GM ShadowLord's Rise of the Runelords Campaign (Inactive)

Game Master GM ShadowLord

CHAPTER 4 - FORTRESS OF THE STONE GIANTS (Part 1: Stones over Sandpoint)

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Looking for a replacement character in a Rise of the Runelords Anniversary Edition game. Characters just reached 2nd level. Currently there are:

Sunday Daud - The brutish bloodrager
Tal Darkariel - The socially-challenged yet charming wizard
Jessica DuMorne - The lovely cleric of Shelyn
Delendir Farnes - The grizzled ranger

Most aspects of a party are covered by the group, so they are looking for someone to flesh things out. Which means that there are really no restrictions on what 'type' of character you should submit. Here are the build rules:

20 point buy
400 starting gold
Core races only
Paizo classes excluding Summoner (I reserve the right to turn down completely min-maxed creations)
Neutral or Good alignment only

Also there are these requirements:

Ability to post at least once per day, including weekends.
Ability to roleplay and add to the game on more than a mechanics level.

If I've left anything uncovered, please feel free to point it out. I look forward to seeing your submissions!


Here's a thumbnail pitch. If you like it, I can develop it and have it ready for you tonight:

Name: Wicked Grace
Class: Bard (Diva archetype)
Race: Human
Alignment: Neutral Good

History: Grace grew up on the streets of Egorian in devil-worshiping Cheliax. As a child she literally sang for her supper, standing on street corners and wailing out the songs she heard when huddling in the back alleys behind the opera houses. At ten, she was discovered by a talent agent and swept off the streets to be trained as an opera singer.

Grace adapted quickly, drinking in the culture of the operatic world and embracing the worship of Asmodeus, the patron of Cheliax. With the help of her agent she developed a persona: Wicked Grace, the darkest and most devilish of all the opera singers.

Based more on her persona than her ability, Grace rose in the ranks of the opera until, finally, she was made understudy of a rather famous diva in the premiere performance of one of Cheliax's greatest composers.

Days before the opera was to open, Hellknights discovered a holy symbol of Sarenrae in her dressing room. Further evidence pointing to heresy was found in the diva's home. She was quickly tried, found guilty and sentenced to death on the tines.

Grace attended the execution with her agent. As the diva sang her last notes, this time of pain and anguish, while writhing on the tines Grace's agents chuckled and congratulated himself for planting the evidence.

Grace was sickened. In that moment, as she watched people cheer the agonizing death of an innocent woman, Grace realized the lie of her life. Asmodeus didn't care about law but about order and Cheliax follows the example of their great "god". That evening, she escaped from Egorian and then from Cheliax. She ran until she found herself in the backwater of Sandpoint. A backwater, it so happened, that had a theater.

Here's the thing. Grace enjoys her persona. She enjoys the black and lace and heavy makeup and the wicked little teases and flirts. What she hates is the corruption that laid at the center of her life. She hates that an innocent woman died just so she could sing on a stage. She feels guilt for that and so she is looking for a way to atone.

In the meanwhile, she's not afraid to be billed as Wicked Grace as she sings on stage at the Sandpoint Theater. Let the locals get a thrill from her dark performances. Brushing against the appearance of evil is much better than the real thing.

Grace knows.


Interested, with a drunken gnomish alchemist.

The profile has been through a few recruitments/early dead games, so I'm not sure quite how it's built or which background is in it. When I have more time later I will need to update it to your requirements.


Hi, Crispy!

I've been hoping a RotRL game would come along again! I've had the idea of a dwarf who just plain hates giants in mind for a while now and it seems like this campaign would be a great potential fit.

As such, I'd like to present Stalford Fain and his animal companion Soren for your consideration. I believe I've built them to your requirements, though I've left the campaign trait blank for the moment in case you're past the point a trait of that sort would be appropriate.

If you have any questions, I'd be happy to answer them. Regardless, thanks for the time and consideration. =)

Grand Lodge

Hello! I'm Malkavik, but my friends call me Mal. Seeing as there was a huge celebration for the temple I decided to come try and make some coin by crafting and selling some ale. During the goblin raid, the little whelps decided to destroy my supply so I had to teach some of them a lesson. I suppose I didn't make much of an impact so I wasn't as celebrated as the others. When I learned infused curative I decided to go to the temple to administer some of my extracts. For a bit of time I decided to work as an alchemist but hearing of the others I finally decided to try and find them to try and prove myself as more than just an ale seller. I want to make a name for myself, and perhaps a bit of coin too.

My character details are in my profile.


OMG its Tal! I'm so glad he was able to find another RotRL game after the last one we were in died :(

Anyway, I have a Skald to submit. I have a rough backstory that I can flesh out, and the crunch is complete.

Backstory:

Born into a rather wealthy family in Cheliax, Elisai Aurear had always had a wonderful singing voice, and quickly made a name for herself in the famous Cheliax opera. Quickly becoming a star, Elisai amazed the audiences with her talent, and grew very popular. Her future set, everything quickly fell to pieces when her understudy quickly sabotaged her performance on opening night, causing her financial ruin and shame. To make matters worse, several high ranking members of the House of Thrune were present, and ideas of a particular punishment were thrown about. The Six Trials of Larazod were briefly mentioned, among other, more permanent solutions but Elisai was nothing if not intelligent, and quickly saw the danger, faking her death and vanishing from the city.

Being unable to sing for fear of recognised by others, Elisai became a soldier of fortune, picking up the blade and learning how to accurately defend herself. Her frustration at her fall from grace ultimately allowing her to shape a new style of performance, songs and music that served to inspire the listener to greater lengths in combat, suitable more for an adventuring group, rather than the stages of Cheliax. The shift in her musical style was so pronounced, that Elisai was able to practise her new brand of music in various stage auditions without being recognised, while also serving to help pay her bills. Elisai doesn’t intend to return to the stage in Cheliax again, she believes the door is firmly closed there, but she does intend to at some stage, track down her previous understudy, and teach her a firm lesion. Currently in Sandpoint, Elisai is keen to track down Cyrdak Drokkus and give him a personal interview, the cash is sorely needed after all, keen to hone her talent while on the road.

Crunch:

Elisai Aurear
Female Human skald (fated champion) 2 (Pathfinder RPG Advanced Class Guide 49, 114)
NG Medium humanoid (human)
Init +7; Senses Perception +3
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Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 17 (2d8+4)
Fort +4, Ref +0, Will +1
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Offense
--------------------
Speed 30 ft.
Melee greatsword +5 (2d6+6/19-20)
Special Attacks raging song 8 rounds/day (inspired rage)
Skald (Fated Champion) Spells Known (CL 2nd; concentration +5)
1st (3/day)—grease, silent image (DC 14), timely inspiration[APG] (DC 14)
0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, prestidigitation
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Statistics
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Str 18, Dex 10, Con 12, Int 12, Wis 7, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Improved Initiative, Scribe Scroll, Skald's Vigor[ACG]
Traits eager performer, reactionary
Skills Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (sing) +8, Perform (string instruments) +9, Use Magic Device +8
Languages Common
SQ bardic knowledge +1, versatile performance (string)
Other Gear chain shirt, greatsword, backpack, bedroll, belt pouch, flint and steel, Harp, hemp rope (50 ft.), mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 218 gp
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Raging Song (standard action, 8 rounds/day) (Su) Song can inspire allies in a variety of ways.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Versatile Performance (String Instruments) +9 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks.

Party Role:

Elisai is kind of there to support, but really wants to be in the thick of things as well. With her own Raging Song, she is quite happy to go toe to toe in melee and assist a more dedicated front liner, or casting a few buff spells if required. She cannot heal, but she does have the ability to grant fast healing (eventually) to those that benefit from her Song, while out of combat she is ok at knowledges and acts as a passable face.

I'm happy to flesh out or answer any questions if anyone wants, I'd really love an opportunity to have some fun playing around with a Skald =]


Hello! My concept is going to be a bard that has retired to raise a family in Sandpoint. After mourning her recently deceased husband, she decides to go out for one last adventure.

"I am a old lady with my own grandchildren in Sandpoint. Perhaps... I will have one last adventure to tell ."


Interesting...

How much time do we have to submit a character?


2nd level hit points: 1d8 ⇒ 8

Build for Wicked Grace:

Class: Bard (Diva)
Human: Human
Alignment: Neutral Good
Favored Class: Bard (bonus spent on +1 skill, both levels)

STR 10 (+0)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 13 (+1)
CHA 18 (+4)

Hit Points: 20 (8 + 2 + 8 + 2)
Initiative: +1
Speed: 30 ft

Offense
BAB: +1
Melee Attack: +1
Ranged Attack: +2
CMB: +2

Defense
Armor Class: 14
Touch: 11
Flat-Footed: 13
CMD: 12
Flat-Footed CMD: 11

Fortitude: +2
Reflex: +4
Will: +4

Skills
Acrobatics +6 (2 ranks + 1 DEX + 3 class skill)
Diplomacy +11 (2 ranks + 4 CHA + 3 class skill + 2 Silver Tongued bonus)
Disguise +9 (2 ranks + 4 CHA + 3 class skill)
Intimidate +9 (2 ranks + 4 CHA + 3 class skill)
Perform (Singing) +13 (2 ranks + 4 CHA + 3 class skill + 1 trait bonus + 3 Skill Focus bonus)
Profession (Diva) +7 (2 ranks + 1 WIS + 3 class skill + 1 trait bonus)
Use Magic Device +9 (2 ranks + 4 CHA + 3 class skill)

Traits
Eager Performer (Rise of the Runelords Player's Guide): You gain a +1 trait bonus on checks for Perform (Singing)skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Mentored: You gain +1 trait bonus on Profession (Diva) checks. You also gain a +1 trait bonus when you aid another's skill check with any skill.

Feats
Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Racial Abilities
+2 to any single ability score (chose Charisma)

Focused Study (replaces bonus trait feat): Gain Skill Focus in Performance (Singing).

Silver Tongued (replaces skilled): +2 bonus on Diplomacy and Bluff checks. Can use Diplomacy to shift a creature's attitude three steps instead of two.

Class Abilities

Weapon Proficiencies: Simple Weapons, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip

Armor Proficiencies: Light Armor, Shields

Spells: Knows 5 0-level spells, 3 1st level spells. Can cast 3 1st level spells per day.

Cantrips: Can cast cantrips.

Bardic Performance (10 times per day): Countersong, Distraction, Fascinate, Inspire Courage +1.

Prima Dona: At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.

Versatile Performance: Can use Perform (Singing) in place of Bluff or Sense Motive.

Spells

0-Level: Dancing Lights, Daze, Ghost Sounds, Lullaby, Unwitting Ally.

1st-Level: Beguiling Gift, Chord of Shards, Cure Light Wounds.

Equipment:

Rosewood Armor (50 gp/15 lbs, 10% spell failure chance)

Scorpion Whip (5 gp/3 lbs, 1d4 slashing damage, 20/x2, disarm, performance, reach, trip)

Bard's Kit (41 gp/33&1/2 lbs): Backpack, bedroll, belt pouch, tambourine, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, 10 torches, 5 trail rations, waterskin

Disguise Kit (50 gp/8 lbs/10 uses): +2 on Disguise checks.

Sleeves of Many Garments (200 gp/1 lb)

50 gold worth of living expenses (room in a boarding house & food)

GP: 4


If it's not too late I'd like to submit a character as well. I'm thinking of a half-elf fighter that will either become a paladin or thief depending on how the adventure unfolds. His birthplace is Cheliax but he finds himself on the run from his father and half siblings.

Will get something to you by tonight if recruitment is still open.

Thanks,

Karmic


Dreaming Warforged, since we're only looking for 1 player and we have some good submissions already, I think we'll close up by this evening.


Quick questions

Do you want us to have a RotRL trait?
How are we doing 2nd level HP?


At this point, you can have a RotRL trait or just a basic trait, your choice.

PFS guidelines for hit points, good sir (average rounded up).

Sovereign Court

Hiya Ginganinja.
Im very lucky to have ended up here :). Great party so far, though unfortunately we lost two due to personal circumstances.

-Posted with Wayfinder


DM Crispy wrote:

At this point, you can have a RotRL trait or just a basic trait, your choice.

PFS guidelines for hit points, good sir (average rounded up).

I took one RotRL trait and one basic trait. My hit points will need to be adjusted from 20 to 16. I rolled instead of following PFS standard.


Alrighty...should have included that in the write-up. I was still in level 1 mode, so my apologies.


Crunch:
Rumal
Male gnome alchemist 2 (Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 15 (2d8+2)
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +0; +2 bonus vs. poison, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities defensive training; Resist fortified drinker, poison resistance
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Offense
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Speed 20 ft.
Melee dagger +3 (1d3+1/19-20) or
. . morningstar +3 (1d6+1)
Ranged bomb +5 (2d6+3 Fire) or
. . light crossbow +4 (1d6/19-20)
Special Attacks bomb 8/day (1d6+3 fire, DC 14), hatred
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—dancing lights, flare (DC 11), prestidigitation, produce flame
Alchemist Extracts Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, polypurpose panacea[UM], recharge innate magic[ARG]
--------------------
Statistics
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Str 12, Dex 14, Con 12, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Brew Potion, Extra Bombs[APG], Throw Anything
Traits fortified drinker, iron liver
Skills Acrobatics +2 (-2 to jump), Appraise +8, Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +7, Knowledge (arcana) +7, Perception +6, Profession (brewer) +7, Sleight of Hand +6, Spellcraft +7, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Profession (brewer)
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +2), discovery (explosive bomb), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Other Gear mwk studded leather, crossbow bolts (15), crossbow bolts (5), dagger, light crossbow, morningstar, absinthe (per glass), alchemy crafting kit, bedroll, belt pouch, gnome trail rations (8), hip flask, hip flask, hip flask, hip flask, ink, black, inkpen, masterwork backpack, obsession log, pulque (per cup), rumboozle (per cup), scroll case, thieves' tools, waterskin, whiskey (per cup), wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 5 sp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (8/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Fluff:
Rumal is a cheerful fellow, almost always with a smile on his face. Whether it is from being drunk or a general happiness is not quite obvious. He has bright red hair and bright yellow, almost golden eyes. He wears a simple shirt and trousers, and a stained apron over top of them. The pockets of his apron, typically used for carrying tools of a trade, are all stuffed with different flasks of different alcohol. He has a constant air of alcohol around him, and it is unclear whether it comes from his work, or he himself. It's often thought the latter, since as soon as he speaks the slurring speaks volumes.

Rumal is originally from the Brastlewark region, and had grown up in a large gnomish community. His family are all brewers, and as part of his growing education he attended formal training on brewing. In Brastlewark this included incorporating the magical processes involved, but it wasn't a focus for him as much as the ale-crafting methods. Sadly, with so many gnomes in such a large community, there wasn't much opportunity for him to create wares that stood out from the rest. As such, he decided to strike out for the larger human cities in hopes of bringing something unique or at least not widely available to the people of the region. He made it as far as Magnimar, and along the way connected with as many of the other races he could in perfecting the different brewing processes.

He had made it to the big city, and had a mild success, but soon realized that he enjoyed the trip much more than the time spent on his actual goal. He spent much more time in the city familiarizing himself with the special brews of the other more popular establishments, enjoying the research much more than the business side of the whole operation. When word came to him of a couple local places not far from Magnimar, with distinct food and drink, he had to investigate. He arrived in Sandpoint just in time to catch the tail end of Swallotail festival and some craziness with the local goblins. Since then he's been just enjoying drinks at the Hagfish, and food at the Rusty Dragon. There's been some folk dealing with the local problems, he figures it might be good fun to see if he might tag along.


I'm thinking about an inquisitor, perhaps archery focused. I'll try to get a build/background up by tonight or tomorrow.


@ginganinja: If this doesn't work out for us, maybe we can form an adventuring band made up of nothing but Cheliaxan divas...


Sounds pretty good as a matter of fact, heck with a little bit of tweaking we could even sync backstories.


@ginganinja: That would be awesome. I love syncing backstories. It could be as simple as having the same agent. Or something more sinister - you were the diva framed by my agent. When I found out I was mortified so I helped you escape prison and, together, we fled Cheliax.


Can we have both of them please?

Sovereign Court

Glad to see so many good application in such a short time. It will make it difficult for us.


DM Crispy wrote:
Dreaming Warforged, since we're only looking for 1 player and we have some good submissions already, I think we'll close up by this evening.

Thanks. I'll see if I can come up with something interesting.

Sovereign Court

If people who have not done so could also write up a short summary (couple of sentences) of what kind of person their character is. I.e.: How they would act in the party. What motivates them etc.
It makes it easier to find the difference between the individuals with the same(or near same) classes :).


In case it helps,

Rumal is generally just looking to enjoy life. He loves his trade, and even more, loves the product; almost more than he should. He is best summarized as a fully-functioning alcoholic. He doesn't see his extracts as magical as much as they are different recipes of his that he enjoys for the added little perks they have due to the ingredients.

Even his bombs are just some of his more volatile beverages, that he happens to throw when in a fight because he knows they are prone to combustion.

Despite his good cheer, he is not immune to the gravity of most situations, and understands the time for seriousness (not that he drinks less because of it).

In the end he wants to experience new places, cultures, and peoples... and learn what they use to get drunk, and make an even better version of it. He would like to someday be world-renowned as the proprietor of the best alehouse ever, but he still has a lot of recipes to learn.


@Tal: No problem.

Grace grew up seeing what evil could do when good men did nothing. Anyone without power became objects to be used or owned at best and vermin at worst. When she was lifted out of the gutter to become a diva she forgot all that and eagerly accepted security and fame in the place of ideals and truth. She bought the Cheliaxan party line of power and Asmodeus because it made her life better.

Then she was reminded that the good life can have a horrible cost. Now, she wants to do good. That is what motivates her. If she has a chance to help, she will.

Don't get me wrong, she still loves being Wicked Grace and plays up the flirty, dark, gothic temptress diva persona. She has embraced it and enjoys beind a "child of the night". But she can still be a good person while doing that. Not everyone who wears black lip color is evil.


Elisai potentially defines herself by her service, that is, helping others. Sure, she had many reasons to originally get into the opera, but one of them was obviously the joy of sharing her song with others, assisting in the entertainment of others. Unfortunately this was corrupted slightly and now when she sings she taps into her inner frustration rather than her desire to entertain.

As far as how she acts, Elisai is traditionally a very confident individual. Shes not opposed to talking things out, as she knows the value of having friends that owe favours, (without connections she never would have been able to escape) but if someone does threaten her person she responds aggressively. Shes naturally inquisitive, and always happy to think tactically, although she knows how to be differential to others if need be, as shes painfully aware that she initially lived a rather sheltered life as opposed to other people that might have far more real world experience than her.

As far as aspirations go, at the moment she wants to have a sense of adventure. She tried public performing, and her new brand of singing tailors itself to an adventuring party of some description, which is why she's casually looking around for such an adventuring group, so she can travel, pick up new experiences (that she could eventually weave into her songs), experience the thrill of adventure and generally live life on the edge. Currently, she feels very "free" so to speak and wants to learn things that she missed out on while performing in her spare time. Eventually, I think she would want to own her own opera that includes or is open to all stars. Assuming that her works were supremely popular, I think that this would be her ideal "revenge" against Cheliax opera, nothing bloody or drastic, just the ability to take away or apply your own influence on something that is previous to them.


I currently have been trying to get gramlag here into a PBP, dual wields heavy spiked shields and ive really wanted to give him a shot, overal he is supposed to be a good person, driven to help others, really likes a good fight, has a desire to make a name for himeelf as a hero so he can join the ranks of the heros in his clan homes great hall (the great hall has statues of great members of the clan who have made a name for themselves one way or another)

he is currently not in use, and still level one, if you like the idea i can adjust everything in the profile no problem so let me know and i can draw something up


Dreaming Warforged's application: a Shoanti shaman.

APPEARANCE
Noche’Wa
A young man of the Tamiir-Quah (Wind Clan) of the Shoanti nation in his early twenties, his brothers often said he had the eyes of an old soul. Under soft eyebrows, their emerald quality pierces through your shell and washes your spirit with a sense of calmness and dignity. Noche'Wa harbours a patient smile and in all manners tries to show humility and simplicity.

Noche’Wa has a massive and powerful built. His amber-colored body is sculpted, with a smooth and polished quality. His jaw is rigid, and his speech cut from stone. On his shoulder lies a series of Shoanti tattoos depicting mice dancing around a rising moon.

Nature and its spirits provide for him. He is generally wrapped in a traditional ample cloth of patterned ecru, ocher and crimson. He prefers traditional Shoanti weapons, carrying spear and knife. His weapons and armour are adorned with detailed depictions of mouse spirits painted in red and black, and white eagle feathers with black tips.

PERSONALITY
Noche'Wa tries to remain a simple man, open to the world and its spirits. He is blessed with a sense of time that has brought peace to his fiery mind. His sorrowful past taught him harsh lessons and ruthlessness, but compassion and patience as well.

He is curious about people and their ways, often asking blunt questions with no intent to insult or undermine.

His favorite moment is when he sits looking at a peaceful landscape, with the moon rising over the horizon. It is then that he feels his worlds rejoining, when Mouse starts its dance among the stars.

MOTIVATIONS
To find meaning to his guiding vision, and his purpose as an agent of the Past shaping the Future's unfolding. Possessed by the ancestral spirits of Shoantis slain in battle, Noche’Wa nonetheless carries within him a dream of peace for all man, a seed he wishes to help blossom into the world. He knows though that the way to peace passes first through war. He prays Mouse to guide him towards wisdom.

His immediate motivation is to know more about the Thassilonian civilization and its connection to the Shoanti. He secretly hopes to one day lead his own tribe, a tribe that would seek to unite the other tribes in a respectful peace.

Grand Lodge

Mal respects others expecting respect in return. While he is in it for the adventure, fame, and gold, he still has that respect aspect about him. He wants to see both himself and his friends succeed. While he doesn't delight in bloodshed, he knows it's necessary as a means to a better end. By that he believes that the wholly counterproductive (evil) must die in order to allow for good to flourish. He's no saint though, being aligned to no real deity. He believes in the greater good but doesn't want to impose his beliefs on others unless they impose ignorance, hatred, death, and destruction on others. Wanting people to live in respect of one another, he can sometimes get caught up in the end and thinking the means doesn't matter. He knows this about himself and is not fond about this aspect and struggles with it. It is hard for him to determine who should die for the greater good unless it is obvious.

Dark Archive

I am interested and will post a full request shortly.

Sovereign Court

1 person marked this as a favorite.

Dammit people you just made it harder again! :P

Dark Archive RPG Superstar 2014 Top 16

Jovinus' Story:
Jovinus Corinne grew up as the child of magically gifted scribes, Gilrith and Yvonne Corrine. Gilrith & Yvonne, both trained at the Academy, where they met and fell in love. Both were very talented wizards and accompanied several adventuring parties after their graduation. After Jovinus was born however; they longed for a quieter and less adventurous life. They retired from adventuring and started a bookeeping and transcription business. Both were very talented and their abilities and discretion were sought after by the local nobility as well as most of the major businesses. Business flourished and they were able to pay for a better education for Jovinus, whom they groomed to take over the business. Unfortunately for Gilrith and Yvonne, Jovinus desired everything her parents had given up- adventure. In fact Jovinus enjoyed the physical exertion of adventuring as much as the intellectual pursuit of the arcane. Instead of focusing solely on the arcane, Jovinus melded her magic with melee and became an adept Staff Magus.

Yearning to pursue her dreams of being a famous adventurer, Jovinus has run away from home and her responsibilities to the family business in search of adventure. Hearing rumors of strange events in the small town of Sandpoint, Jovinus has traveled their to investigate things herself.

Jovinus is a straight talking head first kind of girl. Unfortunately this sometimes gets her in trouble. Not known for her tact, Jovinus has a tendency to blurt out the first thought that comes to her mind when dealing with strangers. A "Good morning to you" followed by "why did you wear that? It makes you look fat!" is a common occurrence for Jovinus. While her parents are upset she has gone missing, none of the neighbors will miss Jovinus or her sharp tongue.

Despite her tactlessness, Jovinus is actually a kind hearted and good person. She believes in doing what is right and fair. While she isn't a lawbreaker, she does find that laws sometimes interfere with doing what is right. A worshipper of Nethys, though not devout, Jovinus has studied the arcane and finds it interesting. As such she has taken time to become learned in the arcane as well as the history surrounding the arcane.

Jovinus is a selfless companion to her adventuring parties just as likely to wade into combat as she is to sling spells. She tries to make herself a versatile asset to the party. Loyal to the last, she will never leave a companion in the lurch.

For the crunch, feel free to check her profile.


Alrighty, it seems since it was so close, we'll end up taking two, after all. Grace and Elisai, please join us in the discussion thread, please. Everyone else, I appreciate your awesome submissions, and good luck going forward!


Rumal waves as the two leave the Rusty Dragon with the others, "Thas okay. All be ry here if yer efer loogin fer a del... *hic* delish.. *hic* tasy befrish." he just manages to slur out with half-lidded eyes, before belching loudly and passing out head first onto the bar.

Grats guys.


Many thankies to everyone who submitted, best of luck in all your current and future gaming endeavors ^w^


We were up against some amazing concepts. I always feel awkward auditioning for a campaign. I hope you all find another fun game soon! :)

Grand Lodge

Thanks for the consideration. Have a great campaign.

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