| GM Tierce |
I have been absent from these forums for sometime and have missed the subtle interactions between characters that an online campaign can achieve. Online campaigns always focus significantly on the story, something that I am always a fan of. So I have decided to return to you to GM a campaign
I will be running Way of the Wicked, the evil Adventure Path by Fire Mountain Games. The focus will be on story, and players will be picked on good biographies. Talingarde, the island nation that is the setting for this campaign will be set in Golarion. Backgrounds should include who you are, how you got to Talingarde, and the reason for being arrested and thrown into the worst jail in all of Talingarde.
I will take four players, and posting is around 3 times a week. My online time is sparse, so please be patient.
Crunch:
HP: Full at level 1, average on additional levels
Alignment: No chaotic and no good (LE is preferred)
Stats: Focus and Foible – Choose your Focus and put it as an 18, choose your foible, and put it as an 8. For all remaining stats, roll a d10+7, all in a straight line, no swapping stats.
Class: Any, Antipaladin’s can be LE
Race: Any, but wild outlandish races will need an even better bio
Traits: 2 of your choice, a third trait, which will represent your crime, will be given to you after
Gear: You start with none, as you have been arrested and thrown in jail
The Mythic Adventure playtest will be included at some point, but not at start
Recruitment will last until this Sunday, November 25th
| Steinki Uðr |
Focus: Wisdom
Foible: Charisma
Strength 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity 1d10 + 7 ⇒ (7) + 7 = 14
Constitution 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence 1d10 + 7 ⇒ (8) + 7 = 15
This sounds great. A slightly slower paced adventure allowing for character development and a focus on story would be fun. Character development for this adventure ought to be particularly interesting. Submitting Steinki Uðr for your consideration.
| Joy |
I think I'll be submitting a Fire Elemental Bloodline Sorceress under the alias of Ember Firesong.
| Rambear |
1d10 + 7 ⇒ (10) + 7 = 171d10 + 7 ⇒ (3) + 7 = 101d10 + 7 ⇒ (10) + 7 = 171d10 + 7 ⇒ (2) + 7 = 9
Focus: Charisma
Foible: Intelligence
Edit:
Would mean:
15 strength (-2)
12 dex (+2)
17 Con
8 Intelligence
9 Wisdom
20 Charisma (+2)
Thinking:
Halfling, a Flame oracle of Asmodeus, Eldricth Heritage into Infernal. Obviously take the Childlike feat and play the innocent, young oracle/prophet of Asmodeus.
Having been shown visions of Mitra's church rend in blood from my infernal master since a young age, I travelled to Talingarde to support the waning cause of Asmodeus.
Eventually I ended-up in a hamlet where I tried to pursuade some younglings to my cause. I was ratted out. When the local Priest of Mitra came to question me (thinking me a small child), he ordered a public slippering (20 hits)as punishment with all the folks attending.
During the beating I continously spoke of my visions of Flame and Asmodeus, and as the final blow was about to fall I turned around and burned the poor priest to ashes (heresy or murder, enough to get convicted?).
Unfortunately, a patrol with some soldiers and a young paladin happened by just after the fact. Apprehended by these forces of good, I did not manage to hide my purpose of reviving the faith of Asmodeus.
Now I await my faith at the worst jail in Talingarde, wondering if all my visions of fire only portended my death at the pyre.
| GM Tierce |
So end of the first day and we have for recruitment so far:
Ember Firesong - Female Ifrit Sorcerer
Steinki Uðr - Male Dwarf Inquisitor (Witch Hunter)
Arodwumm the Outcast - Male Dwarven Rogue
Molasbar - Male Human Wizard (evoker)
Jordo Longyfoots - Male Halfling Oracle of Asmodeus
Jariath - Male Human Rogue
And dathom and Grand Moff Vixen are still in the process
I miss anyone?
Good characters so far, and hoping we see some martial range and front liners in the coming days
| Arodwumm the Outcast |
In 3.5E there was a prestige class (I think it was in Complete Adventurer) where you could marry together paladin and rogue - shadowbane stalker or infiltrator? I can dig the book out later today.
Could I aim for a variation of that but making an assassin style LE antipaladin rogue, GM Tierce?
Because you are looking for four players do you think that optimised characters have a better chance than ones built for more characterful reasons? I'm just trying to get a feel for your GM style before I invest the necessary prep time in creating something decent.
Your answer will help me solidify race and archetype choices. Suffice to say this is an AP I'd like to get into.
Cheers
| GM Tierce |
I have no problem for that as your ultimate goal, as long as you keep it in PFRPG.
As for what I am looking for, I will be examining two things, role and back story. The bio will trump all, but role will play a part in that if I have four excellent bios all for wizards, only one is going to get a spot.
As for optimization, I'm not against it and for many campaigns, especially Society types, its almost needed. For this campaign, as the characters have potentially higher stats and the opportunity to add "evil" templates will make the party more powerful then normal. Optimization isn't nearly as important at that point.
| GM Tierce |
One question I forgot to ask everyone, even though you've applied to an evil campaign, which says in itself the amount of subject matter you can deal with, but to clarify, is there anyone app'ing that will be offended by graphic subject matter?
What kind of subject matter you might say? Well that depends on you, but certainly violence and a certain level of sexuality.
| CampinCarl9127 |
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
These stats make me very sad lol. Had a couple ideas, but with only 1 stat giving me an actual bonus I'm gonna have to brainstorm a bit
The rough character idea is playing a strix (if that race is allowed). They are a birdlike race who are few in number, and have a deep seated hatred towards humans. Humans hunt them for money, and since the humans badly outnumber strix they believe 1 strix life is equivalent to dozens of humans...you can follow that trail and see why my person would be in jail lol
| Kienyach |
Here is Syntha, prisoner for the crime of murder. Her husband left to defend against a human poaching party, and he never returned. Not knowing of his fate, Syntha became blinded by her fury and flew into the nearest human village, attacking and screaming for justice. After she killed a few people who tried to stop her, guards came and brought her to down.
Just a rough idea, I'll get some more ideas later (especially with that class can work with only 1 stat giving me a bonus). I don't want to put too much work in until the race is approved
edit; I'll probably end up doing something arcane. Very much liking the idea of arcane archer
| LurkingTyranny |
Good Morning,
If not too late, I would also like a shot at this.
Focus = Strength, Foible Wisdom
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (5) + 7 = 12
Originally, I wanted to be an Anti-Paladin, but my stats do not really work for that. However, I can still make my idea work with your approval. I would like to be a Hobgoblin Fellrider (Cavalier).
My final stats would thus be:
Str 18
Dex 17
Con 16
Int 11
Wis 8
Cha 12
As far as the Cavalier order is concerned, I would use order of the cockatrice most likely, unless the scenario or you yourself have any better replacement orders that are sinister, evil, etc.
Provided Hobgoblin is allowed, I would play him as a LE would be warlord. Follows orders, has a regimented military respect for law and control, but wishes to oppress and dominate. A man who respects power, even as he craves to take it for himself.
Name: Tarkhan Alp-Baghatur.
I will give a background provided this idea is allowed.
| Thomas Glint |
Fallen_Mage here with Tomas Glint
Focus: Dex - 18
Foible: Cha - 8
Str: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Wasn't going to do Darius, lol. Thomas here is the only character I've actually played IRL games. And with this stat array I think I can still make him a Rogue. If I come up with a better fit, I'll do that. Regardless, he's going Assassin later on. I'll get his crunch later, but at the moment I'm tweeking his backstory.
| Bernald Jehannum |
Focus: Charisma
Foible: Strength
Dex = 1d10 + 7 ⇒ (6) + 7 = 13
Con = 1d10 + 7 ⇒ (3) + 7 = 10
Int = 1d10 + 7 ⇒ (3) + 7 = 10
Wis = 1d10 + 7 ⇒ (9) + 7 = 16
They call it a good kingdom, don't they. A bright and shining state. But I know the truth about it. That's why I'm in here. Yes, me, one of the Royal College of Heralds. We keep track of marriages, you see. And inheritances. And crime records. You'd be surprised what you learn. Particularly if you check the sealed records -- crimes that were never prosecuted, never punished.
Oh, they go on and on about how the King watches the nobles, and the nobles watch the King, and the priests all watch them both -- but if you're rich enough, you can make spaces where nobody's watching. And when nobody's watching, there's no evidence. Unless you take a little look, and see how many times something almost comes up. Over and over again. I found my way in there, oh yes I did.
You say I'm a noble's son. So what? My family had too many children for too many generations. Split the wealth, share it equally, leave me about as close to starving as an alley cat in winter. They threw me into the Heralds because they couldn't find anybody noble enough who'd take me in marriage with no lands, no castle, no rents, no -- well, you get the point.
But I'm smart, not like those witless fools who like to read off all the names in their ancestry -- like names will buy you food, or a roof, or a wife. I looked through the records. I learned some clever little trick like you're not supposed to know. I saw my chances and I took 'em. Like the Duke they never could prove the fraud against -- you remember that case, right? Well, I knew he'd been looking for money for years, so I had a quiet word with him one day at Court. There was a baron out by the coast that had some money -- so I hooked them up. Claimed I was promoting a nice marriage, when my boss asked. Got it arranged, too -- but really, the Duke needed money, and the Baron had some to offer. Where'd he get it? I dunno. Doesn't matter. I got my share. That was the first. Wasn't the last, either, not by a long shot. And when they hung the Baron for piracy, a few years later, why, I was on the other side of the Kingdom. You'd be surprised what kind of vacations a Duke will pay for if you pitch it right.
And then I got him to introduce me to, well, you wouldn't know the name. Grew some plants out in the marshes, she did. Ones some people would pay a pretty penny for. And they knew other people....
So I hooked 'em up. I saw my chances. I got a lot of gold salted away somewhere, and if we ever get out of here, why, I'm generous to my friends.
I am. They aren't. They stuck me in here. Wouldn't speak up for me, when I know all their little secrets. Said I was an extorter, a liar, an arsonist. Well, I did do the arson -- nice way to cover up a lot of little fiddly bits in the records, isn't it? They can't prove anything now. Except that Prince. Why, I could tell you things about him -- that little place he keeps above the docks. The little boys that show up there. The very well-fed fish underneath that house. Oh, no, they won't tell you about those. And they won't let me talk about them either. Said I was buying and selling them. Just taking them somewhere as a favor for a friend, I was -- did I mention I do lots of favors for my friends? And I have a lot of friends. They won't let me die in here, you'll see. I did too many favors for them. All of them. Every single stinking noble family in this kingdom has its black sheep. And I know them all -- they'll save me, you'll see.
You'll see.
It wasn't the arson, or the extortion, or the involvement in piracy, or the forgery -- none of which were ever proved. It was getting caught red-handed as a slave-trader with the four chained-up kids in the bloodstained back room, and the altogether too large amounts of gold. (Which was all confiscated, by the way. Ignore any claims otherwise.) Bernald is very untrustworthy and somewhat self-delusive, but he's quite convinced that everyone is corrupt, some just hide it better than others. And all the people he did favors for, and didn't help him when he was in trouble -- why, he wants all of them, and their whole stinking sanctimonious families, dead and rotted. Or maybe addicted to poppy dust and sold to slavers -- it would be more profitable that way.
Greedy little arranger with an eye for the main chance (his own!), not inclined to violence unless he must (too messy), knows everybody and every black secret (he thinks), and slippery as a bar of wet soap in a grease factory. But very friendly, oh yes, very friendly.
And the slave-buyer? Bernald knows, absolutely, it was the King's youngest son. Of course, Bernald is not the only person who knows how to disguise himself... or lie to implicate others. [IE, DM's call...]
| Stalwart |
My idea: a feral, wolf-raised human youth.
Focus: Strength: 18
Dex: 1d10 + 7 ⇒ (5) + 7 = 12 +2 racial = 14
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Foible: Charisma: 8
Raised by a pack led by an awakened dire wolf, the boy who would become known as Ferrel (Feral) Greylock was the son of a druid who died and left his son in the care of his animal companion. The great wolf, knowing that when the boy's druid heritage allowed him to wild shape into a wolf he would adopt that form exclusively, he instructed him to return to human lands to learn of civilization. It didn't go well. His wolf companion was killed by town guards. The boy then attacked, killing several before he was overpowered and captured. The boy was quickly sentenced and ordered to be executed.
I am adapting this character, so there might be some crunch issues I'll need to clean up.
"You won't be alone," the great wolf told him. "you will be surrounded by your own kind. Humans. What you are."
"I don't want to be human," the boy replied. "You told me, as I learn the ways of my father, I'll be able to become a wolf. Soon I won't slow you down. I'll be able to hunt with you, as one of you!"
The wolf shook his head. "That path will always be available to you, should you choose it. But I have decided. You must learn about humans, before you decide to abandon what you are. I loved your father, as I love you. He and I ran together, hunted together, and fought together. At times, he would be a wolf. But he always returned to his true form. And that was human."
The boy barely remembered his human father. Or his mother. The great, shaggy gray wolf with deep, piercing gold eyes was always his true father, he felt. He opened his mouth to speak.
"No. I have made my decision. So long as you remain with us, you will know nothing of humans. You must live amongst them for a time. They are a strange kind, but you know their common speech. You will make friends, meet females, and perhaps decide that houses and cities are not bad things."
The boy would not argue. He would follow the instructions of the alpha male, like a good wolf. And then he would return.
He met no human he liked. He met many who smiled, and said nice things, and made him like them for a little while. But their smiles were just the baring of fangs. He believed them, but then they killed his only true friend and was clasped in iron and put on display for others to gawk at. He killed many that day.
Humans said one thing and did another. It was like a hunter moving one way to get the prey to move the other, into the jaws of a waiting pack member. The boy was prey among the humans, where his hunters used words and promises instead of growls and bared teeth. And before he realized it, he was caught. The months he spent with humans left him with no understanding of humans except that they were cruel and evil. He wanted to hunt them all down.
Campaign note: Ferrel will have a pack mindset, so provided he is given an alpha-type to give him instructions, he would do very well in a group. His unfamiliarity, though, with civilized institutions should make for some very interesting role-playing.
Male Human Druid 1 (Wolf Shaman)
NE Medium humanoid (human)
Init +4; Perception +6
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DEFENSE
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AC 15, touch 13, flat-footed 12
(armor +2, Dex +2, Dodge +1)
hp 11 (1d8+2)
Fort +4, Ref +2, Will +4
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OFFENSE
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Spd 30 ft.
Melee: Unarmed Strike +4 (1d3+4)
or Full Attack: UA S (1d3+4) and UA S +2 (1d3+2)
Combat Options:
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STATISTICS
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Str 18 (+4), Dex 14 (+2), Con 13 (+2), Int 11 (0), Wis 16 (+3), Cha 8 (-1)
Base Atk +0; CMB +4; CMD 16
Feats Dodge, Two-Weapon Fighting
Skills Knowledge (Nature) +6, Perception +7, Stealth +3, Survival +9
Traits: Dirty Fighter, Outcast
Languages: Common, Druidic
SQ: Nature Bond: Animal Companion (wolf, deceased), Nature Sense, Wild Empathy, Heart of the Wilderness