2 of them in hopes that they'd stop taking 2 a night. This has been in vain, however.

Between Barbaranaka and the prison is a thick forest with tall trees, suited to the Vanara. On the side of Barbaranaka, it's plenty fine, as nothing of worry happens. The seekers notably can't climb, so the Vanara usually flee here during the night. Some humans have even climbed up before for safety. The Vanara don't allow ladders of sorts, as even the dull seekers could climb them. It's survival of the fittest to them.

That being said, there aren't more than 50 Vanara in the whole forest, as the majority of them were wiped away by the other monstrosities towards the prison.

The creatures that patrol the prison are none other than alchemical monstrosities and the seekers themselves. Some with mancatchers, some with bastard swords far too large to be swung by themselves, but, much to the dismay of common sense, they have no problem with it. Fortunately the weapons are crudely made.

Current Idea Roster

Algar Lysandris - Samsaran Hedge Witch
Bromen Spellbane - Dwarven Two Handed Fighter
Sayn Zordlon - Half-Elf Oracle of Life
Hana Miyahara - Kitsune Bard
Roman Tsarko - Human Cad/Postolero or Human Musketeer Samurai

These are the ones whom apparently have been completely submitted. You guys still have 8 days, so no rush.

I'll try to post the other 3 places before an hour's out.


I didn't actually meant "taken" per se - I tend to get dispersed when thinking about characters and concepts, so it works simply to organize ideas :D

Sczarni

Tiriael wrote:
I didn't actually meant "taken" per se - I tend to get dispersed when thinking about characters and concepts, so it works simply to organize ideas :D

Two bards would be great-- one for being useful, the other for performing. I'm going to be doing a lot of aid others in combat. Can't participate except for spells, really.

Just realized my character can't wear a chain shirt. Too heavy for her 7 str. Studded leather it is. Shame. ><


Thing is I have the feeling we have similar bard ideas in mind, and we would probably overlap each other ;)

No worries, after looking at the additional info Duboris has been putting out, and the list of applicants we have so far, I am digesting a few additional ideas.

Duboris, I know some GMs have a thing regarding Conjurer Wizards, since with the summoned creatures they can clog up the action round, etc. How do you feel regarding these, I think we need arcane here ;)


Doy for interest will roll in a bit. Dark, depressing, and doomed...im seeing a paladin or LE Cleric in the making!


I'm perfectly okay with Conjurer wizards, but the only reason any DM complains about them is because players very rarely set their summons up before anything.

Conjurer wizards are perfectly fine, as they'd be controlled by me personally under your summonings.

Keep in mind that summoned creatures only obey if it's in their interest, which means that all of your "Favorite" summons would need to sit down and have a chat with you.

The way I work with conjurers is that all of the creatures have the wizard who cast them's initiative, and go directly after their turn in the order of being summoned to make things easier. So you'd start your turn, yell out something for them to do, and then after your turn was over, I would, explain what all of them do.

That being said, they're the equivalent of wrenches in a cog wheel machine when it comes to PbP's, and while I'm okay with a person casting Summon monster IV or VII or the bigger ones, I'm not entirely okay with someone using a spell slot for Summon EVERY level.

I would actually avoid conjuration, but as for real llife games I'm okay with them, provided the player has all of the sheets prepared.


Why would you avoid conjuration? I find it to be so FUN and versatile... Just curious.

Also, if you are a conjuror, I could imagine not having only summon spells, but from certain levels on, why not always have at least one slot for a summoning spell, I mean, why is it not entirely ok with you?


I have to jump in, It's too interesting not to. :)

Roooooolling!: 4d6 - 1 ⇒ (6, 1, 3, 2) - 1 = 114d6 - 3 ⇒ (4, 4, 3, 5) - 3 = 134d6 - 5 ⇒ (6, 6, 6, 5) - 5 = 184d6 - 1 ⇒ (6, 3, 1, 4) - 1 = 134d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 124d6 - 1 ⇒ (5, 6, 1, 6) - 1 = 174d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18

Stats: 18, 18, 17, 13, 13, 12

Oh boy, this is going to be ridiculous. Debating on Barbarian or Paladin.

I do have a habit of reusing aliases, but I'll probably be creating a new one for this.


I've had rough encounters with a certain frequent player that makes it a point to gain as many followers as possible, thus making the party double in size. During combat, it ends up being 16 vs 4 Cr 9's, and it got out of hand.

On top of that, Conjure wizards in play-by-posts are essentially a DM's nightmare, on account of the ocean of text we have to type. I mean, call me lazy, but I don't really like the idea of doing flavor text for snakes, kytons, and all kinds of other things. I mean, 1 or 2 is fine, but a straight-up conjurer wizard who makes it a point to summon armies during a fight would elongate combat so much that it'd get kind of out of hand.

I'm not saying I don't like the summon monster spells, but if you truly wish to make a conjurer wizard, I would request you cast them in moderation and promptly wrap your head around how it all works.

If I recall, you have to bind summoned creatures and get them on your good side before they'll really assist you with anything. My personal favorite was always making contracts with devils involving my soul, and various other's souls, but daemons can be bribed much easier with food (or souls).

I won't straight out tell you no, but if you want a conjurer to be considered, you'd best have all of the summoned creatures sheets ready.


Hey Adam, this time Magnhlidr is for me :D


Algar Lysandris - Samsaran Hedge Witch
Bromen Spellbane - Dwarven Two Handed Fighter
Sayn Zordlon - Half-Elf Oracle of Life
Hana Miyahara - Kitsune Bard
Roman Tsarko - Human Cad/Postolero or Human Musketeer Samurai

^

If you're name isn't on this list, then I've most likely overlooked you and you desparately need to speak up on the fact.

Or, you know, post a stat block (Preferably in both the alias, and the post with said alias. Simple as copy paste.)


Sarit is still a work in progress but will be a half orc flavoured aasimar sorcerer.


I won't dally anny further as I want in on this - rolling:

4d6 ⇒ (2, 4, 5, 5) = 1614
4d6 ⇒ (5, 5, 3, 2) = 1513
4d6 ⇒ (6, 3, 1, 6) = 1615
4d6 ⇒ (6, 6, 1, 2) = 1514
4d6 ⇒ (4, 1, 5, 3) = 1312 <- Dropped
4d6 ⇒ (6, 6, 1, 5) = 1817
4d6 ⇒ (3, 6, 6, 4) = 1916

Ok... I am all over the place... Very good rolls though, dang!

Let me see... What classes are MAD? :D


Adam!

It is good to 'see' you again. Also, I hate you, those rolls are just too sweet...

Duboris; not certain if you missed my question previously regarding buying spell scrolls with the starting funds, so I will ask again.
If I purchase spell scrolls with my starting funds in order to add the spell to those my familiar knows, do I need to make the Spellcraft Check or do we consider it to have already been successful?

@Tiriael: The most (in)famously MAD class would be Monk. I was considering a Martial Artist Monk, but then all my rolls were only 'above average'.

Sczarni

Can I try my hand at stats a second time? I was looking through the other applied PCs to get a gander at their backstory and realized that my character is worse or equal to everyone else in skills. All I've got right now is a 3/day save-or-suck for two rounds that only works on creatures that understand common and aren't immune to mind-affecting effects, and by the campaign details I'm having the feeling that we'll be fighting undead or constructs fairly quickly.

It's not just combat. Lower bluff, equal diplomacy. Worse knowledges and nothing unique. I have performance, but in the same token, the oracle can cast bless.

Just frustrating. Maybe I'm getting torn up about nothing.

EDIT: Eh, ignore me! I'm just going to stick with it and see about just making it fun for myself.


We have no ranged support - Zen Archer is soooooo broken :D


@Cherry

My bad, I was actually going to reply about that, but It kind of slipped my mind after I finished explaining the other stuff about conjuration. I apologize.

Yes, you are considered to have been successful.

@Hana Miyahara

The worst stats so far have been Stratos, with an abyssmal 9 point buy. You've atleast got 2 scores at or above 15, so yes, you are getting torn up about nothing XD. That character would work just fine, considering she has an 18 charisma score.

That being said, you could just move the con score to int and gain another skill point. Bards get.. 6, right?

6 Skill points
+1 skill point for bard favored class
+1 skill point for int score. Your choice, though.

It could be worse. Could be 9 point buy. (I allowed him a re-roll, though, because helen keller couldn't survive in this.)
--------------------------------

Oh, that reminds me, I forgot to post the subsequent healths of PC's when they level.

Level 1: Max hp
Subsequent levels: Half hit die +1 +con mod

So a wizard, with a 1d6, gets a 4. Fighter gets a 6, and Barbs get a 7, etc, etc.

Don't forget to add your automatic +1 hit point for favored class. Those things are important, people.


Duboris, do you have any preference on which build to finalize for Roman?


No worries, thank you for a prompt reply.


@Airon87

Your call. If I made preferences It'd only be in your favor. Can't have that :3


Nicholas Greyson is now finished mechanically. Again. This time in stat block form. I'll be editing his background and adding a personality and appearance section once I get back from work today.

Sczarni

I finished my character's backstory! Huzzah!

Pretty much done there-- will do a pass on it for a second draft once I've got my wits about me again.


Alrighty, so that's well over 14 dots of interest, and 6 characters confirmed.

Consider me giddy.

I'd also like to point out that the entire time this recruitment threads been doing it's process (Rather wonderfully) I might add, I've been making NPC's, well... touching them up. They've been made for a long time, I'm just adjusting a few things.

Did I mention there's like, 16 people to talk to as soon as you pop back out of the ethereal soup of ridiculousness? Because there are. Some that would make a lawful good paladin shudder, others that would make him weep tears of joy.

They're as diverse as you guys are going to be.

On a side note, did everyone enjoy the opening flavor text that much? I keep getting praise for it.


Roman is more or less ready.

If you'd like background could be expanded - I don't know if you like backstories to be short and to the point or small novels ^^


It's all about quality. Write something that sounds believable and enjoyable, and reasonable. Don't do anything extensive. Basically, don't try too hard.

Uuuuupdated Character submissions

Algar Lysandris - Samsaran Hedge Witch
Bromen Spellbane - Dwarven Two Handed Fighter
Sayn Zordlon - Half-Elf Oracle of Life
Hana Miyahara - Kitsune Bard
Roman Tsarko - Human Cad/Postolero or Human Musketeer Samurai
Nicholas Grayson – Human Vivisectionist/Chiurgeon
Restless Cherry Blossom – Elven White-haired Witch (Needs background change. Witches love Agristrad.)


Tiriael wrote:
Hey Adam, this time Magnhlidr is for me :D

Hi there Zeltor, I was wondering who that was. Lets hope we get in this together.


Background:
How long had it been? Weeks? Months? Was there any hope left?

Did it matter?

Tera raced down a dark street with the only sounds echoing off the shattered walls being her steel-shod boots and heavy breathing. Her lungs burned from the exertion and the sulfur in the air. She turned a corner, then another, prolonging the chase. Buying time, not for her, but her companions. Blood thundered in her ears, but fear, though felt, couldn't shake her resolve. She needed to give the others time.

She turned another corner and realized that she had given them all the time she could. She was trapped. The cackle of imps, the whisper of wings, both feathered and leather, and the jeering singsong voices filled her ears now. She was doomed to die here. With her back to the wall of rubble, she readied herself. Fiends from Abandon, Hell, and the Abyss flew overhead and stalked forward.

"Aw, it seems a lost little angel has gotten stuck in a corner. Shall we help her on her way?"

"Perhaps we can have a little fun first. She looks like good sport."

Tera held her ground. The sword and shield she had found at the ready. The erinyes that spoke first turned to the succibus that looked at Tera with a hunger that spoke of the tortures the warior was likely to endure.

"Oh, yes. She does look spo-AGH!"

It was nothing more that a scratch on the cheek, but the paladin had landed a blow. Outmatched, outnumbered, and alone, she stood tall and proud. A shrieking chorus rose up as the fiends descended with fang, claw, and blade bared. Tera said nothing. She fought hard. Fought to buy just a little more time. Minutes later it was over. Tera lay broken and battered in the dark alley, her blood pouring out of many wounds, but not all of the blood on the ground was hers. Barely hanging on to consciousness, she said only a few words, a mere whisper drowned by a chorus of howls and shrieks.

Always have hope, my friends. Always hope.

Stats:
Tera Flinders
Female Angel-Blooded Aasimar (Angelkin) Paladin (Warrior of the Holy Light) 2
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
hp 25 (2d10+9)
Fort +11, Ref +5, Will +8
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +7 (1d4+5/x2) and
. . Halberd +7 (1d10+7/x3) and
. . Masterwork Bastard sword +8 (1d10+5/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Alter Self (1/day), Detect Evil (At will)
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 18, Int 12, Wis 13, Cha 19
Base Atk +2; CMB +7; CMD 18
Feats Exotic Weapon Proficiency (Bastard sword)
Traits Blessed Touch, Hard to Kill
Skills Acrobatics -6 (-10 jump), Climb -2, Diplomacy +9, Escape Artist -6, Fly -6, Heal +7, Perform (sing) +6, Ride -6, Sense Motive +6, Stealth -6, Swim -2; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic
SQ aura of good, lay on hands (1d6+1) (5/day)
Other Gear Masterwork Banded mail, Heavy wooden shield, Halberd, Masterwork Bastard sword, Backpack (empty), Holy symbol of Iomedae, 10 GP, 5 SP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Lay on Hands (1d6+1) (5/day) (Su) You can heal 1d6+1 damage, 5/day
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.

Duboris wrote:

I'd also like to point out that the entire time this recruitment threads been doing it's process (Rather wonderfully) I might add, I've been making NPC's, well... touching them up. They've been made for a long time, I'm just adjusting a few things.

Did I mention there's like, 16 people to talk to as soon as you pop back out of the ethereal soup of ridiculousness? Because there are. Some that would make a lawful good paladin shudder, others that would make him weep tears of joy.

They're as diverse as you guys are going to be.

On a side note, did everyone enjoy the opening flavor text that much? I keep getting praise for it.

Cool. It should be interesting to play, and I love that. I don't mind having parts that are light on combat, but that can be harder than running combat in some ways. I think that the flavor text is awesome and I would be thrilled if there was more like that dropped every now and then.

Anyway, I'd like to mention that Tera is more on the pragmatic side. She follows the paladin's code, but she isn't going to stand and fight if she can do more good running (see background.) I'd like to find out where the line is with you so I can play her accordingly. I'll have an alias up in a bit.


I'm completely A-Ok with "Running away" from combat for the sake of your allies, as that's sacrifice, and daemons would be more interested in killing a paladin as devils would be.

I'm not too strict on paladins. I'm content with most of the one's I've seen played, and my rules aren't too strict on them. I'm not going to go out of my way to set up a paladin for failure, but there are a few moments where that kind of character might be reduced to tears and insanity, especially in some of *these* places.

Agristrad especially.


Alrighty then. I have an alias set up (Link.) If I think I may be crossing the line I'll put something beforehand, but that should be in extreme cases only.

edit: And that is why I had her from the place with demons and stuff. The pass just sounds like it'd frustrate a paladin to tears.


Algar Lysandris - Samsaran Hedge Witch
Bromen Spellbane - Dwarven Two Handed Fighter
Sayn Zordlon - Half-Elf Oracle of Life
Hana Miyahara - Kitsune Bard
Roman Tsarko - Human Cad/Postolero or Human Musketeer Samurai
Nicholas Grayson – Human Vivisectionist/Chiurgeon
Restless Cherry Blossom – Elven White-haired Witch
Tera Flinders – Aasimar Warrior of the Holy Light (Paladin)

I like her! The background works, and I agree, however, there's going to be plenty of extreme cases in Agristrad. A little bit different than I word my demons, as I see them as ruthless, more than anything, but it works all the same.

We've got 8 completed characters. (If you don't see your name, make sure to point that out. You have 6 days left.)


Aha! My character idea finally came.. A Kitsune Paladin of Erastil, Divine Hunter who has taken an Oath against the Wyrm (probably how she died!) Will get a backstory up in the next day or so.


Mmmm... two paladins to choose from. I both love and hate that, as I probably won't pick 2 of the same class.

Then again, if the bits are entirely different, I rather like it. It's just the idea of 2 paladins with their codes at once, lol. What if one doesn't agree, lol? Ahaha. On the other hand, it might be good for role-play.

Different interpretations of the code could lead to mud wrestling.

I'm suddenly very okay with this.


Dotting for interest.

Having a hub as the backdrop for a pbp does sound like tons of fun, especially given the cast of character's we've ready.

I should(?) have some sort of crunch up soon.


Should hopefully have something up tomorrow


Duboris wrote:
...Different interpretations of the code could lead to mud wrestling...

Nothing in the paladin's code explicitly prohibits it, and I now have an image in my head of two lovely, and very miffed paladins having a "polite" word with you about the appearance of a mud-pit in the recruitment office.

:)


You definitely have a certain flare to your writing. One that seems to be attracting players like flies. XD

I'll be editing my background tomorrow and posting the finished version of it. Aside from what you said earlier, do you have any other suggestions?

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