GM R Box - Jade Regent AP

Game Master Twistlok

* Tactical Maps *
* Player Notes *
* Loot Sheet *
* Caravan Sheet *

This started as an invite only game and we lost a few players. I am recruiting two additions to my roster for Jade Regent.

We are at the start of the second book so you would be starting at level 4.

20 Point Boy
No weaknesses
No third party

Review the current thread and the players. You can easily see the current makeup.

Let me know if you have much knowledge of the AP, it will not rule out out I just like to know.

ok so I made a character for jade regent long time ago but never got in a game that got anywhere near the end of the first part of the first book.

the question is, considering the group has already formed the caravan (yes i know that is what is scripted to happen, but never actually played that far, the character I had in mind was a cook from the rusty dragon, and had a childhood crush trait. He could be along on the caravan as a cook, not really a part of the group but soon finds himself moving more into a hero's tyoe role with the group.

the character would be a monk or brawler, but would eventually multiclass to samurai and pledge himself to the protection of Amieko.

much of his back story was devised based on info I looked up on the pathfinder wiki which is in the alias.

the character sheet will have to be modified though but I prefer to flesh out a story first and then work the stats to enhance the story

Dotting for interest.

Seeing the group it appears that some kind of arcane class would fit.

Silver Crusade

I have a concept for a Catfolk Bard(Arcane Duelist). Give me a day to put it together.

As for knowledge of the AP: I'm currently running Jade Regent for my F2F group. While I am confident in my ability to keep player and character knowledge separate, I understand if this would be a problem.

What level of firearms (if any) are you using?

So, after thinking about a concept I am thinking about a rogue/wizard leading into arcane trickster. How do you feel about crafting, scribe scroll and wondrous items specifically? If you allow crafting, how do you feel about the "crafting while adventuring" ruling? Thanks.

How are you doing HP? I squinted at the characters but couldn't quite discern the pattern!

@Lou_Kasuri - They just finished a point where eveyone was involved. It would be a good time for a cook to step up and fight.

@MattZ- Not a problem I just like to know what players know.

@ Ouachitonian - I am always torn on firearms, once you get up a few levels they never miss, which can be a little unbalanced. Still I do not discount any official material and love the concept of firearms popping up.

@J Scot Shady - I am fine with crafting while adventuring. This is a game with a lot of travel time so that is always good time for crafting. Are you refering to Making Crafting Work? If so I have not read it but will.

@Nikolaus - Roll for each level after 1st. If you get a dog you can take average.

I have a character I made for one that died out. I have her set up as Amieko's little sister. Would she be possible to bring in this late in the game?

Edit:Yes I do have knowledge of this game, obviously as stated from a game where it had died out. But I do believe I should he clear I've played through books 1 and 2.

No worries about a character being a relation, there is always a way to work things in.

I'll work on her tonight then, get her up to date properly.

PRD wrote:

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

@GM Red Box - This is the crafting while adventuring I was referring to. The bold is obviously my own. And thanks. I should have the future arcane trickster built by tomorrow night, with a backstory. Its a bit of a slower build than hoped but I think it will be fun to do.

I do have three more questions though.

1. Traits, are you using them and if so, how many?
2. How much gold to spend? 6K is the normal for 4th, but wanted to make sure.
3. Do you allow crafting of beginning gear for 1/2 price? At this point the only thing that he could do is scrolls but I figured I would ask.

And last, since it came up in another post, I also should mention that I am a subscriber to the APs and I have read most of them. It has been years since I read Jade Regent and I cannot remember much of the details beyond the general overall plot.

Thanks again.

ok here is what I have for Lou:


Lou Kasuri
Male human unchained monk 4 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +4; Senses Perception +9

AC 20, touch 18, flat-footed 15 (+2 armor, +4 Dex, +1 dodge, +1 monk, +2 Wis)
hp 32 (4d10+4)
Fort +6, Ref +9, Will +4; +2 vs. enchantments
Defensive Abilities evasion

Speed 40 ft.

. . dagger +8 (1d4+1/19-20)
. . Tohsaka family sword +2 (1d8+1/18-20)
. . unarmed strike +9/+9 (1d8+2)
. . wushu dart +8/+8 (1d3+1)
. . skillet +5 (1d6+1)

. . wushu dart +8/+8 (1d3+1. Range 10’)

Special Attacks flurry of blows (unchained), stunning fist (4/day, DC 14)

Str 13, Dex 18, Con 12, Int 12, Wis 14, Cha 11
Base Atk +4; CMB +5 (+7 grapple); CMD 23 (25 vs. grapple)
Feats Dodge, Extra Ki, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Traits childhood crush (Amieko), quain martial artist

Acrobatics +11 (+15 to jump)
Craft (calligraphy) +7
Craft (sketch artist) +8
Escape Artist +8
Handle Animal +1
Knowledge (local) +3
Knowledge (nature) +2
Knowledge (nobility) +2
Linguistics +2
Perception +9
Profession (baker) +7
Profession (cook) +9
Stealth +11

Languages Common, Minatan, Varisian

SQ fast movement (unchained), ki pool (6 points magic), ki power (improvised weapon affinity)

Tohsaka family sword (masterwork Katana) [UC]
wushu dart [UC] (10)
bracers of armor +2
cloak of resistance +1
ioun torch ioun stone [APG]
belt pouch
charcoal (5)
cutting board, wooden (1 lb)
flint and steel
journal [UE]
knife, cutting (0.5 lb)
ladle (0.2 lb)
masterwork calligraphy tools
masterwork sketch artist tools
seasonings, local (0.2 lb)
skewer (1 lb)
skillet [UE]
tea (per cup) [UE] (10)
teapot [UE]
tinder packet (0.2 lb)
tripod, iron (3 lb)
waterproof bag [UE]
419 gp, 3 sp

Special Abilities
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Affinity (Ex, Su) No penalty to attack with improvised weapon. Spend 1 ki to ignore broken weapon penalties for 1 rnd.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Stunning Fist (4/day, DC 14) (stun, fatigue) You can stun an opponent with an unarmed attack.


Where to start? Well that is a question that could never really be answered. But Lou’s story begins a long time ago. In a faraway land, a time when power was changing hands, and those that once were the ruling families, soon found themselves exiles.

One family managed to escape, the Amatatsu family, the last of the five great families. But this isn’t about them, a second family, a family loyal to the Amatatsu’s, a family sworn to protect. A family steeped in tradition, honor, and courage; The Tohsaka family.

The Tohsaka family was a samurai family, sworn to the Amatatsu’s, Defenders and protectors, Soldiers to fight for their lord.

So, what does a humble cook, from a backwater town, in a common tavern, have to do with a noble family? Well let’s just say that Kasuri, wasn’t always the family name. After fleeing their homeland, the Amatatsu family fell under the leadership of Tsutoku, and standing by his side was the powerful swordsman known as Tsutamu Tohsaka.

In order to remain safe, the families changed their names. Tsutoku Amatatsu became Rokuro Kaijitsu, and Tsutamu Tohsaka became Tokiomi Kasuri. Now many historians already know much of the Kaijitsu family line, but what of the kasuri?

Tokiomi Kasuri bore a son, named Yuto. He began his life learning the way of the samurai and of the sword. But all that changed in the fury of a storm, and the loss of three ships. Tokiomi never returned from that trip. And nobody knows what happened to him. Yuto remained bitter and blamed Rokuro of the loss of his father. That led to a separation of the families.
The Kasuri’s settled in Sandpoint and Yuto gave up the way of the samurai and kept the secret of the past from his children.

To further separate himself from his past, Yuto married a Varisian Gypsy; together they had two children, a son, Lou, and a daughter, Noro.

Lou Kasuri was the older of the two children. he grew up on the Kasuri family farm, just outside of Sandpoint.

Lou and his Sister, Noro, were complete opposites. Lou was always reserved and followed father’s strict regime of exercise and training; while Noro was more like her mother, wild and impulsive. Their father was constantly scolding Noro in an attempt to make her more disciplined, but this only drove her emotionally further from her father. She will always love her father and will never willing do anything to bring dishonor to his name; unfortunately, she could never really understand how.

Noro and Lou studied martial combat with their father since they were old enough to walk. He was adamant in teaching the children the old ways and to fight with honor. Lou managed to grasp much of these concepts, but Noro was another story. She didn’t mind learning to fight and stand up for herself she just didn’t have the discipline to know when to avoid a fight and not to attack out of emotion and anger.

Noro would work hard at her studies attempting to be calm and reserved like her brother. But at every turn there were the other kids tormenting her again, attempting to urge her on in the hope to see her get angry again. Luckily Lou would intervene on many occasions before it would get to far.

Lou was always there for her until he found someone new. There was a new girl in his life, Ameiko from the Rusty Dragon. Noro has no idea how or where they met but Lou always had that lovesick puppy dog look whenever she was around. Of course, Ameiko never seemed to even notice Lou, a fact that Noro would frequently point out. Perhaps, she was just a bit too old for him?

Noro would follow her brother to the Rusty Dragon and spy on him as he would do anything he could to get her attention and fail every time. However once word got around that Lou was pre-occupied Noro was soon again the target of the hazing and bullying.

In an effort to get closer to Ameiko, Lou took the position of cook at the Rusty Dragon when an opening came up. he added a unique blend of Tien and Varisian cuisine, as well as specialty dishes of each. His best-known dish was spicy glazed chicken.

Lou is Noro's older brother, while it is true that Lou is more disciplined than Noro it is not entirely true that he is the perfect student.

Lou still always managed to get into mischief. One night, Lou managed to steal some of his father's choice wine and soon after a fun and rowdy night with Noro and some friends Lou found himself at the wrong end of his father’s cane.

A bit about Lou’s personality…

Lou his usually a little shy, his Sister had left Sandpoint several years earlier sailing south to unknown adventures. He sometimes received letters from her and they always came by ship from the Shackles.

He spends much of his free time sitting in the open near market places, or anywhere he can watch people. His sketch book in hand drawing images of those he sees around town. link to see the sketchbook is available upon request (will require a Pintrest account)

He still tries to get Amieko’s attention and sometimes he thinks he is making progress, yet other times he feels things go backward in their relationship.

He jumped at the chance to travel with the caravan and Amieko maybe getting away from this little town would arouse his adventurous spirit. Just before leaving, (against his father’s wishes), he took the family sword hoping that he could learn more about his own past and things is father would never tell him.

History of the Kaijitsu Family (with some notes and for reference):

this is what I compiled from surfing the internet regarding the Kaijitsu family

By 4652 AR, four of the five royal families of Minkai had been destroyed. The last of the royal families, the Amatatsu family subsequently retreated from Minkai, fleeing over the Crown of the World, the inhospitable northern continent at Golarion’s north pole.

When the exiled Amatatsus emerged from the Crown of the World and staggered into the Linnorm Kingdom city of Kalsgard, their numbers had been reduced to a small fraction of a once-grand dynasty. The Amatatsu’s knew that Kalsgard, the de facto trading capital of the Lands of the Linnorm Kings and the Avistani end of the Path of Aganhei, would be the obvious place to look for them. Exhausted, depleted in numbers by their trek, and bereft of funds, they had to find some means to finance their escape farther south before being discovered by their pursuers. The oldest survivor of the journey, a young man named Tsutoku, took over responsibility for the family and their heritage. Seeing no other options, Tsutoku sold the family’s heirloom sword, the sentient katana Suishen, to a local collector in order to raise the funds to continue the journey south. Tsutoku intended to return and buy back the sword after the family was safely established, but the opportunity would never arise. Suishen remained in the hands of its new owner, Fynn Snaevald.

Under Tsutoku’s leadership, the exiles stealthily integrated into an alien society. In order to finalize their hidden exile and throw off further pursuit, the Amatatsus changed their family name to Kaijitsu, and the exiled royals chose new names and switched their order to match Avistan’s naming conventions. Thus, did Amatatsu Tsutoku became Rokuro Kaijitsu. Using some of the money they’d received from the sale of Suishen, the Kaijitsus secured a home in the small town of Brinewall and paid to have the only remaining proof of their royal lineage, the Amatatsu Seal, held in a magical Warding Box that blocked divination magic in a secure vault under Brinewall Keep. The Kaijitsus became merchants and glassblowers, hoping that the very idea of a royal family changing its name and working as common merchants would be all but unthinkable to those who pursued them.

Eventually, the Kaijitsus’ artistry and skill at glassblowing attracted the attention of several merchant nobles in Magnimar, who offered the family a small villa if they would relocate to the larger city and join Magnimar’s growing aristocracy. Rokuro Kaijitsu accepted the offer, reasoning that belonging to Varisian nobility could only further hide the truth of his family’s legacy from the pursuers. Rokuro left most of the family servants and business concerns (including the Amatatsu Seal) safe and secure in Brinewall, but moved himself and his wife to Magnimar. Over the next several years, the Kaijitsus had a son named Lonjiku, helped found the town of Sandpoint, and saw their fortunes as minor nobles in a frontier town rise. It was also during this time that Lou’s father, Yuto, was born. The Tohsaka family never rose the status of being a noble house

It wasn’t until Rokuro turned 60 in 4687 that he finally allowed himself to believe that the he and his family were no longer in danger. With most of Rokuro’s business concerns focused in Magnimar and the recently founded town of Sandpoint, he decided to return to Brinewall and recover the Amatatsu Seal. He also brought his son Lonjiku with him, finally ready to reveal to him the family legacy. As father and son arrived in Brinewall, a series of powerful storms hit the Varisian coast. Rokuro loaded his extended family, servants, and all his belongings onto three ships, but the storms prevented their immediate return to Magnimar. Stranded in Brinewall for days, Rokuro agonized on how best to reveal the family legacy to his son, and this hesitation soon stretched Lonjiku’s patience beyond its limits.

Long frustrated at his father’s silence regarding his ancestry, Lonjiku took matters into his own hands and opened the Warding Box containing the Amatatsu Seal—and in so doing, exposed the seal to magical observation. Horrified that this act might have alerted the pursuers, who would undoubtedly come to Brinewall to finish things off, Rokuro ordered his bodyguard Tsutamu Tohsaka to organize the return to Magnimar with his family and belongings, then to prepare for a new relocation farther south. Once he could be sure that the opening of the seal’s case had gone unnoticed, Rokuro would follow. As the three ships sailed south into the storms, Rokuro returned the Amatatsu Seal to its Warding Box in the secure and hidden vaults below Brinewall and alerted Brinewall’s commander, Andril Kortun, that dangerous foes might soon strike.

The pursuers swept into Brinewall, using the storms still pounding the town to great advantage. They devastated the town, setting its buildings on fire, and by the time the castle’s troops were organized to launch a counterattack, the pursuers were already inside the castle walls. They murdered the entire population of Brinewall in less than an hour, so quickly that they didn’t discover the hidden vault that held the Amatatsu Seal. Rokuro was killed in the battle, and Brinewall was abandoned quickly afterward.

Upon learning of the loss of her husband’s three ships at sea, Rokuro’s wife had committed suicide. It seemed as if the Amatatsu family line had been wiped out. However, not all of the Kaijitsus perished in the storms—Lonjiku Kaijitsu survived after spending several weeks adrift in the Varisian Gulf, and eventually returned to Sandpoint to rebuild his family. little did he know that Yuto had settled in Sandpoint by that time and the rivalry between the Tohsaka family and the Kaijitsu family would soon begin once Yuto learned of the fate of his father. Of course, Yuto’s anger was fully misplaced but he was to stubborn to admit such a mistake. Something that Lou may one day correct

J Scot- Crafting rules look good to me. I think Pathfinder under values crafting so I embrae ways to make it work.

Traits = 2
Gole = 6k
Crafting or beginning = You already get a leg up so going to say no to that one. I would consider one item that was very important to the caracter.

No problem on the crafting to start. Nothing pivotal in the build other than being able to craft DURING the game. Thanks again.

ok so if the word red makes the text red, I wonder if Smurf still works?

EDIT: yup, still works

I was in a prior JR game that died out partway across the Crown of the World. I would be happy to restructure this character back down to level 4 and try again. The character's basically a ninja who is descended from bodyguards to the Kaijitsu family, so she's worked closely with Ameiko as a childhood friend who has the secret duty of keeping an eye on the rakish bard/noblewoman.

Hattori Aiko wrote:
I was in a prior JR game that died out partway across the Crown of the World. I would be happy to restructure this character back down to level 4 and try again. The character's basically a ninja who is descended from bodyguards to the Kaijitsu family, so she's worked closely with Ameiko as a childhood friend who has the secret duty of keeping an eye on the rakish bard/noblewoman.

ha that is funny, almost the same story as my submission

1d8 ⇒ 5
1d8 ⇒ 7
1d8 ⇒ 6

when do you think you're closing this one? I'd like to throw something together

I need two more languages, what do you suggest GM?

I have Common, Minikan, Tien, Varisian, and Skald.

Dark Archive

May I present Onas Feher, redeemed Sczarni lookout and enforcer.

Brief Background:
Onas was born and raised in Magnimar, under the famous Irespan. From a young age Onas showed a talent for seeing things people wanted hidden and remaining hidden himself. To feed his family, he learned to stalk rats in alleys, striking from hiding so they would not spook. This caught the eye of Jaster Frallino, Sczarni leader of the Gallowed gang.

Jaster had Onas recruited into being a lookout for their various cons. Onas found the work enjoyable and it beat killing rats for food. After a year or two as a lookout, Jaster himself began to mentor Onas to be an enforcer. Onas felt it was only fair that if someone used Jaster's services and could not pay, they needed to be shown a lesson.

In addition to Jaster, Onas received another mentor, Crumbletop the pooka familiar of a mage in Jaster's employ. Crumbletop saw the intelligence and patience in Onas, and began to test Onas to see if he could handle the life of a mage as well. Onas was eager to learn, and took to it better than he did with his bow.

For another six years Onas continued as the best look out the Gallowed had and occasionally as an enforcer, if the message needed to be delivered at a distance and without being seen. He also continued his studies with Crumbletop, who had snuck him an old spellbook his master no longer used. Now Onas had magic to back up his skills with stealth and bow, but Onas was beginning to feel like something was wrong with what he was doing.

One day while exploring the Underbridge, he found an abandoned temple of Sarenrae. He figured it could be a good place for a safehouse if he needed one. He began by clearing out the rats, and a few other vermin and he settled in for the night. He slept soundly but was awoken early by the dawn. How the light made it down, he never knew, but something told him he needed to escape Magnimar, for good.

Onas left that morning, never looking back. He never spoke to Jaster or Crumbletop of his plans, figuring they would learn that he left eventually. He met up with another tribe of his people, and traveled with them north to this day.

A full backstory and description will be finished in the next day or so.

Character concept:
Out of all the characters I've played over the years, I have never explored the roguish ones. In addition, I feel most rogues are played more as murder machines and less like the scouts and tactics oriented characters they should be. I wanted to make a character to serve as a scout and I've always been interested to see how well the "sniping" element of the stealth skill could be used. The group also seemed to be lacking a caster roll, so adding that felt interesting.

And a little about myself...:
Real name is Jeremy Packer, and I have been involved with D&D style RPGs for well over 30 years now. When 3.5 ended and Pathfinder began, the switch there was almost seemless. I tend to play casters and ranged, so this isn't a complete stretch, but I prefer a character with some personality and originality. I do not have a lot of PBP experience, but I am hoping to expand on that here.

Of note, I am a subscriber to the APs and have been since the original Curse of The Crimson Throne. This means I have read most of theme (though not all, I read slowly) and Jade Regent is among those I have read. I do not remember a lot of specifics, though the general plot is there. I make it a habit though of avoiding the books if I am playing in a game and avoiding player knowledge is something I take pride in.

If there are any questions or feedback, please let me know. Thanks.

Submissions are open until midnight EST tonight. Saturday or Sunday I will make a selection.

Languages? Let me think and flip through the books again. It sucks to get something not useful but I also don't want to tip too much of the story.

cool. If I can get a character together, I will submit. Thanks

Dark Archive

I'd like to submit Olaff, son of Olaff, a skald from the Lands of the Linnorm Kings.

CN Medium humanoid (human)
Init +2; Senses Perception +8
AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4 shield)
hp 35 (3d8+12)
Fort +7, Ref +5, Will +6; +4 vs. sonic and language-dependent effects
Defensive Abilities uncanny dodge, well-versed
Speed 30 ft. (20 ft. in armor)
Melee mw cold iron longsword +8 (1d8+3/19-20) or
Melee dagger +6 (1d4+3/19-20) or
Melee throwing axe +6 (1d6+3)
Ranged mw composite shortbow (Str +3) +6 (1d6+3/x3)
Ranged throwing axe +5 (1d6+3)
Special Attacks guarded life, inspired rage, raging song 11 rounds/day, song of marching
Skald Spells Known (4th; concentration +6)
2nd (2/day) – gallant inspiration, heroism
1st (4/day) – cure light wounds, liberating command, remove fear, saving finale
Cantrips (at will) – detect magic, ghost sound (DC 12), light, message, prestidigitation, read magic
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats Lingering Performance, Scribe Scroll, Shield Focus, Weapon Focus (longsword)
Traits Deft Dodger, Savant (oratory)
Skills Climb +4, Diplomacy +11, Knowledge (all) +6, Perception +8, Perform (oratory) +11, Sense Motive +11, Swim +4; Armor Check -5/-2
Languages Common, Skald
SQ bardic knowledge +2, versatile performance (oratory)
Combat Gear wand of cure light wounds (50 charges); Other Gear mw backpack (bedroll, rope, signal horn, trail rations [5], waterskin), belt pouch (coins, flint and steel), +1 breastplate, cloak of resistance +1, mw cold iron longsword, mw composite shortbow (Str +3) with 20 arrows, dagger, +1 heavy wooden shield, spell component pouch, throwing axe [2], traveler’s outfit, 733gp, 9sp

Carrying Capacity
Total Carried Weight: 87.5 lbs. (59.5 [combat]/28 [other gear])
Light Load: 86 lbs. or less
Medium Load: 87 - 173 lbs.
Heavy Load: 174 - 260 lbs.
Lift Over Head: up to 260 lbs.
Lift: up to 520 lbs.
Push or Drag: up tp 1300 lbs.


Like many others in Hagreach, the easternmost kingdom from the Lands of the Linnorm Kings, Olaff was born in Hellirim, as his mother was hoping to give birth to a girl and wished for her to inherit the legendary oracular powers from the caves of Hellirim… instead she was given a boy, and so Olaff was named after his father, a deceased warrior from the lengthy war against Irrisen. Soon after his birth, Olaff and his mother Iolana, from Varisian blood, moved back to Trollheim where Olaff grew up to become a warrior.

So close to the Irriseni border, every able-citizen is expected to be trained with sword, spear, or bow in Trollheim and few complain… some even enjoy. Olaff grew up with tales from his father’s heroics and the desire to be compared to him, and even surpass his deeds, pushed Olaff to join the Blackravens as a warrior. For the first couple months, Olaff enjoyed his new post and life-style: a true ulfen, eager to prove his mettle in battle. This sentiment changed as the years passed and more and more of his friends felt in battle. To honor them, Olaff began to write about their deeds to share with their family and to inspire the others.

At almost thirty years old, Olaff received a message telling that his mother was terribly sick and he should leave immediately if he wished to say his farewells. Olaff indeed left for Trollheim and was barely able to speak with his mother, at least enough for her to ask him two last wishes: first, she wished to not be buried in the frigid lands of the north, but instead in the lands she grew up as a girl; and second, she wished for him to promise her to never fight against Irrisen anymore… she had already lost a husband there and she would not lose a son as well. Iolana passed away soon after.

Olaff left Trollheim the next day, and even if he sent a courier to Blackraven Hall, telling about his plans and oath, he could not stop to think of himself as a deserter, tarnishing the memory of his brothers in arms that had fallen beside him. Nevertheless he was a man bounded by his words and soon bought him, and his mother, a passage by boat to Kalsgard and then south to Sandpoint, in Varisia.

With no family left, no home to return, and no purpose in life, Olaff breathes the warm breeze of the south, unsure if his mother’s last wishes were a curse, as he thinks, or a blessing in disguise.

Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

  • Giantslayer: So close to the Irriseni border, and a former member of the Blackravens, Olaff always knew the importance of knowing how to fight a giant... actually in Trollheim it was kind of a test, for or you'd learn how to defend yourself against the rending claws of the trolls and the big weapons of the ice giants or you'd be reduced to a pulp. Olaff learnt by example numerous times.
  • Ashamed about his Past: Having to travel south to bury his mother and leaving the Blackravens behind left a deep mark in Olaff's mind. Even if his commander (a close friend of his father) accepted his resigning in good faith, Olaff still thinks about himself as a deserter for leaving his brothers behind. In result, he avoids the matter entirely, getting angry if pressured to talk about it, and acts harshly against other deserters and cowards... almost as if giving the punish that he thinks himself deserves.
  • Shield Brothers: The Blackravens, and in fact the whole ulven culture, though him about the link between warriors alongside a shield wall, for a shield wall, like a chain, is only strong as its weak link. Olaff learnt to trust and bond with those he fights side by side. Even before his mother died, Olaff always knew which was his true family... his shield brothers.
  • Bounded by his Word: To an outsider, the ulven culture might look chaotic and erratic, with warriors fighting among themselves and kings deposing kings... and even if this is kind of true, there is also another side often overlooked... the weight of a man's oaths. In Olaff's mind, the worst kind of man is an oathbreaker and he'd soon die before breaking one of his own. His word is his law and, at least so far, it was all the law he needed.
  • The Importance of Honor and Deeds: To be the hero of a tale sung by a skald is generally the dream of every boy in the Lands of the Linnorm Kings and it is uncommon that, once grown up, any man would leave this dream behind. Olaff is no such man and so his actions are still somehow guided by the desire of making a name by himself. During his time in the Blackraven he wasn't lucky enough to win himself a respectable name for himself.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

  • To return home: With his oath to his mother about not leaving the Blackravens, and his shame about doing so, Olaff is convinced that he can't come back to the Lands of the Linnorm Kings. Even if this isn't true, he is finding some way to return. His first though is by killing a dragon.
  • Accepting your Wyrd: Quite the opposite, me, as a player, would like to see Olaff to see his mother's last wishes as a blessing, and not as a curse. Earning a name and fame in the south so he can return home with his head raised is a good idea.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

  • The bitter truth: Olaff's father was actually a deserter. In the famous battle that he was supposed to have died, his father abandoned his brothers and fleed towards Irrisen. In hope to spare Olaff's mother, one of his shield brothers (Olaff's current commander) lied about a glorious death. Olaff discovered the truth a couple years ago and until recently thought that he'd clean his family's name... he is not so sure at the present moment.
  • Bad Omen: Before passing away, his mother had a feverish dream where a big man, probably a giant, hits Olaff for a deadly blow. Afraid of her only son and imagining the giant was one of the countless minions of Irrisen, she decided to make him bring her south, away from the giants... if this vision was avoided or not is yet to be known.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

  • Iolana Darinstarti (mother, deceased): Iolana wasn't an ulfen like her husband, but instead a varisian from Sandpoint. Combining the traditions of ulven and varisian luck and omen reading, she used to be a famous fortune-teller back in Trollheim.
  • Svalk Three-fingers (former commander): His father's once best friend and now Olaff's immediate commander, Svalk is a respected fighter in Blackraven Hall. In the later years, Svalk had also developed a romantic relationship with Iolana (Olaff is aware, even if the couple didn't know).
  • Asta Vargdottir (former lover): A shieldmaiden from Trollheim and also member of the Blackravens, Asta was once Olaff's lover and didn't react so well when he decided to end the relationship. She already tried to cause his death, but he is not aware of it.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

  • Omens Everywhere: The combination of Ulfen and Varisian blood caused Olaff to try to see omens, good or bad, everywhere.
  • Drinker: Olaff don't drinks lightly... he is not an alcoholic but when he starts to drink, unless stopped, he will do so until he blacks out. He has a pretty good memory of his deeds in the following day though, with usually regrettable feelings.
  • Elaborated Swearer: Olaff doesn't take light on swearing... he does so like a true Ulfen!

His background was created for the start of the campaign, so I'd have to adjust it a little to join the party. This can be easily done by changing the town from where his mother lived.

3d6 ⇒ (1, 5, 2) = 8

Dark Archive

Ops, forgot to roll!

3d8 ⇒ (8, 7, 5) = 20

And here is Ayame Kaijitsu to add to the mix!

Loren is a cold-natured draconic sorcerer who has been accompanying a caravan of tinkers north through Varisia on the trail to land of the Linnorm Kings.

Dark Archive

Also missed that we are rolling for HP.

2d6 + 1d8 ⇒ (5, 2) + (7) = 14

I was thinking about dotting, but I just couldn't. The RED lettering it hurts my eyes for some reason while I was reading through your posts. I saw others saying something about it, and I hope you get it fixed. Good gaming, good group.

Silver Crusade

I have realized that I have too much on my plate. I'll have to withdraw.

Greetings, I've put together a submission for you, still working on the background but the basic idea is she is a Varisian bladed scarf dancer and sea witch that Old Niska asked to look after her daughter Koya. She clearly has giant blood and is a very large woman indeed. The details are in this character's profile.

I've never even started playing Jade Regent; I also haven't read any of it.

Hit dice: 3d8 ⇒ (7, 5, 2) = 14

Sir Longears here. Just stopping by to say I'm still here and interested.

I believe the decision might be posted at any moment (fingers crossed).

Good luck everyone!

Submissions are closed. I will review today and tomorrow and come up with a selection.

Lots of great stuff, makes the job hard as always.

I need to think on this overnight. You all put forth good stuff and I cant decide.

take your time

Well I have to say again that this was not an easy thing to work out. It is easy to find one replacement but difficult to find multiple I find. When you are choosing one person you can just fill a need with something interesting. With multiple there is much to be considered.

I can honestly say that I wish I could have taken you all but, you know.

So here is the list of who will be joining this game.

Onas Feher - Rogue/Wizard by Jeremy Packer
Loren Young - Sorcerer by JoshB
Ayame Kaijitsu - Bard by Timeskeeper

Please go ahead and check in in the discussion thread and dot and delete in gameplay. I am going to work you in quickly.

Right now I am GMing three games in books 1,2 and 3 respectively. I would imagine that once all three games are past book two I may start one more. It will be awhile but I keep a little notebook with players who's submissions I have liked and I watch for them in the future.

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