GM Derek W's The Dragon's Demand - Group 1 (Inactive)

Game Master Derek Weil


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I am going to start a run of the latest Pathfinder Module, The Dragon's Demand. I am looking for four or five players, though one of those spots is spoken for.

I plan to run the entire module, and award PFS chronicles at the end to any player who would like them.

I am a pretty experienced online PFS GM, with more than 10 tables run in full during the past six months. That said, I do have other games running, so I want to lay out some guidelines:

Guidelines:

1) Please be able to post at least once or twice per weekday and once over the weekend. You may not need to, but being able to means we can keep the game moving.

2) If you are planning to be away in advance, please post so in the discussion thread.

3) GMPC - unplanned absences do happen. If you've been gone awhile I will take your character's action for you. I will always post about this first to alert you. In general, we need to get through 2 rounds of combat per day, so if you can post only once, please list your intended actions for both rounds.

4) I'm sure other items will come up, but those are the main online items.

As for character creation, etc:

1) The module is designed for 4 PC's using a 15-point ability score buy. Please make sure your stats are in line with this system.

2) The module is written with the "classic" party in mind: melee warrior; skilled/striker; divine caster; arcane caster. Because of how things are written, I can accept 1 PC for each role, though I'm not married to them strictly being fighter, rogue, cleric, wizard. I may accept a 5th player if a submission seems too great to leave out.

3) PC's start at level one with zero experience. 150 starting GP & one free outift, regardless of class.

4) Please submit Core only characters: this adventure is written with a basic, old-school party in mind. I want to maintain that feel. Again, only Core classes and races will be accepted.

5) I do want you to be creative with backstory. personality, religion, ethnicity, or whatever makes your character seem interesting and unique. You will have plenty of opportunity to develop these aspects of your character, and I think we'll all enjoy it more if you do.

6) Your adventure will begin in the Taldan town of Belhaim, although it's best if you're NOT from there. Try to include a reason as to why your character is "on the road" as it were.

7) I am not houseruling much, but may need to apply GM fiat once in a while.

8) If I get a rule wrong, please let me know. I will not allow your PC to die because of my error.

Two houserules for now:

1) No traits. Instead, pick any one bonus feat that you meet the prerequisites for.

2) If your PC dies, I will allow resurrection to be purchased for 1/2 your character's assumed Wealth by Level - or so. I basically want a way for you to come back if you die early on. We can work on this one a little.

Anyway, let's get started! I will leave this open until Friday, November 15th for sure, unless I get blown away beforehand.

Liberty's Edge

Color me interested!

By 'core only' do you mean core classes only or core everthing?

What do you define as core? (Some people consider the APG core.)

I'm leaning towards the 'big guy' martial type or maybe a battle-cleric.


Dotting for interest too. I would like to be the skill/striker. Working on something as we type.


Hey Derek, I'd like to do this. I can cover the wizard-type. I'll have to make one with a 15-point buy but I'm sure I'll have something up in a bit.

Shadow Lodge

Also interested. I can play any of the roles listed. Any particular restrictions about alignment? Currently considering playing a semi-ruthless character, but very strictly adhering to code (LN-LE border).

Second question. Core-only deities, or are other deities from the setting available?


And also do we know each other ahead of time or do we all meet by chance in a tavern when destiny arrives?


Good questions! This is my first crack at something this big, so let me try to answer what I can.

Everything in the Core Rulebook is fine. As for the APG, I wasn't really keen on allowing archetypes, so I'm going to say no on that for now. I don't have anything against that material per se, I just want to keep things simple for my sake (I'm still learning!).

I think just Core deities as well. I'm not trying to be restrictive to be a jerk, It's just to help me stay on top of things. I also firmly believe that very strong characters can be built just using the Core book.

To that end, I have nothing against mechanically strong characters, but please do not drop any stats below an 8 after racial modifiers. You should still be able to get a 16-18 in your main stat without too much trouble. MAD classes like monks might be harder to work under the 15-point buy, but you can decide.

Alignment is another good one. It's definitely not an evil campaign overall, and you're expected to be helpful and heroic throughout. But someone who has a code or debt of honor to fulfill, but is ruthless in carrying it out may be OK.

Any good or neutral alignments are ok, and I could consider lawful evil depending on how you plan to play it. To me, your character isn't defined by his/her alignment, but most people generally act within a certain set of values that an alignment can describe.

I am playing in his module now, and some of our party knew each other beforehand. We can go either way there. Let's assume for now that everyone's a stranger, but as we get closer to a final roster, maybe e can mesh some of the backstories.


OK, I have a wizard up and running! Gotta come up with a backstory though.

Stat Block:
Milloy Hearthstone
Half-Elf Wizard 1
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5):
1st (2/day)—shocking grasp, magic missile, burning hands (DC 15)
0 (at will)—detect magic, read magic, light
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge (arcana))
Skills Knowledge (arcana) +11, Knowledge (history) +8, Knowledge (local) +8, Knowledge (religion) +8, Perception +3, Spellcraft +8, Use Magic Device +0; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Sylvan, Thassilonian
SQ arcane bonds (object [quarterstaff] [1/day]), elf blood, force missile, intense spells, opposition schools (illusion, transmutation), specialized schools (evocation)
Other Gear Quarterstaff, Backpack, masterwork (empty), Bedroll, Blanket, Silk rope, Soap, Trail rations (5), Waterskin, 87 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (7/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Liberty's Edge

I'll be doing a paladin then. App to come.

Shadow Lodge

Almost finished with a LN Cleric of Nethys. Backstory completed.

Alsterro:
Vital Statistics
Height 6'1" Weight 175 lbs.
Hair Color Eyes Violet-Blue Skin Pale White
Age 23 Deity Nethys
Background Alsterro is a native of Egorian. He was raised to believe in the church of Asmodeus, but like so many in that city, he only paid lip serve to the Father of Lies. He did, however, develop a deep respect for order during his childhood. As he saw it, the House of Thrune had rightfully seized power over Cheliax, because the strong should master the weak. His education, which was a classical one, only reinforced this impression when it came time to study the natural world, where strength dominates in animal groups.
Alsterro had no desire to be ruled by those he considered inferior leaders. His own parents sent him away when he reached his teens because he wouldn't listen to his tutors. He got his way about where he was sent, however. He went to a school of magic, and it was there that he first learned of Nethys. Nethys quickly became the beginning and end of Alsterro's days, and he learned rapidly to channel the magical power of that mad god.
After a mere year at the school, Alsterro was a holy terror, and was quick to judge any and all he considered to be his inferiors. After several years of study, he left the school and returned home. There, he continued his studies of the mysteries of the arcane, ignoring his parents completely. Unfortunately, he had lost the caution that most citizens in Egorian remembered to keep. After a couple of encounters with the Hellknights (which he barely survived with his skin intact), and heated debates (in his mind) over who was the stronger and who had the right to rule whom in the altercations, Alsterro was told by his parents that it would be a good time to leave the city. Alsterro left, and has since been journeying to acquire more knowledge of magic from his god, and to practice power as he will.
His disrespect of authority is not wholehearted. He respects authority he considers legitimate, but he cannot bring himself to bow to one he considers too weak to hold his position. He feels that those who are suited to power are obligated to take it from those who are not, and that those who willingly allow themselves to be dominated by lesser beings are fit only to be walked upon. This attitude tends to fit in rather neatly with his faith, because practitioners of magic are stronger, are superior to those who do not or cannot. Those who cannot practice magic are fit only to serve those who do.

Male Human Cleric 1
LN Medium humanoid (human)
Init +1; Senses Perception +3
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
HP 8 (1d8)
Fort +2, Ref +1, Will +5
OFFENSE
Speed 30 ft., 20 ft. in armor
Melee quarterstaff +1 (1d6+1)
Ranged dagger +1 (1d4+1/19-20)
Special Attacks channel positive energy 5/day (1d6, DC 12), hand of the acolyte (6/day)
Cleric Spells Prepared (CL 1st, concentration +4)
1st ––comprehend languages (D), doom (DC 14), shield of faith
0 (at will)––detect magic, guidance, read magic
Domains Knowledge, Magic
STATISTICS
Str 12, Dex 12, Con 10, Int 11, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Persuasive, Scribe Scroll, Selective Channel
Skills Diplomacy +8, Intimidate +4, Knowledge (arcana) +4, Spellcraft +4
SQ aura of law, lorekeeper
Languages Common
Combat Gear scrolls of cure light wounds (2), scroll of entropic shield, scroll of shield of faith; Gear scale mail, quarterstaff, dagger (3), spell component pouch, silver holy symbol, scroll case, hooded cloak, mask (half-white, half-black), belt pouch (ink, inkpen [2], parchment [5 sheets], 1gp, 3sp)

Scrolls listed are crafted using Scribe Scroll at 12.5gp each.

Liberty's Edge

I've almost got the details nailed down.

What is your stance on intimidate as a social skill?


I'm greatly intrested in this. I'll post a character shortly. Aiming at a skill-based character then!

EDIT: Please meet Jalthan Arvandru, Varisian bard. Back story to come!

The Exchange

dotting


This is Feral's paladin.


This is Red's rogue.


Derek, if there is still room I would like to participate.

Liberty's Edge

Expressing interest.


Hawkwren Agricola wrote:
Expressing interest.

Also very interested. I've been wanting to play this one since it came out.

I can put together a character of any class that's needed. I'll be busy for the next couple of days but keep me updated on what would be useful.


Wow, lots of interest so far! I MAY run two groups, so go ahead and submit what you'd like to play. If we're missing certain roles or are thin in some area, we can re-evalutate things.

Most of you are veteran PBPers, so you know the drill, but just so we're clear, this will probably run for 6-7 months from start to finish.


Yep, I assumed as much about time requirements.

I'm honestly willing to play any of the core classes. As I said, I'll be too busy to put a character together until late Tuesday night but I think several people here can vouch that I'm a very frequent poster. And next semester I'm only taking one class so I'll have even more time when that rolls around.


This is Hawkwren's Sorcerer idea. I also have a Druid concept.

Sovereign Court

Druid concept


This is Magabeus' half elf fighter


Looks like we've only had one cleric proposal and one bard proposal. Perhaps I'll go with a cleric or a skill monkey (bard/rogue). I've never played a cleric, so that could be fun.

GM:
If you do two groups, I would prefer not to be in a group with evil characters. I'm not a big fan of evil PCs all-around.


My wizard app now has a background to go with him. At least he has a reason to be where he is now.

I see some good names in this thread... I hope I get to play with at least some of them!


Dotting to show interest, and sorry Endless, I am putting together a Cleric for consideration ...


What can be more classic than a rogue archer? I hope you'll consider my submission.


Ghost1776 wrote:
Dotting to show interest, and sorry Endless, I am putting together a Cleric for consideration ...

Hey, I'm flexible. I can put together anything.


Here's Kurth, human fighter and would-be warrior-poet. Stats and background are in the profile.


How about a barbarian? I don't think we've had one of those yet.

Ok, I should really get back to studying.


Dotting


Here's my Cleric

Njail Coalraker:

Male Dwarf Cleric 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 13 (1d8+5)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash -2 (1d4+2) and
battleaxe +2 (1d8+2/x3) and
dagger +2 (1d4+2/19-20) and
javelin -2 (1d6+2)
Special Attacks agile feet, channel energy, hatred
Spell-Like Abilities
6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—bless, longstrider, magic weapon
0 (at will)—stabilize, guidance, light
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 12 (12 vs. bull rush, 12 vs. trip)
Feats Cosmopolitan, Toughness
Skills Acrobatics -6, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Escape Artist -6, Fly -6, Heal +7, Knowledge (religion) +4, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Stealth -6, Swim -4
Languages Common, Dwarven, Goblin, Orc
SQ aura, domains (luck, travel), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Scale mail, Heavy wooden shield, Battleaxe, Dagger (2), Javelin (2), Backpack (11 @ 18.5 lbs), Flint and steel, Grappling hook, Holy symbol, wooden (Desna), Silk rope, Trail rations (3), Wandermeal (3), Waterskin, Whetstone, 59 GP, 4 SP, 5 CP
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------
Njail was raised in a family of preists, and as such he was he expected to become one himself. When he heard the voice of Desna whispering in soul instead one of one the traditional dwarven deities his family did not apporve Not quite disowned he travel form the Land of Five Kings to the great city of Abasolm where he studied for a while at the Pathfinder Acadamy until he realized that even the loose structure of the Pathfinder Soceity was too strict for him.

Njail has now spent a few years wandering the roads of the world offering his service as priest, mercenary, healer, or teacher as Desna will takes him.

I'll work on filling in the background more as time permits.


I call him Emraeal Briskfury.

aka "No one expects a two-weapon fighting elven barbarian with combat expertise!"


Ok, it looks like it's time to summarize submissions so far:

Melee:

Tanith - human paladin
Yasmin - half-elf fighter
Kurth - human fighter
Emraeal - elf barbarian (looks like your stats equal a 17-point buy)

Skill:

Jalthan - human bard
Flynt - human rogue
Alice - human rogue

Divine:

Alsterro - human cleric of Nethys
Njail - dwarf cleric of Desna
Sheklorian - gnome druid (Hawkren)

Arcane:

Milloy - elf wizard
Kistle - gnome sorceror

We have neough to fill out two groups, and all look like great concepts! I'm going to leave things open a bit longer, and we'll see if any others want to apply.

As to Intimidate, you can use it to gather information by forcing people to act friendly on a successful check, but it will come at a cost, i.e. it may be harder to pull off a second time with the saem NPC (or easier, if they're easily frightened!).


Are you comfortable with running two groups?

What kind or rough deadline are you considering?


Just to let you know that bard can be anything, but generally work well as "5th member" of a group. While Jalthan has many skills, he doesn't have Disable Device for instance, so he'd work well in addition to a rogue.


I had originally planned on a Friday deadline, just to give folks a chance who don't get on the boards over the weekend. I may cut off early thanks to getting so many great applications, but I will give it at least until the end of today or tomorrow.

As for running 2 groups, I am usually good with that, although I occasionally get lost as to who's where. I know I'm probably going to have to turn someone down, but I hate to do it when there are so many great concepts here.

I am leaning towards having groups of 5, or even 6. Like I said, I don't want to make the module's encounters trivial, but the last fight can be done at level 6 or 7 - I'd probably adjust things slightly so a group of six met it a level 6, but a party of 4 would have a chance for the extra XP to push them to 7.

Any thoughts from the group on that topic?


Sorry, my Con was supposed to be 12 (I know, a barbarian with 12 Con?! Elves, man, elves. . .). Just a typo; it has been fixed.


No problem! Thanks for updating it.

Dark Archive

I started with six and am now down to five in the PbP I am running now and I think prefer the larger group, as the extra participant helps keep up the pace if a couple of others are slower to post. Adding a few extra mooks and giving max hp to boss types is generally a good balance, I've found.


I actually prefer smaller groups. Everyone gets more time to shine and you end up with less situations where the entire group is waiting on one or two people. The more people in a group the more you multiply the waiting factor.


I've had good experience with both - that said, both groups don't necessarily need to be the same size, either. I could run 1 of 4 and 1 or 6, for example.

Another thing is that this module, more than some others, hands out lots of magical goodies to make the last fight actually winnable. I'll have to do some reading, but if we had a barabrian and a fighter, but only one +2 dragonsbane longsword, for example, I wouldn't want someone to feel slighted.


All the more reason to have smaller parties. =P


Agreed on the smaller groups.


Not much of an opinion on group sizing, I've had fun with both. As long as I get to play I don't much care.


Ok, I'm still mulling things over in my mind here. I have some preliminary decisions, but I'll wait until morning to post those. Just giving this a quick bump to see if anyone else wants to apply.

Shadow Lodge

I tend to prefer smaller groups, personally. One thing I've seen happen with larger groups is that two characters may end up with a runaway conversation that is relevant but only two need participate, which leaves the others bored.


GM Derek W wrote:
Another thing is that this module, more than some others, hands out lots of magical goodies to make the last fight actually winnable. I'll have to do some reading, but if we had a barabrian and a fighter, but only one +2 dragonsbane longsword, for example, I wouldn't want someone to feel slighted.

Ladies get first choice when dividing treasure! My precious +2 dragonsbane longsword...

Seems like a good reason to run smaller groups. Would also make it easier for Derek, less adjustment is needed.

Heck, if you would like to make it 3 groups I can make an arcane spellcaster to reduce the number of fighters and increase the number of arcane casters at the same time. Just say the word.


I'm interested in playing a sorcerer.

Are you okay with non-core feats and spells? I've seen a couple of examples in the other submissions.


GM Derek W wrote:


4) Please submit Core only characters: this adventure is written with a basic, old-school party in mind. I want to maintain that feel. Again, only Core classes and races will be accepted..

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