GM_Ragged |
OK here is the current submissions list. List 1 are complete (mostly very high quality) submissions. List 2 need polishing a bit. If I've missed you out, please say so. If you have submitted more than one character and I haven't marked them with an *, please say so.
List 1
Henris Flynn - Male Human Transmuter
Margût - Male Hobgoblin Pyromaniac
Feredis* - Male Elf Divine Hunter
Orono* - Female Human Verminous Hunter
Lucian Faucon - Male Human Unchained Rogue
Finnick Lockwood - Male Halfling Cavalier
Ichabod Silverbottom - Male Dwarf Cleric
Blaughter Horgh - Male Human Vanguard/Evangelist
Minah Waits For The Sun - Female Human Lion Shaman
Nogrogamed - Male HalfOrc Scarred Rager/Scarred Witch Doctor
Houk Fine - Male Human Fighter
Opalia Ceylinian - Female Elf Hex Channeler
Dai - Male Human Zen Archer
List 2
Enzio - please stat up and link to profile
Sunset please restat and provide some background
Recruitment will remain open for approximately another 24 hours.
Now here's the thing:
Even discounting those submitting multiple characters, we are going to have a vast oversubscription. I don't want to dismiss so many good characters. So the potential is there to run two games parallel to each other. There are two ways to do this:
1) Shared universe - two parties form at the keep, then go off and explore the valley separately. Advantages: the groups cn swap resources, swap members, trade war stories in the inn etc. Disadvantages - keeping the timelines in sync will be a pain, especially if you try to explore the same areas but at different times. There may have to be some handwaving.
2) Parallel universes - one group arrives at the keep. Meanwhile, in another universe, a different group arrives at the keep. AdvantagesL: easier to run, no timeline issues. Disadvantages - no 'shared universe' benefits, downtime RP opportunities, occasional GM slips as he forgets which universe he is in.
Comments? Preferences? Suggestions?
French Wolf |
DM Ragged, I'd prefer to see two separate groups in the same area, perhaps with a means of communication so that they can meet up occasionally. Maybe the parties could be more specialised such as wilderness versus dungeon so that they do not step on each others toes too much.
If you handwaive the likely time differences then that probably gives you a bigger pool of PCs for a long term campaign.
Cheers
FW
Fraust |
I've been in a game that went the first route, and it looked like it went rather well for those who stuck around long enough for the parties to run into eachother. Unfortunately I wasn't able to play long enough to ever be involved in any cross overs. Currently I'm running a game that is meant to dothe same thing, though we haven't had enough players to create a second group yet. But either way, I REALLY like the idea of this, though it does seem like it wouldn't be the easiest thing in the world to do. If you're willing to go that route, it absolutely gets my vote, and anything I can do to help out, just let me know and I'll be down.
Played in a number of games that have gone the second route, and it does work out well. Seems like it's a hair easier on the GM than if they were running two completely separate games, as a lot of the prep is just used twice...plus it's cool to go back after a while and see how the other group handled particular situations.
Either is perfectly fine by me, especially as it increases the chances of playing, but like I said, my vote is idea 1.
As for suggestions...
What the one fellow did was have one "game" on the boards that covered the whole area. If memory serves it was a bunch of old schoolesque modules all mashed together in the same geographical region...so the main "game" was for that one region. Then there were separate "games" for the different actual adventures. I was involved in the Rapan Athuk (spelling?), but I know there were four or five more.
So large scale information...stuff about the region, house rules, posting guidelines...were all covered in the main game area, and we were encouraged to all spend time in the discussion thread. Then smaller scale stuff that was limited to the specific adventures went into the adventure specific games.
Gnomezrule |
From a story telling point of view Option 1 seems really cool. Some sort of shared map might help. Low level magic item "The Castilian's Regional Atlas of the Borderlands." This magical atlas is a magical set of books designed to benefit separate aspects of regional management. Designed so that multiple teams can coordinate efforts. Once per day a scribe can use an enchanted quill to make notation in the similarly enchanted book.
Also known as in game device to justify knowledge gained by visiting the google doc shared map.
Damien "Wet" Winters |
Actually, it looks like my schedule has opened up a bit. With a little luck I might be able to have my submission up in 4-5 hours, not sure if that will be acceptable but I'm gonna give it a shot.
Planning to submit a Warpriest who's faith is shaken after his first real taste of war and who's doubts led him to take the deserter's path. He's come to the keep looking for somewhere free of external politics where he reflect. And presumably put his talents to use on his own terms.
trawets71 |
For some reason I though I had more time for this. I don't think I'll get my character finished, the background is only basic, but here he is, Gunnar Hammersmith
GM_Ragged |
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RECRUITMENT CLOSED
Damien, Gnomezrule, trawets71, if you can supply something acceptable in literally the next few hours I'll see if I can slot you in somewhere.
Thank you all for your submissions, which were all excellent, which is why I've decided to run two parallel games. Having thought on it some more, I've decided to reject the option of a shared universe, simply because of the additional effort and time it would require. It would be an interesting experiment, but not one I can indulge in at the moment.
Anyway, here is the list of accepted submissions:
Henris Flynn - Male Human Transmuter
Margût - Male Hobgoblin Pyromaniac
Orono - Female Human Verminous Hunter
Lucian Faucon - Male Human Unchained Rogue
Finnick Lockwood - Male Halfling Cavalier
Ichabod Silverbottom - Male Dwarf Cleric
Blaughter Horgh - Male Human Vanguard/Evangelist
Minah Waits For The Sun - Female Human Lion Shaman
Nogrogamed - Male HalfOrc Scarred Rager/Scarred Witch Doctor
Houk Fine - Male Human Fighter
Opalia Ceylinian - Female Elf Hex Channeler
Dai - Male Human Zen Archer
which gives us two parties of 6, as follows:
These six characters, please go to Gameplay Thread A
Lucian
Finnick
Nogrogamed
Ichabod
Dai
Opalia
These six characters please go to Gameplay Thread B
Margut
Minah
Houk
Blaughter
Orono
Henris
Gnomezrule |
Hoping its not too late. Here is Roscoe Tosscobble. Still need to pick some traits. If you want a lovable sneak kicking about I will add traits and make an alias. If you have the space and you like ole Roscoe I'd be honored. Life's been crazy I was trying to get done by 11pm EST. Not sure if that was your cut off or not but it is stuck in my mind's craw.
Roscoe Tosscobble
Chaotic Good Unchained Rogue level 2
Init +3; Perception +6
DEFENSE
AC 18, Touch 15, flat footed 14 (+3 Dex, +1 size, +3 Studded Leather Armour, +1 Dodge)
HP 14 (2d8+2);
Fort +0, Ref +6, Will +0
Fearless +2 save vrs fear
OFFENSE
Speed 20
Melee Sword, short +5 (1d4-1/19-20)
Range Sling Staff, Halfling +5 (1d6-1 X3) range 80
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1
STATISTICS
Str 9, Dex 17, Con 11, Int 13, Wis 10, Cha 16
Base Attack 1 CMB -1 ; CMD 13
Dodge: Add 1 to AC ,
Evasion: No damage on reflex save,
Weapon Finesse: Use DEX mod instead of STR mod for melee attack to hit
Evasion Reflex save no damage instead of 1/2
Finesse Training (Ex) -1 At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Fearless:(Su) Few things in the world still inspire fear in you. You are immune to all fear effects from non-mythic sources. Fear effects from mythic sources count as mythic for the purposes of this ability.
[b]Trapfinding Can find magical traps
Trap Spotter Immediate Perception skill check to notice trap within 10ft
In their new home Juniper took a job working at a local tavern. Roscoe as he grew older also was forced to work as well doing all sorts of work for their land lord. Life was nowhere near as comfortable. Roscoe learned first that he was not a fighter at least when his opponent was looking his way. So he learned how to make friends through charm and guile. When charm and guile failed he added sneakiness and this was also how he dealt with those folks in town who were bullies, got handsy with the tavern girls of which his mother had been, generally seemed not all that nice, or whose purse seemed larger than they deserved. Roscoe cleaned more than tables when he was on the tavern floor. As he neared adulthood he occasionally ran with the wrong crowd though while he had no problem stealing he didn't like stealing from just anyone. A hollow justification before the law but in his mind some people deserved to be robbed at least more than others. This might be the start of his bad luck. You see there are plenty of rich jerks who have money but when you get caught you have to deal with jerks. Roscoe left town when a few too many people started looking for him.
Walking the road was not too hard. He joined a local militia in the hopes that he could travel far from danger on the not entirety honest promise that he would be spared from fighting because he could cook and helped the clerks manage supplies and such. He enjoyed the travel and usually was able to steer clear of significant danger. Though occasionally he was asked to sneak about and bring back word. On a particularly dangerous trek he as usual was playing it safe. After a raid by Molthune who attacked the supply lines a grisly veteran caught Roscoe hiding. The angry officer locked Roscoe in stocks and he walked behind a wagon until they reached a broke down keep. He was left with other soldiers dumped off on a Castilian who was struggling to keep the region together.