Evastor's Reign Of Winter (Inactive)

Game Master Ace Of Spades

Welcome to Reign Of Winter!


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God

Discuss most out of game stuff here.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Dot.


Allowed races/classes?


God

I am so ecstatic to DM for you guys. I need to lay some ground rules for you guys and myself.
I am starting with my responsibilities as a dm to you guys as the players.

1. Respect and Compassion: As a DM I must respect my players and take care of my players. Hopefully, Our respect and compassion will be a reciprocal relationship.

2. Enjoyment: I must make sure that everyone is enjoying themselves. Seriously guys, I am truly humbled by you guys taking your time to be in this campaign. Time is extremely valuable and limited. We only have so much time in our lives. I must make it worth your time.

3. Advocate: I will hear your questions and concerns to the best of my abilities. I will answer your questions. I will represent each one of you and help you guys out.

4. Story/Writing: I will fill my words with detail and decent grammar. I will make the best effort to make you guys care about the story.

5. Being Humble: I will accept criticism positively and work with you guys to constantly improve my DMing.

6. Risk Taking: I am going to take risks to give players unique and different play experiences. I will know the rules to break them properly.

7. Balancing: Keep the experience challenging, but not make the encounters too hard or broken.

8. Player Improvement/Learning: As a dm I seek for my players to truly benefit in this experience. D&D is an art form that has alot of insight. I will challenge you guys to take the next level as players in your writing and roleplaying.

9. Consistency: I will be consistently posting daily to move the campaign along. (Unless something makes me super super busy or an emergency.)

10. Determination: I will be determined and never give up on the players. I will seek constant improvement. There is always something I could do better.

We are really working together. We are working together to create a strong narrative. I am not seeking to win, but I am seeking you to learn and be happy through this campaign.

Thanks for reading this. If there is stuff you want me to add to my responsibilities, please share.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Evan, you're the cutest.

I don't have anything for you to add, but is there anything that you expect from us, explicitly and without exception?

Also, I call dibs on the arcane role - I want to play a dwarf anti-mage.


God

Yes, I will have some ground rules for you guys as well. Jason and I have this really ambitious project at the moment that I need to finish up soon. Then I will be able to get things more rolling. Expect a week or so of me reading and rereading part 1 of this adventure path. I really need to internalize the information. I need this time so I can really bring the best experience I can make for you guys.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Wait, what if I play Loki...?

A changeling sorcerer, marid bloodline. All illusion and water subtype spells. It would be freakin' awesome.


God

Alright you lovely bunch. I want to lay down some rules for you guys.

1. Good Attitude: Alot of the enjoyment in life comes from being positive. The glass could be half empty or it could be half full. Stick with a good attitude! Life is what you make it!

2.Characterization/Strong Narrative: I want to see some interesting interactions, you are a huge part of what makes dming fun. I love me some characters. You don't need to reveal everything about your character, but leave us wanting to learn more! I am a story kind of guy.

3.Team Player: Play as a team! Team! Team! Team! Say it!

4.Improvement: Always room for improvement for you guys. Seek improvement! Ask for advice if you need it.

5.Communication: If you are bugged by something please tell me, I am a resource.

I am going to leave it at that for now. I am going to set my expectations high because I know you guys will meet the challenges head on and take them down!!!!!!!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Team.


God

Alright, Without further ado.

20 Point Buy: Happy spending!

Alignment :Every alignment, except Chaotic Evil. Every character has to have a good reason/motivation to be there. Conflict is good from time to time, but nothing that wrecks the campaign.

Races: Core Races allowed. Featured Races if you have a good reason for them to be in. No uncommon races (Not really feeling for them in this one.).

Download and read the players guide.
Reign Of Winter Players Guide

Free Feats: Weapon Finesse, Endurance (I might add more)

Background: Each of you have integrated yourself in the small town of Heldren. You guys know each other. Everyone in the party have spent a few years living in Heldren. Seriously, the town is really small.

If you guys have any questions about Heldren, I will answer them to the best of my abilities.

Questions: Ask! Ask! Ask! Ask!


God

Traits: 1 campaign trait and 1 trait of your choice. If you take a drawback, you gain a third trait of your choice. Campaign traits are in the players guide.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Population and location of Heldred? Climate?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hex Nails: 1d4 ⇒ 2

Alisa Ornudóttir
Female half-elf ranger (warden) 1
NG Medium humanoid (human)
Init +2 (+4 in cold terrain); Senses Perception +9 (+11 in cold terrain); low-light vision

--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 shield, +1 dodge)
hp 14 (1d10+4)
Fort +5, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee battleaxe +3 (1d8+2/x3)
Ranged throwing axe +3 (1d6+2/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 16, Int 9, Wis 16, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Weapon Finesse, Endurance, Dodge, Skill Focus (survival)
Traits Vigilante Witch Hunter, Axe to Grind
Skills Heal +7, Knowledge (nature) +3, Perception +9 (+11 in cold terrain), Sense Motive +8, Stealth +6 (+8 in cold terrain), Survival +10 (+11 to track (+12 in cold terrain, +13 to track))
Languages Common
SQ track +1, wild empathy -1, favored terrains (cold), cold-honed, keen senses, multitalented, elf blood
Combat Gear hex nail (2), tindertwig (5); Other Gear leather armor, buckler, battleaxe, throwing axe (2), masterwork backpack, hooded lantern, pints of oil (3), cold-weather outfit, survival kit, waterskin, hip flask, 69gp, 7cp

I'm just gonna leave this right here. Savage ranger/druid, ex-winter witch accomplice and witness of many horrors. I'll have a proper backstory up sometime soon.


Alright, FINALLY finished the character (or... I think I have). the general gist of the character is done, just finishing up with gear and stuff. all the traits, stats, etc. should be fine and good to go.

Donnovan "Duke" Half-tusk
Male Half-Orc Fighter 1
CG Medium humanoid (Half-Orc)
Init +2
---------------
DEFENSE
---------------
AC: 19, Touch: 12, Flat-Footed: 18 (+5 armor, +2 shield*, +2 Dex, +1 Natural Armor)
HP: 11 (1d10+1)
Saving Throws: Fort +4, Ref +2, Will +0 Special: +2 vs. cold weather, and +1 saving throw vs. cold damage.
---------------
OFFENSE
---------------
Speed 30 ft. (20 ft. in Armor)

Close Combat
Morningstar:
Full attack: +4 (1d8+3/X2)
Single Attack: +4 (1d8+3/X2)
Charge: +6 (1d8+3/X2)
Double-Axe Melee:
Full Attack: +2 (1d8+3/X3), +1 (1d8/X3)
Single attack (two handed) +4 (1d8+4/X3)
Charging Attack +6 (1d8+3/X3)

Ranged
Throwing Axe: (10 foot range) +3 (1d6+3/X2)

Special Attacks: None
---------------
STATISTICS
---------------
Str 17, Dex 15, Con 12, Int 12, Wis 10, Cha 12

Base Atk: +1; CMB: +4; CMD: 15

Feats: Two-Weapon Fighting, Iron Hide (+1 Natural Armor)
Skills: Climb +7(+1/+3*), Intimidate +7, Swim +7(+1/+3*), Survival +4

Special Abilities/Racial Traits:
1).Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
2).Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
3).Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
2). (Alternate Trait Feat) Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Traits:
1).Northern Ancestry - +1 Trait Bonus to fortitude save, and Cold Resistance 2 (non-stacking)|
2).Ice Walker - +1 Trait bonus on saving throws vs. cold damage. Ignore Acrobatics penalty for ice, and can move across ice at normal speed.
3).Finish the Fight - You get a +1 Trait Bonus to all attacks against any foe you have injured in the last 24 hours.

Drawback
1). Mark of slavery: Whenever you fail a skill check, you take a -2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is part of retrying the failed skill check.

Languages: Common, Orc, Giant

Combat Gear: Potion of Cure Light wounds (1), throwing Axe (5)

Equipped Gear: Furs, Scale Mail, Large Wooden shield, Morningstar, Bandoleer, Snow goggles

Other Gear: Backpack, waterskin, bedroll, Winter blanket, tent(small), flint & steel, Hemp ripe (50ft.), Orc trail-Rations (8), Map, Bullseye Lantern, 4 pints of oil, steel mirror, Twine (50 ft.), Snow-shoes, compass.

Back-story (very brief): Ex-slave (a primitive scarred mark on his lower neck marking him as property), he's been wandering around the north in an attempt to re-discover is origins and who he is/came from after escaping from slavery at a young age, and has spent many years traveling the north and wandering its icey passages.


God

Sweet!


God

Classes: Core Classes, Witch, Inquisitor, Oracle, Magus, Cavalier.


Female Human Hedgewitch 1

Here!


God
Leinathan wrote:
Population and location of Heldred? Climate?

Climate: It's summertime in Heldren. Heldren is near a place called the border wood, where recent tales of unnatural winter have began to spread. During the mid summertime!

Population: 171 (152 humans, 6 dwarves, 5 halflings, 4 gnomes, 3 elves, 1 Half-Elf)


Aha! Here's the thread that busted link should have lead me to! I'm up for playing, and in something of a hole-filling mood. So I suppose tomorrow I'm sitting down to whip up... something. Seems like there's at least one caster shaped gap in the lineup, so probably a witch or a sorc, but just to double check, what's everyone doing race/class/sex wise so far?


God

Glad you found it! So far, Female Human Ranger, Male Half-Orc Fighter, Bard (race and gender not determined), Druid (Uncommon Race, I am giving him a chance if the character has a good reason to be there.)

Arcane is probably a good route to go.


Female Human Hedgewitch 1

Alisa was born in a small, unnamed village in the Land of the Mammoth Lords. Her family couldn't be considered gentle or nurturing in any modern sense of the word, but they were more than caring, and they reared her in classic Ulfen fashion. She was helping hunt by the time she was five or six, and when the village moved seasonally she was always around to help dis-assemble and then re-assemble the homes of her family and their neighbors.

Then, one day, the White Witches came. Three of them, clad in the furs of winter wolves and accompanied by a half-dozen frost trolls and dominated human warriors, they fell upon the small Ulfen village in the dead of winter and the dark of night. The men and women of the village were warned beforehand, of course. They weren't stupid, nor were they uncautious. Predators strong enough to kill an entire family and get away stalked the night during the winter in the Realm of the Mammoth Lords, and so scouts and night watches were always called for.

They weren't prepared for the Witches, though. Stories of how the winter had claimed half of the Ulfen lands many years ago had circulated among Alisa's people, but never had she seen the White Witches at work, so when the three of them and their allies easily carved through Alisa's village's warriors, she stood in awe. The witches called spears of ice to impale her friends and neighbors, and storms of swirling sleet to catch up fleeing women and children. The warriors tried to fight the ice trolls, but they had no fire, and so after a long battle, they fell. The Witches' magic kept any noncombatants from truly fleeing, and so at the conclusion of the slaughter of her friends and family, Alisa was taken prisoner by the White Witches. She was among dozens taken from her ancestral home into Irrisen, where endless winter reigns supreme. Eight years she spent in Irrisen - the greatest block of her childhood. Not that she really had a childhood anymore.

The Witch that took charge of her was called Conna, and she was a cruel and cold mistress. While she originally took Alisa in on the premise of indoctrinating her into the White Witches themselves, it quickly became clear that Conna had no interest in teaching her magic to another. Alisa, instead, was used as a simple servant. She cooked for Conna, she cleaned Conna's filthy white robes, and she fetched things for Conna. On several occasions, she was used as a scapegoat to test the results of a new spell that Conna had learned, so Alisa quickly had to learn to recover from frostbite very quickly. If she had not, Alisa would have died from her cold-infused injuries, inflicted by her cruel mistress.

She began to doubt that she would ever escape, that she would ever see her home again. Alisa wondered whether she even wanted to. Late one night, she gripped a black carving knife taken from the kitchen and contemplated returning to her family in another world.

She heard something from without the tower she and her mistress lived in. "The Everbloom!" the cry went out, and a crash as the front gate of her tower fell to the ground. "Down with the oppressors!" She lowered the big knife from her throat and leapt out of the cot she had been given, crouching low and taking a peek out of her closet's door. She was on the top floor, so she didn't have the best view, but she could still see the flashes of divine light as a silver-armored man and woman, both wearing the iconography of a bloody rose on their crimson capes, battled her mistress. They swung morningstars and threw beams of magical sunlight at her, and she, groggy from having been woken in the middle of the night, retaliated with blasts of wintry ice and walls of frost. Conna was clearly the most powerful of the three combatants, but she was outnumbered and occupied.

Alisa saw her chance. Quickly, she ran back into her room and began throwing on all of her layers. She topped them off with a completely white rag, the better to be concealed in the snow, and then she scampered out of her room and down the stairs. She tucked the big kitchen knife into her rags, just for good measure. The battle was still going as she descended the tower, though Conna had been pushed back towards her room. Alisa didn't look back. She darted right in between the two divine warriors, despite their cries to her to wait, and right out the door of Conna's tower. She fled, into the winter night.

The next few days were rough. She was hungry, though she didn't lack for water. She was cold, though she didn't lack for shelter. The landscape of Irrisen is dotted with abandoned lairs, their once-occupants killed by the civilizing forces of Irrisen's Winter Guard. She thought that she might just die, out in the wilderness, of exposure or of being hunted by some massive winter beast. She was okay with it, too. Mostly.

Still, something kept her going. Day after day, she forged deeper into the frozen Irriseni forests, until she came across something remarkable - a window in thin air. It shimmered with blue light, and beyond was a vision of light and warmth and heat - the same forest in the height of summer. She shivered with cold and walked towards it, slowly. She reached out a hand, yearning for the feel of live grass and the touch of the sun's rays...and then was astonished when her hand went right through it!

That was ten years ago. She managed to escape from Irrisen through a portal she had found in the deepest forest, though upon returning to try and find the portal again, years later, it had disappeared. She never did find her way home, either. She came out of the portal in the nation of Taldor, and quickly made her way to the nearest town. There, she found it difficult to find somebody that wanted to adopt a nineteen-year-old girl, but she did find work as a barmaid in the local tavern. She was good at servant work, and it paid for her food and gave her free lodging.

She kept venturing out, into the forest, always looking for that portal, always trying to find where she came from.

Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

^ Tell me what you think or if you have any questions. It's Alisa's backstory, in case that wasn't clear.


God
Gendrid wrote:
Ex-slave (a primitive scarred mark on his lower neck marking him as property), he's been wandering around the north in an attempt to re-discover is origins and who he is/came from after escaping from slavery at a young age, and has spent many years traveling the north and wandering its icey passages.

This sounds pretty interesting. If you elaborate more, I can include your family background in the story. It will make for some interesting roleplaying.

leinathan wrote:
^ Tell me what you think or if you have any questions. It's Alisa's backstory, in case that wasn't clear.

Sweet! Sure!


Alisa Ornudóttir wrote:
Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.

Is it wrong that my first thought on reading that is to go Winter Witch for both archetype and prestige class with the Failed Winter Witch Apprentice trait? (As one of 2 I assume?)

And is it wrong that doing that makes me want to ironically name this character Summer?

Still need to think a bit race wise.


God

Neither is wrong. Sounds like a really interesting dynamic.


God
leinathan wrote:

Alisa was born in a small, unnamed village in the Land of the Mammoth Lords. Her family couldn't be considered gentle or nurturing in any modern sense of the word, but they were more than caring, and they reared her in classic Ulfen fashion. She was helping hunt by the time she was five or six, and when the village moved seasonally she was always around to help dis-assemble and then re-assemble the homes of her family and their neighbors.

Then, one day, the White Witches came. Three of them, clad in the furs of winter wolves and accompanied by a half-dozen frost trolls and dominated human warriors, they fell upon the small Ulfen village in the dead of winter and the dark of night. The men and women of the village were warned beforehand, of course. They weren't stupid, nor were they uncautious. Predators strong enough to kill an entire family and get away stalked the night during the winter in the Realm of the Mammoth Lords, and so scouts and night watches were always called for.

They weren't prepared for the Witches, though. Stories of how the winter had claimed half of the Ulfen lands many years ago had circulated among Alisa's people, but never had she seen the White Witches at work, so when the three of them and their allies easily carved through Alisa's village's warriors, she stood in awe. The witches called spears of ice to impale her friends and neighbors, and storms of swirling sleet to catch up fleeing women and children. The warriors tried to fight the ice trolls, but they had no fire, and so after a long battle, they fell. The Witches' magic kept any noncombatants from truly fleeing, and so at the conclusion of the slaughter of her friends and family, Alisa was taken prisoner by the White Witches. She was among dozens taken from her ancestral home into Irrisen, where endless winter reigns supreme. Eight years she spent in Irrisen - the greatest block of her childhood. Not that she really had a childhood anymore.

The Witch that took charge of her was called Conna, and she was a cruel and cold mistress. While she originally took Alisa in on the premise of indoctrinating her into the White Witches themselves, it quickly became clear that Conna had no interest in teaching her magic to another. Alisa, instead, was used as a simple servant. She cooked for Conna, she cleaned Conna's filthy white robes, and she fetched things for Conna. On several occasions, she was used as a scapegoat to test the results of a new spell that Conna had learned, so Alisa quickly had to learn to recover from frostbite very quickly. If she had not, Alisa would have died from her cold-infused injuries, inflicted by her cruel mistress.

She began to doubt that she would ever escape, that she would ever see her home again. Alisa wondered whether she even wanted to. Late one night, she gripped a black carving knife taken from the kitchen and contemplated returning to her family in another world.

She heard something from without the tower she and her mistress lived in. "The Everbloom!" the cry went out, and a crash as the front gate of her tower fell to the ground. "Down with the oppressors!" She lowered the big knife from her throat and leapt out of the cot she had been given, crouching low and taking a peek out of her closet's door. She was on the top floor, so she didn't have the best view, but she could still see the flashes of divine light as a silver-armored man and woman, both wearing the iconography of a bloody rose on their crimson capes, battled her mistress. They swung morningstars and threw beams of magical sunlight at her, and she, groggy from having been woken in the middle of the night, retaliated with blasts of wintry ice and walls of frost. Conna was clearly the most powerful of the three combatants, but she was outnumbered and occupied.

Alisa saw her chance. Quickly, she ran back into her room and began throwing on all of her layers. She topped them off with a completely white rag, the better to be concealed in the snow, and then she scampered out of her room and down the stairs. She tucked the big kitchen knife into her rags, just for good measure. The battle was still going as she descended the tower, though Conna had been pushed back towards her room. Alisa didn't look back. She darted right in between the two divine warriors, despite their cries to her to wait, and right out the door of Conna's tower. She fled, into the winter night.

The next few days were rough. She was hungry, though she didn't lack for water. She was cold, though she didn't lack for shelter. The landscape of Irrisen is dotted with abandoned lairs, their once-occupants killed by the civilizing forces of Irrisen's Winter Guard. She thought that she might just die, out in the wilderness, of exposure or of being hunted by some massive winter beast. She was okay with it, too. Mostly.

Still, something kept her going. Day after day, she forged deeper into the frozen Irriseni forests, until she came across something remarkable - a window in thin air. It shimmered with blue light, and beyond was a vision of light and warmth and heat - the same forest in the height of summer. She shivered with cold and walked towards it, slowly. She reached out a hand, yearning for the feel of live grass and the touch of the sun's rays...and then was astonished when her hand went right through it!

That was ten years ago. She managed to escape from Irrisen through a portal she had found in the deepest forest, though upon returning to try and find the portal again, years later, it had disappeared. She never did find her way home, either. She came out of the portal in the nation of Taldor, and quickly made her way to the nearest town. There, she found it difficult to find somebody that wanted to adopt a nineteen-year-old girl, but she did find work as a barmaid in the local tavern. She was good at servant work, and it paid for her food and gave her free lodging.

She kept venturing out, into the forest, always looking for that portal, always trying to find where she came from.

Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.

If I synthesize this story, this a cool (see what I did there ;)) revenge story. I can see alot of character development from your character, especially if Googleshng goes Winter Witch. It's seems for Alisa, that winter is really a has been so close to winter witches that she could dread winter as much as winter witches. Kind of like if winter is a character, winter has some guilt by association. They could have a really weird blur together.

leinthan wrote:
Eight years she spent in Irrisen - the greatest block of her childhood. Not that she really had a childhood anymore.

This makes the eight years vague. What exactly happened, I as a dm do not know. A dm does not have to know everything. This is what I like though, I like detail. But a player does not have to reveal all their tricks in the backstory, a summary is an excellent way to get things rolling. Looks like there are many opportunities, where you can reveal or create more of her backstory within the campaign. Hopefully, you will give some tasty detail during the campaign.

leinthan wrote:
Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.

This looks like your compass goal to move into the campaign. It looks like that you know Reign Of Winter quite a bit. Which makes me think that I need to put out more information. :) A constant theme I see is moral ambiguity. Your character has kind of set that tone, I think.

Her seeking revenge will be a challenge to her good nature. Although.. her good nature is not really in the backstory. Your character's good nature can be known later as the campaign starts rolling. Heck, its going to be interesting either way.

That is so far my interpretation of your backstory. You are the author of the backstory. You understand the intention better then I can. I think it's cool, pat yourself on the back.

Do you believe I have understood your intent or brought some more insight into what you could do as the campaign progresses?


Female Human Hedgewitch 1

Yeah, I believe you basically got what I was going for.

Alisa may be "Good", but she isn't necessarily a kind person. And yes, I know Reign of Winter. I've skimmed a lot of it, just to see what it was like.

I wanted to make sure that I made a character that fit thematically.


Female Human Hedgewitch 1

Also!

I know that Jason talked with you earlier - I'll be re-tooling Alisa into a hunter instead of being a ranger. Mostly the same build, though I'll be switching my Str and my Wis.


God

Party composition update:

Male Half-Orc fighter

Female Human Hunter Go for it! :)

Male Goblin Rouge going into Shadow dancer

Winter Witch?

Unknown, Probably a divine caster.


God

Alright guys, I have two of the party members so far on the campaign page, tell me what you think.
Trying to make it sound enticing!

Man, I feel like I need a movie commentator voice.

"In a world of winter, it will take a summertime of heroes to melt it down. Reign Of Winter!!!!!!!! Coming to theaters Friday."


Female Human? Winter Witch, yes. Not totally married yet to the human bit. Still toying with maybe half-elf sylph or tiefling, if only for the sake of going all Star Trek 4 and covering pointy ears with a headband for book 5. Also because I'm pondering what makes for the most interesting backstory, really.


God

Sounds good at this point you can take your time.

Update

Female Winter Witch

Female Human Hunter

Male Half-Orc Fighter

Male Goblin Rouge

1 more spot.

The Lineup has changed a bit . So, I have 1 more slot to fill.
I am having trouble trying to contact a friend (CP) that I want to include., I am going to give 1 last try in getting him in. I will probably invite or recruit someone else to keep everything moving if it does not work.


Female Human Winter Witch 1 HP 8/8 | AC 12 Touch 12 Flat 12 | Saves 2/2/1 | Per -1 Init +6 SM -1

Still working out a few things mechanically but I've got a backstory down.

LONG:
The earliest memory Summer can recall is of an expedition her birth mother was forced to carry her along on, exploring cold windy valleys in search of the giants her mother had been summoned to deal with. On a particularly bitter cold day, there was suddenly a loud rumbling sound and a fair deal of screaming, and Summer lost consciousness, coming to buried in a snowdrift, the sole survivor of either some terrible disaster, or dangerous beast she never saw coming. Before succumbing to the elements, a passing winter witch (no doubt also having business with the local giants) happened upon her, saving her life, and taking her under her care.

While her new adoptive mother was rather harsh, some might even say heartless, she proved to at least be an excellent teacher, quickly "taming her lazy savage tongue" (so uncultured that for a year she stubbornly insisted on mispronouncing her own name- "Suma"), a proper reverence for Baba Yaga, how to avoid all that silly shivering and turning blue that a lazy savage will insist upon in all but the most intolerably warm environments. Summer's new mother also taught her something of the true nature of the world, and channel the voices of the ancient spirits of winter through small animals... although her lingering savagery left her soft-hearted enough to always insist on naming them, and doting on them like pets.

This same terrible flaw in character eventually caused something of a rift between Summer and her new mother, who often observed it was bad enough having to constantly mask her completely inappropriate appearance when their travels took them to civilized lands, without her constantly questioning the proper methods of punishing those savages who questioned the sovereignty of the witches. Eventually this tension became so severe that the only sensible solution was for to set Summer on a quest to find her "savage ancestors" and see "the squalor they live in" without proper guidance.

This of course proved something of a problem, as beyond the fact that her original homeland was one her mother would describe as "beyond intolerably warm," she lacked enough memories to find it. For the last several years, she has therefore been quite open to the suggestions of others on what land she may have originally called home, entertaining notions that she perhaps originally grew up deep in the Mwangi expanse, the distant lands of Vudra or Katapesh, or perhaps most likely of all, the cinderlands of the Shoanti. To properly honor her mother's request, she has been doing her best to dress and conduct herself in the fashion these dispensers of wisdom claim befits such people. Traveling barefoot with crude and immodest coverings made from animal skins barely held in place with bits of string, and decorated with headbands, and crude jewelry made from wooden rings and the bones of animals.

While a brief visit through the lands of such people once revealed a bit of discrepancy here and there, Summer was of course sure to favor the wisdom of Irrisen's learned masters on what was truly appropriate for "her kind" rather than what those "savages" may insist, much as she also continued to hone a properly icy demeanor, particularly attempting to emulate the way her "mother" always had such a way of hiding any disgust she may have felt with colorful euphemisms and biting sarcasm.

Oddly enough, the passive-aggressive spin on that was a last minute afterthought.


Female Human Hedgewitch 1

Companion HP Roll: 1d8 + 1 ⇒ (7) + 1 = 8

Just about done converting to hunter. Got another part of the backstory to add, too.


Male Goblin Pet Trainer Rogue 1 | HP 8/8 | AC 19 | Touch 17 | Flat-Footed 13 | Fort +0 | Ref +7 | Will +1 | Darkvision 60' | Init +7 | Perception +5 |

Playing a Pet Trainer Rogue.
Companion 2nd HD: 1d8 + 1 ⇒ (5) + 1 = 6


God

Loot: Average for Class at Level 1

Summer Chases-Stormclouds wrote:

The earliest memory Summer can recall is of an expedition her birth mother was forced to carry her along on, exploring cold windy valleys in search of the giants her mother had been summoned to deal with. On a particularly bitter cold day, there was suddenly a loud rumbling sound and a fair deal of screaming, and Summer lost consciousness, coming to buried in a snowdrift, the sole survivor of either some terrible disaster, or dangerous beast she never saw coming. Before succumbing to the elements, a passing winter witch (no doubt also having business with the local giants) happened upon her, saving her life, and taking her under her care.

While her new adoptive mother was rather harsh, some might even say heartless, she proved to at least be an excellent teacher, quickly "taming her lazy savage tongue" (so uncultured that for a year she stubbornly insisted on mispronouncing her own name- "Suma"), a proper reverence for Baba Yaga, how to avoid all that silly shivering and turning blue that a lazy savage will insist upon in all but the most intolerably warm environments. Summer's new mother also taught her something of the true nature of the world, and channel the voices of the ancient spirits of winter through small animals... although her lingering savagery left her soft-hearted enough to always insist on naming them, and doting on them like pets.

This same terrible flaw in character eventually caused something of a rift between Summer and her new mother, who often observed it was bad enough having to constantly mask her completely inappropriate appearance when their travels took them to civilized lands, without her constantly questioning the proper methods of punishing those savages who questioned the sovereignty of the witches. Eventually this tension became so severe that the only sensible solution was for to set Summer on a quest to find her "savage ancestors" and see "the squalor they live in" without proper guidance.

This of course proved something of a problem, as beyond the fact that her original homeland was one her mother would describe as "beyond intolerably warm," she lacked enough memories to find it. For the last several years, she has therefore been quite open to the suggestions of others on what land she may have originally called home, entertaining notions that she perhaps originally grew up deep in the Mwangi expanse, the distant lands of Vudra or Katapesh, or perhaps most likely of all, the cinderlands of the Shoanti. To properly honor her mother's request, she has been doing her best to dress and conduct herself in the fashion these dispensers of wisdom claim befits such people. Traveling barefoot with crude and immodest coverings made from animal skins barely held in place with bits of string, and decorated with headbands, and crude jewelry made from wooden rings and the bones of animals.

While a brief visit through the lands of such people once revealed a bit of discrepancy here and there, Summer was of course sure to favor the wisdom of Irrisen's learned masters on what was truly appropriate for "her kind" rather than what those "savages" may insist, much as she also continued to hone a properly icy demeanor, particularly attempting to emulate the way her "mother" always had such a way of hiding any disgust she may have felt with colorful euphemisms and biting sarcasm.

Oddly enough, the passive-aggressive spin on that was a last minute afterthought.

Another character is homebound! I like it. The ironic name was a great idea. Look like you got the crunch rolling too. Sweet!


God

Just, wanted to say that although I have certain character rules stated. I am flexible. Especially for this campaign.

The cast has been updated on the campaign page.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

What do you think about the "riding elk" animal companion option? I'm considering build options that lead me along a mounted path and I'd want a Large companion at level 1, which means a riding elk.

Still considering it, of course.


God

I am cool with that. Ever since Princess Mononokoe my whole perspective of elks has changed. I mean.. they were cool.. but they became awesome after I saw that movie.


God

Alright, another update.

Female Human Winter Witch

Female Human Hunter

Male Half-Orc Fighter

Male Goblin Pet Trainer

Cleric Of Nethys


Female Human Hedgewitch 1

Re-done Alisa a bit. Dropped a point in Con for three points in Int, and switched out the snow leopard for the riding elk. Switched out Dodge for Mounted Combat. Gained ranks in Handle Animal and Ride from the increased Int.

Animal companion mostly the same, but that it's one feat is Sure-Footed instead of Toughness.


God

Cool. I will double check all character stats when you guys are done.


God

I am probably going to make my first real post in the gameplay thread in the next couple of days. Just to keep the interest flowing and give you guys a nice introduction to read and hopefully enjoy. Not trying to rush anything, take whatever time you need.

Man! I am excited!


Just as an update, I'll be mostly out until wednesday next week. All my finals rest on monday, tuesday, and wednesday.

I've figured out the character background, I just need to write it out (I just don't really have the time to do so atm).

Also, we we starting tomorrow Friday? or next weeks Friday?


God

I will probably start sometime over the weekend for the first post. The cool thing about play by post is the posting can fluctuate in speed. Post whenever you feel like it. I am making a commitment to post at least once a day if you guys want that kind of speed. That is also why I am only going to dm 1 campaign, So I can draw my focus in making a great experience for everyone who is playing. But, we will all be busy once in a while. I need to work on the intro anyway. It's really up to you guys when we are really starting.


Female Human Hedgewitch 1

I'm ready for whenever.


Female Human Winter Witch 1 HP 8/8 | AC 12 Touch 12 Flat 12 | Saves 2/2/1 | Per -1 Init +6 SM -1

Pretty sure I'm finally done tweaking things and fiddling with my sheet layout. Familiar's on the Pet tab by the way.


Male Half-Orc Fighter 1 | hp 12/12 | AC 19 touch 12 ff 18 | fort +5 ref +2 will +0 | Perception +0 Init +2

Alright, I'll try to get my full backstory to you sometime tonight Evan, but it might be pretty late. I'm a night owl and typically stay up pretty late.


Female Human Hedgewitch 1

Put it in your class bar.

Like this!

Fighter 1 | hp x/x | AC x touch x ff x | fort +x ref +x will +x | Perception +x Init +x

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