DM Rich's Carrion Crown

Game Master Briccone

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NARRATOR GS Map / SS MAP/

So are you doing anything in town or are you setting off for Illmarsh?


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

"I think we need to try to find what they were trading the Effigy for, if that's what happened." She looks around at the others with a small smile. "That's not what I'm best at, so I'll leave it to Nic and Vivian. Though...." Her voice trails off as she taps her chin meditatively. "I have a thought. We could leave here for Illmarsh openly, and then I could teleport us back here to watch for any reaction to our departure--anyone coming out of hiding with us gone. What do you think?"


NARRATOR GS Map / SS MAP/

So is the plan to leave for Illmarsh and then teleport back to see if anyone noticed?


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft
Sophie Kundegard wrote:
Sophie rolls her eyes. "Don't be so melodramatic, boy. We're really not going to kill you. What else can you tell us?"
Varian "The Stirge" wrote:

"Shut up, fool!" Offended by the insults of this defeated man, Varian stabs him through the heart with his rapier.

He wipes his blade clean with a rag and sheathes it. "The followers of the Whispering Way deserve no mercy, only imprisonment or death." He goes to look for the horses that the man had mentioned.

Sophie glares at Varian. "I don't like you making a liar of me, boy."

After he leaves, she spits on the ground in disugst.

Before the body is disposed of, Sophie kneels near it and uses her ability to speak with the dead to talk to the dead cultist. If she overcomes its opposition, she asks it where the other rider was headed, what kind of presence the Way has in Illmarsh, and what the rider is doing in Illmarsh.
She'll use as many minutes of her daily ability as necessary

After that, she agrees to Pontia's proposed plan.


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1
DM RichD wrote:
So is the plan to leave for Illmarsh and then teleport back to see if anyone noticed?

If everyone agrees to it.


NARRATOR GS Map / SS MAP/

@Sophie: What is the Will Save DC?

Viliras Will save: 1d20 + 2 ⇒ (9) + 2 = 11


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

DC is 17 and they take a -2 penalty


NARRATOR GS Map / SS MAP/

Sophie is able to overcome the corpses hostility. I was a loyal devotee of the Whispering Way and a skilled assassin. I killed who I was directed to kill and that included all of you. One rider went to Illmarsh and the other didn't say where he was headed. Those are some rough fellows so I know better to pry. I only knew that the one was heading to Illmarsh because he asked for directions. That is all I know.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

It says nothing about the Way's presence in Illmarsh?


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia frowns. "Then I don't think it's worth trying to track down the other rider now. We know one rider is moving on to Ilmarsh, and if we find that one we'll get answers from him."


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

So the path leads to Illmarsh... do we have magical ways to foresee what could happen? I know Pharasma is the ultimate master of our Fate, but maybe we can get a glimpse of the threads she used in the great tapestry of destiny?

Any Divination magic that could be useful? and a question that might be important later: who's carrying the Seasage effigy?


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

The wizard shakes her head. "None of the divinations I know would help. That's more in the realm of the gods, though if Sophie can't I may be able to summon a creature that can."


NARRATOR GS Map / SS MAP/

@Sophie: The corpse will say that Illmarsh is a horrible place and as such the people are inhospitable. So trying to find about a secret organization in a secretive town? Good luck with that!

You all set off for Illmarsh when not far from the town, you see a figure who appears to be driving off a few wounded brigands. The Mother and son on an ox-cart look at the stranger with gratitude.

Enter Gregor!


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia smiles. "Well, well. It's good to see you again, sir."


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

The towering man with an unusually thin waist spins around with his wicked polearm to see some familiar friends approaching. He returns Pontia's smile with a nod, and looks to the others. "Desna blesses me. I regretted leaving you so suddenly--I thought I'd put my desire for vengeance behind me, but for a time it led me astray. Yet we cross paths again. Will you have me again?"


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

As long as you pay the first round of drinks in the next tavern, I don't see why not.

jest the quick witted redhead.

It would be nice to have you by our side again, Gregor. A man of your skill would greatly help in our quest.


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

Gregor brightens as Vivian too looks on him favorably. "I'll buy a round of their finest Ustalav wine," he insists. "Where do your travels take you? I hope it will mean we can escort this ox-cart a bit longer." He nods his head toward the mother and son.


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie gives the man a brusque nod, "It's good to see you again, boy."


Male dhampir bard (dirge bard) 8 (CL 9)/investigator (gravedigger) 1 | Bardic Performance 24/24 | Inspiration 2/2 | HP: 57/57 | AC 20 T 13 FF 18 | CMB: +7, CMD: 20 | F:+5, R:+12, W:+10 (+4 vs fear, energy drain, death & necroman, +2 vs dis & mind-aff) | Init: +4 | Perc: +6 (low-light vis.; darkvision 60'), SM: +4 | Speed 30 | +2 darkwd comp shortbow +10/+5 (1d6+3/×3), mwk scythe +8/+3 (2d4+1/×4) {also silver lt mace, dagger} | Spells, Bard: 3rd 3/3, 2nd 6/6, 1st 3/6; Inv.: com lng, shld | *Active: Moment of Greatness

Niculaie makes a slight bow in the warrior's direction. "Good to have you back with us, Gregor."


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

"Thank you, all. When I travel on my own, I'm prone to wander off course, but my path is set straight when I follow you.". Gregor then gestures toward the fleeing brigands. "And hopefully we won't have more of those pestering us, now that we're in greater numbers."

"Have you learned more of the plans of the Whispering Way?" Gregor talks over the last days that he's missed to understand their current mission.

Happy to play out the information download or just assume it happens in the background--ready to move on to Illmarsh if that is our DM's preference!


NARRATOR GS Map / SS MAP/

After being reunited with Gregor, you fill him in on what has transpired since he left your company - After all, it is a long road to Illmarsh. Even though Illmarsh township lies only about 30 miles down the coast road from Thrushmoor, but the road is in poor repair and frequently washed out by floods.

A couple of miles outside of Illmarsh, a stormy sky hangs over the bay, reducing the light to a burning autumn dusk. A single stone quay extends out into the lake’s wind-tossed surf, forming a quiet landing for boats far from any signs of settlement.

Out on the water, about 50 yards from shore, a single-masted trawler fights the whitecaps. The name Isinglass can just be made out on the boat’s prow. A lone figure scurries about among several large tarp-covered objects lashed to the deck. He is apparently attempting to manage both the sail and the tiller to right the vessel and bring it safely in to shore, but seems to be failing in the task.


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

Gregor looks out over the water uneasily, worried about the safety of the man out there alone on the water. "I think he could use our help," he says, wondering if he was strong enough to swim out there even in his heavy armor.

Can we tell the DC to swim in this water? Also happy to roll with some magical solution like a Fly spell.


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

"I prepared that spell today. If we need to put a few people on the deck, I can also do what I did when we attacked the werewolf tower."

Gregor will remember that Pontia used dimension door to drop him and the paladin on the roof of a tower.


NARRATOR GS Map / SS MAP/

The Isinglass is 150 feet from the quay and moves toward it at the rate of 15 feet per round.


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

"Do any of you know how to handle a boat like that? I'm hardly an expert."


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Not really. But that never really stopped me.


Male dhampir bard (dirge bard) 8 (CL 9)/investigator (gravedigger) 1 | Bardic Performance 24/24 | Inspiration 2/2 | HP: 57/57 | AC 20 T 13 FF 18 | CMB: +7, CMD: 20 | F:+5, R:+12, W:+10 (+4 vs fear, energy drain, death & necroman, +2 vs dis & mind-aff) | Init: +4 | Perc: +6 (low-light vis.; darkvision 60'), SM: +4 | Speed 30 | +2 darkwd comp shortbow +10/+5 (1d6+3/×3), mwk scythe +8/+3 (2d4+1/×4) {also silver lt mace, dagger} | Spells, Bard: 3rd 3/3, 2nd 6/6, 1st 3/6; Inv.: com lng, shld | *Active: Moment of Greatness

"Not I. I'm afraid all of my experience on ships has been as a passenger, and not a very comfortable one."


NARRATOR GS Map / SS MAP/

So what are you doing? Flying, teleporting, or swimming? This is considered rough water so the swimming DC is 20


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

"Vivian, Gregor--hold on." The wizard puts a hand on each of her named companions and intones the words of a spell (dimension door), and the trio appears on the vessel's deck.


NARRATOR GS Map / SS MAP/

Isinglass mechanics for Pontia, Gregor & Vivian:
To successfully save the boat, someone must board the ship and either make two successful DC 15 Profession (sailor) checks or two successful DC 20 Knowledge (nature) checks followed by a DC 20 Strength check (as the character anticipates the wind gusts and wave patterns and fights the tiller to bring the vessel successfully to its berth). Likewise, magic of sufficient power can be used to rescue the boat as well.


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Does the same PC have to make all the checks?


NARRATOR GS Map / SS MAP/

Nope as I am assuming that whoever is making the knowledge rolls is telling the person steering the boat.


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

"We're here to help, sir!" announces the powerful man as he takes a hold of the tiller from the man they were rescuing.

Strength Check: 1d20 + 5 ⇒ (19) + 5 = 24
Gregor's muscles strain against the tiller, but he's able to keep a steady grip on it--a good firs step. "I got ahold of this. Anyone know what to do next?"


Male dhampir bard (dirge bard) 8 (CL 9)/investigator (gravedigger) 1 | Bardic Performance 24/24 | Inspiration 2/2 | HP: 57/57 | AC 20 T 13 FF 18 | CMB: +7, CMD: 20 | F:+5, R:+12, W:+10 (+4 vs fear, energy drain, death & necroman, +2 vs dis & mind-aff) | Init: +4 | Perc: +6 (low-light vis.; darkvision 60'), SM: +4 | Speed 30 | +2 darkwd comp shortbow +10/+5 (1d6+3/×3), mwk scythe +8/+3 (2d4+1/×4) {also silver lt mace, dagger} | Spells, Bard: 3rd 3/3, 2nd 6/6, 1st 3/6; Inv.: com lng, shld | *Active: Moment of Greatness

Niculaie calms his horse after the wizard, warrior, and rogue disappear, then ties it with the others to a tree near the quay. "Let's go meet them on the dock, Sophie. We can at least help tie the mooring lines when the ship gets close enough." Once the horses are secure, he heads to end of the wharf.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Know Nature: 1d20 + 7 ⇒ (15) + 7 = 22

Know Nature: 1d20 + 7 ⇒ (20) + 7 = 27

Vivian proves her adaptability once again, using her head wisely more than raw skill to guide the boat. Her calm in the tempest-litterally-must come from her upbringing in a Pharasman temple, working with the dying and the women delivering babies...

It seems I do, Gregor. It's not that easy, but I'm managing it. Pontia, can you summon an elemental to calm the waters? You'd be a lamb.


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia nods. "That was the next option if this one failed, but you and Gregor seem to have things in hand."


Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft

Sophie follows Niculaie's lead.


NARRATOR GS Map / SS MAP/

Becaause of Vivian's knowledge and Gregor's strength, the vessel is saved! The boat’s passenger is Illmarsh’s resident inventor, Horace Croon. He wears a leather apron smock bearing unidentifiable stains and burns and set of goggles with multiple colored lenses pulled up on his forehead. His white hair is spiky from the wind and water and sticks out in tangles in all directions. Croon has an almost manic look, with
red-rimmed, sleep-deprived eyes.

Thank you for... He pauses as in deep thought for a few moments. For...eh..saving me! That's right! Saving me! I wonder if it was too warm to conduct this experiment. Do you think it was too warm or maybe too cold?


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia bows in greeting. "I don't know...it depends, I suppose, on what you were trying to do."


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

With Vivian's sage advice, Gregor brings the ship back to the dock. He ties the boat up tightly. "Maybe just too stormy," he offers. "But I'm no alchemist."


NARRATOR GS Map / SS MAP/
Pontia wrote:
"I don't know...it depends, I suppose, on what you were trying to do."

Isn't obvious! I built a subaqueous exploration and research vessel! He says proudly.

Gregor wrote:
Maybe just too stormy," he offers. "But I'm no alchemist."

Aye! That storm did come suddenly!!

He then begins to fuss with securing the tarps over his invention.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

And where is the crew of that vessel, if you don't mind me asking?

The question was obvious, and Vivian was surprised no one asked it before


NARRATOR GS Map / SS MAP/

Crew? So they can steal my invention and claim it as their own? No, No, No! It is my invention! No one else's!

You realize that while he is securing the tarps, he's not showing you all his invention either!


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

What I meant was.. you didn't manage to pilot this ship all by yourself so far, no? Or else you wouldn't have been in so much trouble in that stormy weather. Are you the captain of the ship?

Vivian green eyes seems cold and hard as steel as she studies the man's face, ready to shred into potential lies

Sense Motive, Stern gaze: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

Gregor approaches and silently offers to help with the tarps. His desire to help is genuine and he doesn't really care what this invention might be.


NARRATOR GS Map / SS MAP/

I had a crew of local fisherman to sail the boat, but as soon as the storm hit, they dived overboard and swam to shore. He stops for a moment, deep in thought. Do you think they were only interested in stealing my invention? I bet they were! I conducted my experiments here because those at the wharves in Illmarsh are always vandalizing my equipment. Hooligans in Illmarsh and thieves here! Can I experiment in peace? Is it too much too ask?

He looks at Vivian like he is expecting her to answer.

@Vivian: You believe he is honest in what he is saying, if not a little paranoid.

He says to Gregor, No need, no need! I can handle it. He pulls down the tarp closest to Gregor and secures it. Hmmm...I wonder if a tarp is the best thing to keep my invention safe. I wonder if some spell might be better? Bah! Then I will have to hire a mage and they might be a hooligan and a thief!

He pauses as he tries to come up with a solution to his problem.

So, what brings you out this way? Heading to Illmarsh?


Male Human Bloodrager (Steelblood) 9 | HP 85/85[112] | AC:24[22] T:13[11] FF:22[20] CMD:24[26] | F+11[14], R+8, W+8[10] | Init +5 | Perc +13 |

Gregor shrugs and steps aside as the inventor handles the tarp himself. "Whatever your invention is, I bet it's clever enough that average folk like us wouldn't understand it just by seeing it," he offers.

He nods in agreement with the inventor's last question. "Yes, to Illmarsh. Is that where you're returning also?"


Female Human Wiz/9 | AC 18* T 17* FF 17* | HP 46/46 | F +5 R +5 W +8 | Init +7| Perc +1|Sense Motive +1

Pontia restrains her curiosity and pointedly avoids looking at the vehicle. Fascinating...travel underwater without magic? That could be quite useful. Then the inventor's last words register. She smiles somewhat indulgently at the man. "Sir, I am a mage, and no hooligan. A hooligan wouldn't have transported your rescuers here, hm? What could I do to help you further?"


Male dhampir bard (dirge bard) 8 (CL 9)/investigator (gravedigger) 1 | Bardic Performance 24/24 | Inspiration 2/2 | HP: 57/57 | AC 20 T 13 FF 18 | CMB: +7, CMD: 20 | F:+5, R:+12, W:+10 (+4 vs fear, energy drain, death & necroman, +2 vs dis & mind-aff) | Init: +4 | Perc: +6 (low-light vis.; darkvision 60'), SM: +4 | Speed 30 | +2 darkwd comp shortbow +10/+5 (1d6+3/×3), mwk scythe +8/+3 (2d4+1/×4) {also silver lt mace, dagger} | Spells, Bard: 3rd 3/3, 2nd 6/6, 1st 3/6; Inv.: com lng, shld | *Active: Moment of Greatness

Niculaie has been waiting for the inventor, Gregor, Pontia, and Vivian to disembark, but it looks like they're going to stay on board for a while. Once the lines are tied and the ship is secure, he suggests to Sophie that they join the others and clambers aboard.

The dhampir eyes the tarp with frank curiosity. "Were you able to test it before the storm hit, sir? Did you see anything of interest under the surface?"


NARRATOR GS Map / SS MAP/
Gregor wrote:
"Whatever your invention is, I bet it's clever enough that average folk like us wouldn't understand it just by seeing it,"

Ah! Don't count yourselves short. Unless you are thinking that if I think that you think that you wouldn't understand my...Ah...Where was I?

Gregor wrote:
Yes, to Illmarsh. Is that where you're returning also.

I am afraid I must. I must recruit a crew made up of a better caliber than hooligans.[/b]

Pontia wrote:
Sir, I am a mage, and no hooligan. A hooligan wouldn't have transported your rescuers here, hm? What could I do to help you further?"

Tut! Tut! Child! I didn't mean to imply that you were a hooligan! That sorry excuse for a crew was made up of a bunch of hooligans! Hooligans...hmmm...where do you think that word comes from. Do you think it is Varisian? It dosen't sound Varisian, it doesn't sound Tian or even dwarven! Such a funny word hooligan. Hoooolllligaaan.

Niculaie wrote:
Were you able to test it before the storm hit, sir? Did you see anything of interest under the surface?

Unfortunately, no. I was just about to launch it when the storm hit. But imagine if it works! There's a whole new world under there. Maybe I will discover a new fish and it will be named after me. Croon fish! Sounds delicious don't you think? I can hear people now! 'Ale and Coon Fish my dear wrench! I hope it tastes good with ale. I don't drink ale myself, but I imagine it pairs well with fish. Do you know if it does? Have you had ale and fish? Was it good?

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I'm opening recruitment for the Carrion Crown AP on the Paizo boards. I'll be taking 6 brave souls willing to fight against the ubiquitous darkness that plagues the land of Ustalav. Google Drawing will be used for maps. Recruitment will run until March 27th.

If there is sufficient interest, I'll run it in campaign mode for Pathfinder Society credit. If you don't play PFS, worry not, campaign mode does not change anything about normal play.

Unless I'm blessed with an exceptionally quick group of posters, this game will take a long time to finish, probably several years. If you're unsure about this whole Play-by-Post thing or if you're on the fence about being locked into a horror based campaign for that long, please reconsider applying.

As an additional warning, there will also be some light gore as per the Adventure Path.

Also, I reserve the right to change any aspect of the Adventure Path as necessary to keep the game fun and running smoothly.

Character Creation
• 20 point buy
• Classes: All acceptable. Occult Adventures Playtest classes welcome, with the assumption you will rebuild as necessary when the official book is released.
• Races: Any Core, plus Aasimar, Tiefling, Changeling, and Dhampir.
• Traits: Two, one of which should be from the Carrion Crown Player's Guide. No Drawbacks.
• Starting Wealth: Average by Class
• Alignment: No Evil.
• HP: Max at 1st level, Half + 1 each additional level
• No 3rd party material, please.
• Previous experience with the AP will not effect your chances at being selected, but I will give preference to those who are not currently playing in another Carrion Crown campaign on the boards.
• Every character will need at least a short background. If you can incorporate some horror elements into it, that will only help your chances of being selected. Please also give mention to your relationship with Professor Lorrimor.
• Dark Secret: Every PC should have a dark secret of some sort, which, if exposed, would cause extreme embarrassment at the very least. Please keep it PG-13 and not entirely counter to your alignment. This should be part of your background, although if you wish to hide it via a spoiler tag or to send it to me via private message, that's perfectly acceptable.
• Please give me a rough idea of where you want to go with your character, and what skills s/he brings/will bring to the table to round out a good party.
• I'd also like to know your anticipated posting schedule. I'll be expecting at least 1 post per day unless you've already let us know you'll be gone for a short period.
• Please, no RP on the recruitment thread. If you want to show me your awesome writing skills, feel free to send me a PM.

The ideal group would include at least 1 Martial, 1 Arcane, 1 Divine, 1 Skilled, 1 Occult, and 1 Wild Card. Characters that are mixtures of the different roles are very appreciated.

I look forward to seeing your submissions, and wish you all fun in your character creation/updating.


A hand raised in quizzical interest as I ponder.

If I do put forward a character it will most likely be of an Occult bent.


This is perfect. Exactly what I've been looking for. Here's my character, A1ynthar.

Spoiler:

Alynthar- Chaotic Good Tiefling Wizard
(Necromancer- forbidden: Enchantment, Abjuration)
Traits: Reactionary

Bonded Item- Staff
Feats- Improved Initiative
Skills- Knowledge (Arcane, Religion, Dungeoneering)
Spells- Grease, Color Spray, Mage Armor, Ray of Enfeeblement, and two more to be chosen.
Str- 9 (-1) HP- 7
Dex-16 (+3) AC-13
Con-8(-1) Init- +9
Int-18 (+4)
Wis-8 (-1)
Cha-14 (+2)
Background-
Alynthar was born to parents who followed the Goddess of Beauty. When they discovered his Tiefling nature (which was immediately), they did not know what to do. An elf wizard in the region, Fastar, heard of the tiefling baby, and offered to take him in as his apprentice. Alynthar's parents agreed. Unfortunately, Fastar had no intentions of nurturing the child. For the next seventy-nine years, he experimented on Alynthar, finding new uses for various parts of a tiefling, and used him as a slave. Because of his close involvement with the demented wizard, Alynthar was eventually able to pick up some basic magic, without his master's knowledge. Using this magic, he was able to escape, but his former master is now hunting him. Because of his master's experiments, Alynthar is severely deformed. His body is covered in scars, he is missing two fingers on his left hand, and one on his right, and his left ear. He has red slitted eyes, serrated teeth, and the stumps of two horns, which were cut off by his master and cauterized, so that they will not grow back.


That's the basics. I've been running this character for a while in Runelords, and have a lot more character development in my head, but this is the first time I've ever put it to paper.

I'll need to work on the dark secret idea, but his basic goals are to become powerful enough to eventually kill his former master, a mid-high level necromancer, and to make sure that nobody can ever f*&+ with him again. I'll also need to pick his second trait and his relation with Professor Lorrimor.


As for me, I have no life, so I'll be able to post as often as you want.


Can propose this character. It's ready, except I'll have to think about a dark secret.

As for future development, I guess Vivian could get dual classed as Rogue/Cleric, an unusual combo.

Posting once per day, maybe a little more on week end.


Arkivolld here is a gnome cavalier I'd built for a previous Carrion Crown PbP -- but it fizzled while still in the pre-AP intro adventure the GM was running. I'd love a second crack at it!

Ark is intended as something of a straight-man oblivious comic relief character, who can be trusted to blunder into all sorts of dangerous situations and come out with a story about how he--personally--triumphed. (It's not that there weren't other people around for it, just that he tends to forget their role when retelling the story.) His Order of the Cockatrice "braggart" skill is therefore less about being rude and condescending, more about how amazing everything that happens to him is.

Build-wise, thinking ot potentially multi-class to Bard / Battle Herald (or Skald?) for a skill/support option, or just tiny tank/charge, depending on party need.

I'll rework from 15 to 20 points, unwind to first level, and come up with a Dark Secret; appreciate any other feedback you have in the meantime.

Generally, I can post daily, sometimes more, sometimes (work travel and kids) less, though I try to be clear when I'm going to be away for a bit.


Dotting for interest. This has always been an AP I have wanted to try. Now the hard part, deciding which of my many character concepts I want to put forward.

Considering Dwarven Warpriest.


Throwing a dot in. I need to think about a concept that comes to mind!


Dotting for interest. Probably a Pharasmin archer inquisitor or maybe a corpse hunter ranger.


Hello, I'm a character that was put forth by TheChelaxian for another Carrion Crown campaign that the GM couldn't start due to RL issues. Giving it another shot, hoping for the best.

GM:
I've already got a dark secret for Aravis, having ties to the Whispering Way, but no official membership. If this is acceptable, feel free to use/abuse this knowledge to give my character challenging situations or whatever.


Interested. I have an Oracle of Dark Tapestry from a game whose DM bailed that I'd need to retool pretty heavily to un-gestalt her and such. Are heavy Lovecraftian/Dark Tapestry themes and such along the sort of horror elements/dark secret fodder lines you'd be open to? Because if they aren't I could go with something else, I just want to make sure, since horror is a pretty broad net and that might not be the kind of horror you're into.


Dotting. My previous CC submission (never actually played it) was a psychic warrior, so I'll try and rejigger her into something that doesn't use 3pp.

Ghorrin Redblade


Presenting Wiles Malloy for your consideration! Everything is in the profile, but I can post it here in spoilers if you would prefer.

Edit: Can post as often as you like throughout the day.

Path:
I can see Wiles going down multiple Paths, depending on what we encounter. I envision him continuing down the Archaeologist rogue path, as status quo.


If you're running this for PFS credit also. Does the PFS character need to be brand new? Can have 2 xp? Level 2?

Grand Lodge

LordLuke here: I have Drace up for consideration!

I'm looking to make him the dangerous Sword and Board fighter: Protecting the party, helping control the battlefield and crushing the enemy.

I also plan for him to be reasonably well spoken to help out in the diplomacy side of things, as well as finding his way around in the wild! I made Drace's backstory leverage the Hunter's Blood trait heavily, since that trait seems to be absolutely perfect for Carrion Crown!

My posting schedule is pretty much always consistent! I have some vacation time coming in the summer but that is really about it!

Please let me know if you have questions or if I've missed the mark. All the character information can be found in the character sheet link in the alias!


How lenient are you willing to get on the races? Because I have a concept I would love to pitch for this that would be funny, flavorful and amusing, but it's not on the races list...


Dotting for now.


Placing a dot for this evening.


As for role, Wiles would be shooting for the skills/face aspect of the party.

Shadow Lodge

Hi GM Harker.
Dotting for interest.


@Alynthar42, I see you've submitted to a number of other Adventure Paths. I'd prefer players to only submit to one at a time. That being said, I'll still keep you in consideration once you complete a full application (i.e., a complete character sheet and a dark secret)

@Vivian, Unless I missed it, I believe you still need a dark secret.

@Arkivolld, It looks like I also need a dark secret from you.

@Aravis, How do you see your abilities progressing (i.e., are you going to be focusing on bombs, mutagen abilities, or the abilities afforded to you via your archetype)?

@Nidoran Duran, Feel free to incorporation those Lovecraftian elements into your submission. I'm not picky on what horror elements you want to focus on, most of all I want to see a fully formed character that you'll enjoy playing. Furthermore, part of the AP focuses on those very elements.


The main reason I've submitted to so many APs is because I figure my odds of success are very low, but even a blind squirrel finds the nut eventually. If I get into more than two or three games, I will probably have to pick and choose, but I have absolutely nothing else to do with my time (I have no friends, no job, and no school), so I could probably get away with playing dozens of campaigns.


Dotting Will probily make and Alchemist


@ GM: I'll be more focused in potions/archetype abilities with a minor in mutagens. That answer your question?


@Wiles, Assuming the background details with your mentor is your dark secret, consider your application submitted.

@gossamar4, When you play in an AP as part of campaign mode, it's functionally the same as playing a pregen, so you can apply credit to any character that hasn't out-leveled the chronicle sheet.

@Drace, As your Hunter's Blood trait comes from Wayfinder, I'm afraid it's not a published Paizo source, so I consider it a 3rd party material. Other than changing that, I see no issues, although if you're selected I would prefer to have your full character sheet placed under your alias for the sake of convenience.

@CaptainFord, Sorry, but I'm not accepting any races besides those listed in my OP.


@Aravis, Yes, thank you. Having an idea of what you wish to do will assist me in creating a balanced group.


Dotting.

I have a life subschool necromancer that was in another Carrion Crown game that fell through towards the start. I'll have to rebuild him from scratch, but that's probably for the best. I'll see what I can come up with.


Submitting for your consideration: Dr. Stefan von Herzog, physician, late of Lepidstadt.

I have run this character three times already in other Carrion Crown PbP games. None of those games ever got much farther than the reading of the will.


GM Harker wrote:

@Wiles, Assuming the background details with your mentor is your dark secret, consider your application submitted.

That was my intention...I figured it would flow better as part of my background. Thanks for the feedback. :)

GM Harker:
Of course, this means Wiles would be rather terrified of vampires, so plenty of RP opportunity later on.


@Dr. Stefan, I'm sorry to hear you've had such difficulties with getting the AP off the ground. In any case, assuming the details with Andrei are your dark secret, consider yourself submitted.

Grand Lodge

GM Harker wrote:


@Drace, As your Hunter's Blood trait comes from Wayfinder, I'm afraid it's not a published Paizo source, so I consider it a 3rd party material. Other than changing that, I see no issues, although if you're selected I would prefer to have your full character sheet placed under your alias for the sake of convenience.

Doh, I didn't even notice that. I just found it off the SRD. Changed that, I will add in a stat block tomorrow. I tend to think in sheets when getting a character created!


Is there a way I can just scan a PDF onto my profile? It's a lot easier than trying to type in the whole character sheet for everything I submit to.


I'm hoping I get picked for this one. I've been wanting to make my way through Carrion Crown, and the last game I was hit hit disaster due to party/GM issues.

My thinking is that Sonja can fill an occult/support role, casting spells, providing knowledge, and helping to keep the party alive between encounters. Currently her hexes are heavy on support, but I'd like to pick up some debuffs as she levels up so that she can contribute more to combat as well.

Background:

Sonja was born in Lepidstadt to Aleksander Kulov and his first wife, an elf named Luellia. Sonja was an isolated child due to her half-elven heritage, but living in the (somewhat) more cosmopolitan city of Lepidstadt spared her of the worst of Ustalav's xenophobia. She was a keen student and a voracious reader, and quickly rose in prominence as a scholar of history. Her family assumed that she would never amount to much more than an obscure scholar, and hoped that she might meet a suitable husband during her studies.

During a field trip to retrieve obscure family records from an abandoned manor house in the hinterlands, Sonja disappeared. A search party was sent after her when she didn't return, and they found her in a vegetative state, apparently poisoned by some type of exotic spider. She awoke as soon as they removed her from the manor house, but claimed to have no knowledge of what had happened to her, or why the dusty floor of the house showed none of her footprints.

She recovered quickly, but never spoke of her trip to the manor to anyone. Her studies became wider in scope, covering not only history but old, forgotten lore. It was during this time, when her interest turned towards the occult, that she became aware of Professor Lorrimor. He seemed fearless, and possessed an immense knowledge about the stranger aspects of the world. Sonja hoped to insinuate herself as a research assistant to him after defending her dissertation, and the professor had seemed to be considering the idea. Shortly thereafter, he died mysteriously in Ravengro.


Dark Secret:

The spider that bit Sonja was, of course, her familiar. She believes that the bite transported her to the spirit world, and her studies have been an attempt to learn more about what happened to her, and how she might return to the spirit world for further study. During the early stages of learning about magic, she experimented with charming some of the university staff, which led to her present position as a lecturer.

Assistant Professor Sonja Kulov 105gp
Female Half-Elf Witch (Spirits patron)

STR 08
DEX 13
CON 14
INT 18
WIS 12
CHA 12

HP: 8
AC 15, Touch 11, Flat 14
Fort +2, Ref +1, Will +3

Spirits: 2nd—ghostbane dirge, 4th—invisibility, 6th—speak with dead, 8th—spiritual ally, 10th—mass ghostbane dirge, 12th—shadow walk, 14th—ethereal jaunt, 16th—planar ally, 18th—etherealness.

Familiar: Spider (+3 Climb)

Skills
Climb +2
Craft (alchemy) +8
Heal +5
Knowledge (arcana) +8
Knowledge (history) +8
Knowledge (planes) +8
Perception +7
Spellcraft +8

Traits: Inspired by Greatness (Mage Armor), Possessed

Feats: Extra Hex, Skill Focus: Perception

Hexes: Healing, Ward

Spells Known: Burning Hands, Charm Person, Cure Light Wounds, Mage Armor, Unseen Servant, Comprehend Languages, Sleep

Spells Prepared
0: Detect Magic, Guidance, Light
1: Mage Armor, Sleep


@Drace: With that change, your application has been submitted.

@Alynthar42: If you have access to hero lab, I believe you easily paste a stat block into your profile, otherwise you'll have to type it out or find some other method. In any case, I don't require a full alias during the application stage.

@spectrevk: Your submission looks good to go on my end.


Here is Merck's submission, let me know if everything is alright GM Harker. I would be interested in PFS credit for the AP.

Shadow Lodge

All right, I'm dreaming up a paladin or one of the spell-less ranger types, but before I pick I need to know, how does PFS credit work over PbP? Given that these characters can't be PFS legal (what with the campaign traits and nonstandard gold and such) I assume it's an apply-credit thing to a picked character.


@Ousk, I don't see any issues, consider your application submitted.

@Saving Cap'n Crunch, Yes, you apply credit to one of your PFS characters as if you played a pregen.

Shadow Lodge

Awesome. Okay, I can't decide on my class. One moment please.
1=Ranger, 2=Paladin.
Yeah. This is how we do it: 1d2 ⇒ 1
Ranger it is then.


So here's my completed character sheet.

Alynthar:

Alynthar- Chaotic Good Tiefling Wizard
(Necromancer- forbidden: Enchantment, Abjuration)
Traits: Reactionary, Making Good on Promises
Bonded Item- Staff
Feats- Improved Initiative
Skills-
Knowledge (Arcane, Religion, Dungeoneering, Nature)-8
Spellcraft-8
Perception-0
Spells- Grease, Color Spray, Mage Armor, Ray of Enfeeblement, Magic Missile, Reduce Person.
Str- 9 (-1) HP- 5
Dex-16 (+3) AC-13
Con-8(-1) Init- +9
Int-18 (+4) BAB: +0
Wis-8 (-1) Conc: +7
Cha-14 (+2)
Fort: -1
Reflex: +3
Will: +1 (+3 against fear)
CMB: -1
CMD: 12

MW Quarterstaff +0, 1d6-1
Melee dagger -1, 1d4-1
Thrown Dagger +3, 1d4-1
Light Crossbow +3, 1d8\

Background-
Alynthar was born to parents who followed the Goddess of Beauty. When they discovered his Tiefling nature, they did not know what to do. An elf wizard in the region, Fastar, heard of the tiefling baby, and offered to take him in as his apprentice. Alynthar's parents agreed. Unfortunately, Fastar had no intentions of nurturing the child. For the next seventy-nine years, he experimented on Alynthar, finding new uses for various parts of a tiefling (he was particularly fond of blood and bones, which he regrew through regeneration potions made by a witch who owed him a favor), and used him as a slave. Because of his close involvement with the demented wizard, Alynthar was eventually able to pick up some basic magic, without his master's knowledge. Using this magic, he was able to escape, but his former master is now hunting him. Because of his master's experiments, Alynthar is severely deformed. His body is covered in scars, he is missing two fingers on his left hand, and one on his right, and his left ear. He has red slitted eyes, serrated teeth, and the stumps of two horns, which were cut off by his master and cauterized, so that they will not grow back. The torture his master practiced on him have left him frail and weak, but his natural dexterity is unharmed, due to his practice dodging blows and punishments when he was serving as a slave. Also, as a psychological defense mechanism, Alynthar developed masochistic tendencies. While he doesn't truly seek out pain, he revels in its presence when he does experience it (Dark Secret).
Professor Lorrimor discovered Alynthar while trading spells with Fastar, and helped the tiefling escape, with the understanding that Alynthar would one day repay him. Alynthar lived in fear of this repayment for years, until he decided the professor must have died or forgotten (Making Good on Promises Trait).


Saving Cap'n Crunch-
I propose that you play a Paladin. I've always wanted to be in the same game as a paladin because of the roleplaying opportunities it presents. Your character would be supremely uncomfortable with any character that I ran, and I would have to find ways to reconcile my actions with your morals.


I present Sentir Damutu for your consideration, GM Harker. A Occult Oracle, struggling to find his deity. He is a former resident of Razmiran, who fled after realizing the local faith was a fraud and sham. He met the Professor when escaping and they both saved each other's lives (more on this in backstory). Since then, had made a living as a fortune teller (partly legit/partly overdone fakery). Hearing about the Professors death however, have caused him to rush to Ustalav.

Please note any problems with him, I'm very interested in this game.

DARK SECRET FOR GM:
Sentir did many terrible things during his training for the Razmir presithood, including selling the Tears of Razmir Wiki on Tears

Shadow Lodge

Alynthar42 wrote:

Saving Cap'n Crunch-

I propose that you play a Paladin. I've always wanted to be in the same game as a paladin because of the roleplaying opportunities it presents. Your character would be supremely uncomfortable with any character that I ran, and I would have to find ways to reconcile my actions with your morals.

That sounds like a good idea, but I've been sitting on this ranger concept for a while (well, originally it had Weapon and Shield style, but I didn't want to have as close a style to the sword and board guy somewhere above us on the thread). What I can do, though, is make this ranger a lot like a paladin, alignment and roleplay-wise. Does that sound good? I definitely like the idea, thanks.


Sounds like fun. I hope we both get picked.

Actually, now that I think of it, it's better than being a paladin, because a paladin may or may not lose his paladin powers by associating with me. I'm not evil, and don't play evil characters, but my morals are... interesting. For example, I would have no qualms about torturing a rapist to death, or stealing an item that I need and the owner doesn't. I would never harm an innocent, however, or steal from those who can't afford it or don't deserve it.


Here's Garaile "Rail" Maedre, human Inquisitor of Milani. Campaign trait is Chance Savior. His Combat focus is archery, with a heaping of Knowledges for identifying monsters. Development will be in the direction of improving his archery, his knowledge skills to ID monsters, and Intimidate and Sense Motive.

I'll make up an alias if he's selected. His sheet is currently on Myth Weavers; I'll put it in the profile when I make an alias.

Background:
Rail is from a traditional Varisian caravan background. His people were traveling entertainers who moved from town to town and earned their living playing music, putting on plays, and generally bringing outside entertainment to towns that would otherwise never see a musician or acting troupe. He lived a nearly idyllic life with the troupe until he was ten, when the caravan was nearly wiped out by a swarm of undead rampaging up out of Virlych.

Rail and his father were two of the only survivors, with his mother, brother, and sister among the dead. They would have died as well if it hadn't been for a patrol of knights, who drove off the monsters. Rail's father took them north as far away from Virlych as he could, eventually settling in Lepidstadt where he could put some of his skills to use.

Rail's father was no fighter, but he was a dazzling showboat of a swordsman. With his quick blade and rapier wit he became a popular dueling master for the University's youngsters who wanted to stand out when they sought the famous Lepidstadt dueling scars. In time, Rail's father remarried and had more children, and Rail went on with his life as well. But while his father was able to settle down, Rail never lost the wanderlust his childhood on the road bred into him.

It was this zest for travel and love of the journey that brought him to Desna. He swore that as long as he could help it, no travelers would die on the road because of monsters, human or inhuman. While he never had his father's knack with a blade, he had his father's strong hands and dextrous fingers and taught himself to be good with a bow.

The day after his 18th birthday he left Lepidstadt and never looked back. It was on the road that he encountered Professor Lorrimor. The professor's carriage had been ambushed by bandits, and Rail helped the carriages last remaining guard to run off the highwaymen. The professor was profusely grateful, as he had been sure he was about to die. Rail traveled a few days with Professor Lorrimor to his destination- Ravengro- and left to continue his wandering.

That was years ago, and Rail had mostly forgotten about the encounter. It was only luck that Rail passed back through Lepidstadt to visit his father when Professor Lorrimor's letter arrived. He is curious and touched that the professor remembered him after all that time and was honored to be named a pallbearer at his funeral.

Appearance:
Just above average height and slender but with wide shoulders, a broad chest, thick forearms, and strong hands. He has shoulder length blonde hair and a short beard that he keeps trimmed to a point under his chin. He favors natural colors, particularly green.

Personality:
Rail is the kind of person who will stick up for the little guy. If he sees something he considers unfair, he will speak up. As long as nothing is offending his sense of justice, he is a friendly, outgoing person. He loves to travel and meet new people. He detests bandits and monsters who prey on innocent travelers.

Dark Secret:
The reason he left Lepidstadt abruptly after his 18th birthday is that he killed a University student in a duel. They argued in a bar about a young woman- also a University student- and in the resulting duel, when Rail tried to slash the man's cheek for the traditional rakish scar, his hand slipped and the blade went in the other man's eye. Luckily they were both strangers to him, but he is still in constant fear that the law will track him down. He does return to Lepidstadt to see his father and step-siblings, though, but when he does he usually takes pains to conceal his identity, often wearing a hooded cloak to conceal his face though with his now long hair and beard he barely resembles the Rail who fled Lepidstadt.

Shadow Lodge

Next up, Kizziar Halfast, the half-orc with a grudge blown waaaay out of proportion. Or maybe it's justified, I don't know.
He's mostly a martial (will go TWF after level one) with some nice utility, skill and divine spellcasting.

Statistics:
Kizziar Halfast
Male Half-Orc Ranger 1 (Infiltrator)
Lawful Good Medium Humanoid (Human, Orc)
Initiative +1; Darkvision 60 ft, Perception +5

Defense
AC 17, Touch 12, Flat-Footed 15
HP 13 (1d10+3)
Fort +6, Ref +5, Will +3

Offense
Speed 20 ft. (in medium armor)
Greataxe +5 (1d12+6/x3)
Spear +5 or +2 (1d8+6 or +4/x3)
Sling +2 (1d4+4)

Statistics:
Str 18, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Feats: Dodge.
Traits: Fate's Favored, Teacher's Pet (religion).
Trained Skills: Knowledge (religion) +7, Perception +5, Survival +5, Acrobatics +6, Knowledge (dungeoneering) +5, Stealth +5, Handle Animal +3.
Languages: Common, Orc, Draconic.
Special Abilities (class): Favored Enemy (undead), Track, Wild Empathy.
Special Abilities (race): Sacred Tattoo, Rock Climber, Weapon Familiarity.


Personality and Background coming soon.


GM Harker wrote:
@Dr. Stefan, I'm sorry to hear you've had such difficulties with getting the AP off the ground. In any case, assuming the details with Andrei are your dark secret, consider yourself submitted.

Sorry, missed the part about having a dark secret. He's not ashamed about his past relationship, although he isn't the kind to talk about such things except with the closest of friends. Honestly, the doctor keeps the fact that he's a necromancer under wraps, as he knows black magic is usually forbidden. I also have a bit of backstory that the Whispering Way once attempted to recruit him.


@Alynthar42, Unless my math is off, you should start with 7 level-1 spells in your spellbook (3 + 4 Int Mod). Also, a question about your background, typically tieflings are born either between the union of an evil outsider and a human or between two tieflings. Which scenario is applicable in your case? Also, you appear to lack any gear.

@Sentir, Everything looks pretty good, except you haven't listed your oracle spells. What sort of role do you see yourself taking in the party?

@karlprosek, Are you an Inquisitor of Desna or Milani? Would you consider Rail more Martial or more Skilled?

@Saving Cap'n Crunch, What you have so far looks fine.

@Dr. Stefan, Great, thanks for clarifying.

Shadow Lodge

Background:

Kizziar was born and raised in a relatively large town on the arid southern outskirts of Belkzen. The orcs had not interacted with his town, Rannet, for some time, but it was mainly because of them that a good portion of the town was made up of half-orcs. At the beginning, the more brutal ones shouldered their way into positions of power and prestige. But as the orcish bloodlines grew less and less evident, half-orcs became less savage and became genuinely liked. They were far more human than orc, for which everyone was grateful.
Kizziar, at birth, appeared to be slightly more orcish than his predecessors, which was taken as a surprise but did not prove to be a problem. He was brusque and did not talk too much, but was smart, quick, strong, and got along especially well with his schoolteacher. While he never chose to follow a god, he was very interested in religion, and it was hoped that he would become the town's impartial high priest. Sadly, when rumors were heard of a powerful lich or necromancer in the southwest, all strong men were called to fight. This included Kizziar, who, while a tried and true combatant, did not want to go.

It ended badly. Most of Kizziar's group was killed, and Kizziar himself was knocked out and nearly bled out before he luckily clotted. After several days, he woke up, but he was terribly delirious, believing that he was an undead creation of some sort. He remained in that state for almost a year, until his aimless wanderings brought him back to Rannet with an assortment of zombies and skeletons.

He fought wildly, but his mind was jerked by the sight of his friends and family. The town cleric, Methusela, blasted Kizziar with a beam of divine light. Kizziar was pure-hearted, and was thus unaffected physically, but his delirium ceased then and there. With the rest of the town at his side, he took up his double axe and waded headlong back into the battle. When he survived the day, he vowed to slay any undead he may find and the necromancer who created them.

Well, that was intense.

Personality:
Kizziar would be independent if he had the choice, and can get along fine by himself, but unless surrounded by other humanoids, people don't get along with him. He is amiable only to his former teacher, family and friends, and is a little stony towards most everyone else. He speaks little, but is ferverous to the cause of good and heavily resents being turned down by most undead-slaying crusades. He feels that such holy warriors should be accepting of all races, and deems many as hypocritical. It is because of this that he often takes such matters into his own hands.

Dark Secret:
(This is certainly very dark, if you want me to lighten it up a little I will.)After the battle, Kizziar began to remember the events of the past year. He realized him much he had enjoyed the sensation of eating the flesh of his victims. He tried to put it out of his mind, rationalized with it. Methusela couldn't cure it, for it was entirely psychological and he could not remove mental afflictions. The urge for humanoid flesh has beckoned several times of late, and Kizziar has been having much difficulty keeping it under control. He has not failed yet, but he is very afraid of what could happen.

Geez, that was even more intense.
Fortunately, equipment is coming up! Nothing intense or bone-numbingly scary about that, right?
Edit: Here it is. It wasn't as intense, and this submission is complete!

Equipment:

Kikko -30
5 Spears -10
Greataxe -20
20 Sling Bullets -0.2
Bedroll -0.1
Chalk -0.01
Earplugs -0.03
Soap -0.01
Whetstone -0.02
Weapon Cord -0.1
10 bags Powder -0.1
50 feet Rope -1
Sack -0.1
Saw -0.04
Pickpocket's Outfit FREE
Bandolier -0.4
5 day's Rations -2.5
50 day's Wandermeal -0.5
Ioun Torch -75
3 Bags of Marbles -0.3
3 Bags of Caltrops -3
3 Flasks of Acid -30
Leaving 1 GP, 5 SP, 9 CP


GM Harker wrote:


@Sentir, Everything looks pretty good, except you haven't listed your oracle spells. What sort of role do you see yourself taking in the party?

Ah, sorry, oversight there. Will add the spells!

As for my role, do you mean story wise or mechanics wise?

Storywise- He is an intelligent but damaged young man struggling to find a god that chose him out of many, and saved him from a terrible fate. he can talk to dead people and hears all sorts of voices from beyond the beyond. Still, he manages to have some flair and panache, when the mood strikes him.

Mechanics-
1. I'm a pretty practical magic guy. I have Use Magical Device and Knowledge Planes as skills. I have Detect Magic, Read Magic and such spells. Good to have one arcane guy around, and I'm going to get mroe spells like Light, Create Water and those types, a practical magical man to have along in a journey through Ustalav.

2. Healer. oracles get Cure Light/Medium/Heavy wound spells so I'll have those + I'll be adding more spells along those lines as we level up. So that is always good.

3. At this early level, I even have some offensive spells, through my mystery and my curse. Burning Disarm, Burning Hands, and the Brain Drain Ability.

Oh and 4. Automatic Writing and stuff is very creepy and occult and gives the GM a good chance to scare the pants off of us.

Does that explain my vision of the character?


GM Harker wrote:
@karlprosek, Are you an Inquisitor of Desna or Milani? Would you consider Rail more Martial or more Skilled?

Sorry, he's a Desnan, not a Milanite.

Hmm. I guess it depends on your definition of Skilled. I usually see people referring to classes like the Rogue and Investigator as Skilled. If by Skilled, you mean active abilities like Disable Device, Climb, Swim, Use Magic Device, he's definitely not Skilled. Though if you mean scholarly, with a big investment in Knowledges, then he would be.

So he's more about knowing things than doing things (with skills, anyway). Would that make him more Martial? His personal goal is of a martial bent, as well, so I guess that could make him Martial.

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