GM Aneirin's Second Darkness Campaign (Inactive)

Game Master Aneirin Rhodri

Strange portents loom over the city of Riddleport, and only the heroes can figure out what new menace has arisen in Varisia's freewheeling pirate cove of Riddleport.


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Went with the investigator

The link should have the complete profile... More than happy to answer any questions.


@Tilnar: Nice! Very detailed and most definitely an Investigator.


Oh, I have modified slightly the end of submission date. It will close at noon (EST) on the 5th of October. I will then post my selection of four or five players within 2 hours of the closing, along with opening up the Discussion and Gameplay threads. But note that I am moving both today and tomorrow, so my postings may be a tad thin until the 5th.

If you have any questions, thoughts, or ideas, please post them or shoot me a note. Good luck to all applicants!


New and improved (?) Alia!

Cruncheroos:
Alia Talin
Sylph wizard 1
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5

Offense
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks binding darkness
Sylph Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—feather fall
Wizard Spells Prepared (CL 1st; concentration +6):
. . 1st—grease, mage armor, silent image S (DC 16)
. . 0 (at will)—acid splash, detect magic, ghost sound (DC 15)

Statistics
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Airy Step, Scribe Scroll, Spell Focus (illusion)
Traits arcane temper, researching the blot
Skills Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +3, Sense Motive +4, Spellcraft +9
Languages Aquan, Auran, Common, Draconic, Elven, Terran
SQ arcane bond (arcane bond [familiar]), breeze-kissed, extended illusions, opposition school (enchantment, necromancy), specialized school (shadow)
Combat Gear acid; Other Gear dagger, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, journal, soap, spell component pouch, spellbook, trail rations (5), waterskin, 108 gp, 1 sp

And Willow stays the same!:
Willow
Female thrush (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5

Defense
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 3 (1d8-2)
Fort +0, Ref +4, Will +4

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.

Statistics
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Skills Diplomacy -1, Fly +12, Perception +5, Sense Motive +3, Spellcraft -1
Languages Common
SQ improved evasion


Resting for a bit. Glad to see the update, KBoom!

Hoping more people put in submissions before the deadline...


Been thinking about it a bit more and I have another idea.

Would you allow me to play a Bleachling Gnome? Basically it's a Gnome that's gone through the Bleaching and came out live and well on the other end.

From what I could find it's mechanically just a Gnome with 1 added ability:
Bleachling A gnome who has survived the curse known as the
Bleaching becomes immune to the Bleaching as well as to
further aging effects, as the druid's timeless body ability.
Additionally, she can cast speak with animals at will.

This comes from the entry for the Bleachling Lunatic in the Inner Sea NPC Codex


@Cuan: Aa interesting an idea as that is, that isn't so much an alternate racial trait as a new one that really powers you up. Sadly, I'll have to decline it, though it is a really nice idea!

The Exchange

Changed my mind on what I wanted, how much longer do I have to apply?


@Cardboard: The GM said this recently: It will close at noon (EST) on the 5th of October.


Thank you Caida. And yes, submissions close is less than 24 hours, Cardboard.


1 person marked this as a favorite.

My candidate for the campaign:

Ataraxes Fairfax, Human Wizard:
,

== Basics ==
Human, Wizard, CN, Level 1
Favored Class: Wizard, Arcane School: Conjuring, Opp Schools: Illusion, Necromancy
Deity: Nethys

=== Stats ===
STR 11, DEX 12, CON 14, INT 17, WIS 14, CHA 10
AC 11, Touch 11, FF 10, HP 9, Fort +2, Ref +1, Will +4
MAB 0, RAB +1, CMB +0

=== Feats, Traits etc. ===

T: Deft Dodger (+1 Reflex Saves)
T: Magic is Life (+2 vs Death Effects, Auto-Stablize when under any magic effect)
F: Eschew Materials
F: Augment Summoning (Summoned creature gains +4 STR & +4 CON)
F: Combat Casting

=== Skills ===

Knowledge (Arcana)
Knowledge (Local)
Perception
Sense Motive
Spellcraft

=== Appearance ===

Age: 22, Height: 6'0", Weight 170, Hair: Black, Eyes: Brown: Skin: Fair

=== Background ===

Ataraxes is not from Riddleport originally and had little interest in visiting a place that seemed unlikely to reward his interest in arcane knowledge. But Ataraxes has heard of the Cyphermages and suspects they may be on the verge of a breakthrough. He has therefore traveled to Riddleport to find out what he can. He prefers to keep his distance from the Cyphermages for the time being, considering them untrustworthy, but may consider approaching them in future should circumstances warrant. Ataraxes is particularly interested in arcane knowledge pertaining to other planes and summoning and controlling beings from those planes. He is willing to travel to any place in the world where he is likely to find such knowledge. Ataraxes is not wealthy, however, and recognizes that money is the fuel that powers all things. He is therefore willing to take on tasks for which the reward is only gold, if only out of necessity.

Ataraxes knows that physical combat is not his strong suit and much prefers that task to be handled by others better suited to it. Although he often relies on summoned creatures to fight for him, he recognizes that this is not always an available or sufficient option and so he recognizes the usefulness of associating with people who are fond of wearing armor and waving large, sharp objects about. Ataraxes prefers the company of his library to the company of most people, but is sociable when the circumstances require it.


My submission!

Jack, Tiefling Warpriest of Besmara:

Jack
Male Tiefling Warpriest ( Besmara ) 1
CG Medium
Initiative +1; Perception +7
--------------------
Defense
--------------------
AC 18, Touch 11, Flat-Footed 17
HP 13
Fort +4, Ref +1, Will +4
Speed 20 ft.
--------------------
Offense
--------------------
Greatsword +3 2d6+3 19-20
--------------------
Statistics
--------------------
Str 14 Dex 12 Con 14 Int 14, Wis 14 Cha 11
Base +0; CMB +2; CMD 13
Feat
Armor of the Pit, Toughness, Weapon Focus Greatsword
Trait
Looking for Work, Seeker
Skill
Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+0=0, Climb 0+2=2, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+1=1, Heal 0+2=2, Intimidate 0+0=0, Knowledge Religion 1+5=6, Perception 1+6=7, Perform 0+0=0, Profession Gambler 1+6=7, Ride 0+1=1, Sense Motive 1+5=6, Spellcraft 1+5=6, Stealth 0+1=1, Survival 0+2=2, Swim 0+2=2
Language
Abyssal, Common, Infernal, Undercommon
--------------------
Equipment
Backpack, Bedroll, Blanket, winter, Chalk, Greatsword, Pouch, belt, Rope, silk(50 ft.), Scale mail, Waterskin
--------------------
Spells
Detect Magic, Detect Poison, Mending
Bless, Shield of Faith
--------------------
Special Abilities
Armor Check Penalty: -4
Blessings: 4/day
War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Water, Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional id4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities.
Darkvision: Tieflings see in the dark for up to 60 feet.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold and fire. A tiefling with this trait gains resistance 5 in the chosen energy types and also gains a +2 natural armor bonus to AC. See feat Armor of the Pit.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
--------------------
Background
On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born.
As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome.
As she was laying on floor, exhausted, she prayed.
Supreme goddess and all powerful spirt of the sea hear my call.
As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON.
I have seen his eyes, he will bring you much pleasure in the years to come. He will be famous, more so than all who sail on the Barracuda, including myself.
Take me, my husband and all who call the Barracuda her home so my son may live.
After a mere heartbeat the storm started to lose power and in minutes was completely gone.
The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me.
The priestess kissed her newborn and said Be great, little Jack.
Besmara smiled again and took the boy from his mother. Jack, a fitting name were the last words from her lips and she vanished.
At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate.
And Jack……
Jack never knew his parents or the events that had transpired on the day he was born.
All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children.
He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind.
Although he was loved by his foster parents Jack soon noticed he was different than normal young boys. His eyes, feet and even his skin were different. His foster parents didn’t care, they were just glad to have a son but the rest of the world did care.
Jack was bullied and picked on by the other kids, he was an outcast, his childhood years were hard. Despite the affection of his foster parents Jack never felt at home in Quent. He just didn’t fit in and at the age of 12 he couldn’t take it anymore he ran away and stowed away on a merchant vessel.
Just 2 days on sea he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor. The captain, a cleric of Besmara saw something in the weird looking young boy and made part of his crew. He also taught the boy about Besmara, the pirate queen. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate.
But Jack wanted something different, he resigned and went back to his roots, to Quent.
But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death.
The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery.
Now 1 year later after his return to Quent he finds himself in Riddleport drinking the painful memories away. He came to Riddleport hearing about the big gambling tournament, first prize would be enough to buy his own ship.

If I get picked I will pick an avatar and make an alias.


Yay! New Submissions being posted!

Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
- Alia Talin (Sylph Wizard) "Researching the Blot"
- Wyran Towernlood (Aasimar Wizard) "Hunting for Fiends"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
- Datura Oleander (Elf Druid [Treesinger]) "Into Enemy Territory"
- Rorgar Anvilbreaker (Dwarf Warpriest) "Into Enemy Territory"
- Jack (Tiefling Warpriest) "Looking for Work"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"
- Peony Lunascar (Gnome Alchemist [Grenadier]) "Researching the Blot"
- Alfsigr Snowborne (Half-Elf Bard) "Looking for Work"
- Zephram Taranis (Sylph Investigator [Empiricist]) "Into Enemy Territory"


Some pretty heavy competition in this game... but at least we don't have to wait much longer. XD


Indeed. Also, if you fail to see your submission listed, check your messages or leave a notice here in the thread.

Got some good submissions so far! But only 13 hours 40 minutes left before the deadline everyone!


Eeee! Good luck everyone :D


OK revised Ataraxes Fairfax

Ataraxes Fairfax, Human Wizard:

== Basics ==
Human, Wizard, CN, Level 1
Favored Class: Wizard, Arcane School: Conjuring, Opp Schools: Illusion, Necromancy
Deity: Nethys

=== Stats ===
STR 11, DEX 12, CON 14, INT 17, WIS 14, CHA 10
AC 11, Touch 11, FF 10, HP 9, Fort +2, Ref +1, Will +4
MAB 0, RAB +1, CMB +0

=== Feats, Traits etc. ===

T: Into Enemy Territory (+1 Reflex Saves)
T: Magic is Life (+2 vs Death Effects, Auto-Stablize when under any magic effect)
F: Eschew Materials
F: Augment Summoning (Summoned creature gains +4 STR & +4 CON)
F: Fast Learner (racial)
F: Scribe Scroll

=== Skills ===

Knowledge (Arcana)
Knowledge (Local)
Knowledge (Dungeoneering)
Perception
Sense Motive
Spellcraft

=== Appearance ===

Age: 22, Height: 6'0", Weight 170, Hair: Black, Eyes: Brown: Skin: Fair

=== Background ===

Ataraxes is not from Riddleport originally and had little interest in visiting a place that seemed unlikely to reward his interest in arcane knowledge. But Ataraxes has heard of the Cyphermages and suspects they may be on the verge of a breakthrough. He has therefore traveled to Riddleport to find out what he can. He prefers to keep his distance from the Cyphermages for the time being, considering them untrustworthy, but may consider approaching them in future should circumstances warrant. Ataraxes is particularly interested in arcane knowledge pertaining to other planes and summoning and controlling beings from those planes. He is willing to travel to any place in the world where he is likely to find such knowledge. Ataraxes is not wealthy, however, and recognizes that money is the fuel that powers all things. He is therefore willing to take on tasks for which the reward is only gold, if only out of necessity.

Ataraxes knows that physical combat is not his strong suit and much prefers that task to be handled by others better suited to it. Although he often relies on summoned creatures to fight for him, he recognizes that this is not always an available or sufficient option and so he recognizes the usefulness of associating with people who are fond of wearing armor and waving large, sharp objects about. Ataraxes prefers the company of his library to the company of most people, but is sociable when the circumstances require it.


Good luck to everyone.


Good luck.


Throwing my hat into the ring with Nub:

Nub, Human Illusionist and juvenile miscreant:

Show:

“Nub” can’t remember any other cognomen flung his way that was not a more unsavory insult, and so Nub he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Pattern Masters Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Nub evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. This possibility only made life worse for Nub. The apprentice wizards took it upon themselves to both torment and teach Nub some rudimentary magics in an attempt to see if talent might surface that would prove telling. Nub outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening’s events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Nub has been on the run for three months now after learning about the Master’s lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.

Nub
Male human illusionist 1
N Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6) or
. . dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), obscuring mist, silent image (DC 14)
. . 0 (at will)—ghost sound (DC 13), mage hand, prestidigitation
. . Opposition Schools Divination, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 16, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats: Improved Initiative, Scribe Scroll, Sneaky Vagabond, Defiant Luck (human racial feat)
Traits child of the streets, looking for work
Skills Bluff +2, Knowledge (arcana) +7, Perception +6, Sense Motive +2, Sleight of Hand +4, Spellcraft +7, Stealth +0
Languages Common, Draconic, Elven, Gnome
SQ arcane bond (club), extended illusions (1 round), opposition school (divination, necromancy)
Combat Gear potion of cure light wounds, scroll of mage armor (x3); Other Gear club, crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, blanket, candle (4), chalk, charcoal stick, cooking kit, earplugs, fishhook, flint and steel, jug, mirror, hemp rope (50 ft.), scroll case, sealing wax, sewing needle, spell component pouch, waterskin, 36 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Club) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Divination You must spend 2 slots to cast spells from the Divination school.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scroll of mage armor (x3) Add this item to create a scroll with spells on it.
Sneaky Vagabond You get a +2 bonus on Hide checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Diplomancy and Knowledge (local) checks when trying to find a place to hide.
--------------------

Dark Archive

This is Cardboard Tube Knight. I hope you don't mind that I used a mythweavers sheet to make the character and the like. I decided to remake my first ever D&D 3.5 character for the Pathfinder world. This is Dee.

Her appearance and backstory:

Backstory:
Dee’s mother, Dena Sarini, was a member of the Chelish peasant class in Westcrown. Dena’s mother had a fierce desire to climb the social ladder, so fierce that on her daugther’s birth bed she offered the girl up to any fiendish creature that would help them. Dena’s courtship and marriage to Allistar Sarini seemed fated and she and her family were ripped up into the world of Westcrown’s crumbling nobility, but a fiend soon came to collect on an old deal.

Deidre or Dee was the first of two daughters born to the Sarinis. They never treated her differently and to anyone that would ask why the young girl had pointed ears and solid green, elf-like eyes they would explain that the couple had been into allowing a third share their marriage bed in their younger years and they didn’t realize that the girl was half-elf until she was born.

In reality, Dee’s fiendish blood didn’t show itself in one of the more obvious ways and the Sarinis, unlike most of their ilk tended to towards good and taught their daughter such. When she was of age, she accompanied her young sister to one of the Colleges of Magic in Magnimar. When her sister completed school and moved on, Dee took off on the road traveling and staying where she liked for a few years at a time.

She enjoyed strong drink and gambling and waking up beside something beautiful. She wrote her parents and sisters letters as often as she could and took a liking the languages and even had an Elven artist begin teaching her some of their tongue, it helped to be able to blend in.

More than that, she found that she enjoyed the challenge of traps to avoid and locks to pick. She got involved with some shady elements, not because she wanted coin, though coin helped. She just wanted to see if she could do the crazy things that these type needed someone to do. And she had a knack for talking her way out of trouble and getting others to believe her lies.

Riddleport, as luck would have it, was renowned for thieves and gambling and enough kinds of the troublesome sort of fun that Dee loved to get into. So she set out to make the city home for as long as it suited her.

Appearance:
Dee would be a moderately tall half-elf, but she passes okay for one despite her eyes being the same dark green kind of orbs that a full blooded elf would have. She’s thin, but curvy and muscular. Her hair is dark brown and falls to the middle of her back. She typically goes about her day in a cloak, old habit from living in Westcrown.

It's not really in all of this, but Deidre has a sister named Cissinei who is a pretty practiced Wizard. Not sure why I'm even stating it now, but it usually helps for a DM to know what the characters they have are like and what they're into and who they know.


I'd like to submit Flint Malander, an Elf who is one of the Forlorn, raised by Half-Elven parents who have long since passed.

The guy is an Investigator using the Spiritualist archetype and claims he is aided by the souls of the many friends he had that have already died of old age (or other reasons). If allowed he is middle aged at 207 but if not he's about 168. The crunch has been done assuming it isn't allowed.

He would have lived in Riddleport since the time of it's founding, always seen as an oddity and a funny figure and as such left alone. He is slightly crazy and likes to exaggerate that point to make other people underestimate him and leave him alone when he wants to be alone.

He venerates Pharasma but it's more out of fear than anything else as he actually does not like her. She is the one that took all his friends away and he is scared she'll take others as well (in fact he knows she will).

He'll might multiclass as Spirit Whisperer Wizard at some point, but not for more than 5-6 levels at max. It would be more for flavour reasons than anything else.

He has the Fools for Friends campaign trait

Background:

All Flint knows about his real parents is that one pf them had Half Elven children. It was a strange discovery he made shortly after his adoptive mother died when he discovered she had actually been his half sister. It also said that their true parents were somewhere in a land called Kyonin though no details beyond that.

Flint's entire life is marked by loss. Being an Elf amongst the short lived races meant you were doomed to lose many friends long the way. In his mind he kept a list of those that had been taken by the Lady of Graves. Not all on the list were humanoids, the first on the list actually was his dog, Munch, who died of old age when he had been only a kid.

The most recent addition to his list is one that pained him deeply. Olin had been his longest friend, they had known each other for over a hundred years but in his old age the Gnome felt the Bleaching approach and sought escape in alcohol. Flint did not know if it was the alcohol or the Bleaching that eventually killed him but he did know that no loss, save for perhaps his adoptive parents and that first loss ages ago, had hurt this bad.

It had hardly been a month since Olin passed but now his son was going to risk his father's money, what remained of the gnome's small fortune after his drinking, in some gambling competition. Olin would not care about the money but Flint knew that he would have wanted his son to be safe. As such he decided to step over his own hatred of gambling, some of his friends had more or less betted their lives and lost, and keep an eye on Olin's kid. A last honour to an old friend.


Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
- Alia Talin (Sylph Wizard) "Researching the Blot"
- Wyran Towernlood (Aasimar Wizard) "Hunting for Fiends"
- Nub (Human Wizard) "Looking for Work"
- Ataraxes Fairfax (Human Wizard) "Into Enemy Territory"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
- Datura Oleander (Elf Druid [Treesinger]) "Into Enemy Territory"
- Rorgar Anvilbreaker (Dwarf Warpriest) "Into Enemy Territory"
- Jack (Tiefling Warpriest) "Looking for Work"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"
- Peony Lunascar (Gnome Alchemist [Grenadier]) "Researching the Blot"
- Alfsigr Snowborne (Half-Elf Bard) "Looking for Work"
- Zephram Taranis (Sylph Investigator [Empiricist]) "Into Enemy Territory"
- Dee (Tiefling Rogue) "Optimistic Gambler"
- Flint Malander (Elf Investigator) "Fools for Friends"

Alright, submissions are closed! No more entries beyond this point! In a short while, I will post the team that made it in, and congratulations, I'm taking 5 I do believe.


Cross fingers.


Gabsen wrote:
Cross fingers.

Activates "Inexplicable Luck" feat :)


For other GMs who may be randomly watching this thread, it looks like you could easily construct 3 or 4 viable parties out of the nominees.


And so the waiting begins.

Good luck all.


And the choices have been made. I just want to let you all know that this was a very difficult decision, and even if you aren't chosen I suggest you copy your character info and set it aside in case another Second Darkness game is listed in the future because all in all, they are all great characters. But sadly, I had to limit the selection. I did finally, after discussing some with my gaming pals IRL make it official at 5 characters though.

Arcane - My choice for the arcane character is Alia Talin, the CG Sylph Wizard and her thrush familiar, Willow.

Divine - Not gonna lie, this was my most difficult choice, but I decided that I will take on Kariel, the NG Azata-blooded Aasimar Oracle (Dual-Cursed [Haunted & Tongues])

Melee - I was impressed on the good choices here as well, but finally decided that Devon Prissault, CG Human Swashbuckler will join the team.

Ranged - Taking the Ranged role will be Liara "Lee" Woodrunner, NG Angel-Blooded Aasimar Hunter (Primal Companion) with their big cat companion, Karry.

Skill - Rounding out my choice is Alfsigr Snowborne, the CG Snowborn Half-Elf Bard.

Once again, I thank everyone for their submissions and I wish them the very best in their future gaming opportunities.

For those chosen, I will be opening the game and discussion threads in just a few minutes, and I hope to see you there.


Alas, perhaps another time! Good luck to the chosen and have a great game :)


Congrats to the chosen! Have fun, and good luck!


Congratulations to the selected!


Congratulations to the chosen and good luck to all.


Congrats to the chosen!


Thanks! I'll be there in a bit.


*Sobs uncontrollably in corner*


Tierney Quade wrote:
*Sobs uncontrollably in corner*

Hey, it'll be alright Tierney. The character is really well done, and I hope you get a chance to play him someday!


Congratz to those chosen. Good gaming. :)


I guess I will follow my own advice, and try and try again. :)

Congrats to all chosen.


Good luck to all.

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