| GM Shady |
| 3 people marked this as a favorite. |
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control ...
OK, I'm planning to add The Dragon's Demand to my portfolio of campaigns (2 current, planning to run one further beyond this). I'm looking for six players.
If things work out, I may then tack on further level-appropriate modules or scenarios (this one should get you to level 6 or 7) as we go.
If you're not familiar with it, the module starts at level 1. There's no player guide as such, the characters will have just rolled into town with a caravan (see below on Background).
Requirements/constraints
- Expect to post at least once a day, preferably more often; if there is an extended break I may run your character (or ask another player to do so) to move things along.
- All characters begin at level one.
- 20-point ability buy.
- No evil alignments.
- Content & tone: strictly no NSFW
- Races: Core races preferred. Check on anything else, I will be flexible if I think it can meet the background, but the more incongruous it is, the less the chance of selection. If I think the chance is absolutely nil, I'll say so.
- Archetypes fine as long as they can be justified within the background
- Classes: Core/Base/Hybrid. No Alternate or Occult. Where Unchained variants exist, I expect them to be taken.
- No third party content.
- Two traits, one of which must be a campaign trait (see the campaign guide). No drawbacks.
- Builds must be strictly rules legal (I will check and adjust if necessary)
- Average gold for your class.
- Maximum HP at level one, roll or 1/2 HD + 1 thereafter.
- Brief (1-2 para) back-story to link your character to the scenario background (see below)
Background
There's no "player's guide" for this campaign, but the idea is that your character comes to it cold. You just need to know you're in Northern Taldor.
Belhaim is a sleepy town on the northern border of Taldor. You'll be new to town, and will have rolled in on a caravan led by a merchant named Silas Gribb. The PCs may have been passengers or else hired as guards. They'll likely know one another (we'll sort this out at the start of the campaign) but will not know Belhaim.
From a background story point of view, I'd suggest just playing with the idea of how you found your way onto the caravan, and where you were before. We may have to do some synchronisation of stories but can work that out.
Selection
There are no guarantees, but my preference is for core classes/races so moving further out from there has a negative effect (but doesn't by any means rule you out). I'm OK with (and sympathetic to) new players but would like a balance of experience in there also. You need to be willing to commit: to post frequently enough, to be around for the duration of the campaign, to put effort into writing posts and to being an all round nice person. Apart from that, no big deal ...
I plan to hold recruitment open till March 1. If that changes, I'll post here.
Garekk
|
Submitting Garekk. This character was involved in a homebrew that lasted over a year before petering out for several reasons. I will have to reset his stats to level one, but as you can see from his (and my other avatars) I have a high post rate and much rather Role play as opposed to Roll play. Let me know what you think. I can tie what backstory I have into the campaign very easily.
| GM Shady |
Hi, had a PM from a prospective player suggesting a kobold PC. I don't think, having read through the module and without getting into spoilers, a kobold is going to work (this will probably be followed by a bunch of people saying they played a kobold in this module and had a great time ... but I stand by my story)
| Anon A Mouse |
- Two traits, one of which must be a campaign trait (see the campaign guide).
Is there a campaign guide for this module? I can't seem to find it.
I'm interested, but I also attempted to DM this game a while back. Is that going to be a problem? It was about a year ago and we never got past the first act. I do vaguely remember some spoilers, but I also think I can separate out IC/OOC knowledge.
If that is ok, my follow up question is do you think a pacifist character would work? She'd be an oracle, so by "pacifist" I mean she would only use healing, buff, and probably depending on the effects debuff spells. If you're going for 6 players, my hope is that her lack of doing damage won't be a detriment to the group. As for player interactions, I plan to play her as mostly giving the other party members disapproving looks rather than constantly lecturing them, but I would hope any issues that may come up would be discussed with me, so we could find a mutually beneficial solution.
| mderm |
I have always think a "pacifist" character is very interesting to make, and game with...
That's something I've seriously considered. It might be possible in Pathfinder. The alignment and company rules for Paladins really support this. If you're okay with smiting lots of evil, it pretty much fits the bill. 'Shadowrun' pacifists might survive but the nature of most runs would be morally compromising. 'The One Ring' is a game I've got - never played - which seems to have moral probity built in.
| GM Shady |
Quote:- Two traits, one of which must be a campaign trait (see the campaign guide).Is there a campaign guide for this module? I can't seem to find it.
Sorry, I cut/pasted/edited one of my other recruitment posts and missed this. There is indeed no campaign guide for this module, but the characters basically arrive without background knowledge (per the bottom section of my first post). A big part of the module is discovering Belhaim.
I'm interested, but I also attempted to DM this game a while back. Is that going to be a problem? It was about a year ago and we never got past the first act. I do vaguely remember some spoilers, but I also think I can separate out IC/OOC knowledge.
I generally don't regard this as a problem, as long as pre-knowledge doesn't bleed into the scenario (I think most players in my experience, and especially people who've sat in the GM chair, understand this enough to be capable of managing this).
If that is ok, my follow up question is do you think a pacifist character would work? She'd be an oracle, so by "pacifist" I mean she would only use healing, buff, and probably depending on the effects debuff spells. If you're going for 6 players, my hope is that her lack of doing damage won't be a detriment to the group. As for player interactions, I plan to play her as mostly giving the other party members disapproving looks rather than constantly lecturing them, but I would hope any issues that may come up would be discussed with me, so we could find a mutually beneficial solution.
I think that could get annoying quite quickly, to be honest. If this were something where we had a core of players already on board, I'd go and poll them, but I'm not in that position. So I'll likely pass if that is the submission.
| GM Shady |
So... DD has no campaign traits. Where should we choose campaign traits from?
Same issue as before, I cut and pasted from something else (have now learned my lesson). You can pick any traits that work with the module (which means pretty much any traits that are rules legal).
Also and to be clear alternate racial traits are OK.
| Senaron |
I would like to post my interest in playing this game, I am new to pathfinder but not 3.5. Since as you said a Kobold wouldnt work I doubt a Goblin would either. If so I will as you said run a core race, my original concept was a summoner of some kind, but that can change as would suit the party I suppose.
| GM Shady |
I would like to post my interest in playing this game, I am new to pathfinder but not 3.5. Since as you said a Kobold wouldnt work I doubt a Goblin would either. If so I will as you said run a core race, my original concept was a summoner of some kind, but that can change as would suit the party I suppose.
A Kobold specifically doesn't work (or would take some adjustment to make it work) because of the scenario. With a goblin, you'd have to figure out a way of having it work as a non-evil character in a town which is something of a backwater, so it's probably non-ideal but workable.
| Senaron |
Senaron wrote:I would like to post my interest in playing this game, I am new to pathfinder but not 3.5. Since as you said a Kobold wouldnt work I doubt a Goblin would either. If so I will as you said run a core race, my original concept was a summoner of some kind, but that can change as would suit the party I suppose.A Kobold specifically doesn't work (or would take some adjustment to make it work) because of the scenario. With a goblin, you'd have to figure out a way of having it work as a non-evil character in a town which is something of a backwater, so it's probably non-ideal but workable.
Is there maybe a way I could tie him in with the party, or say the caravan driver has given me a kind of pass or pardon to make sure i dont get curb stomped by an angry local?
| Meechuk |
Meechuk wrote:This is my character alias, I will flesh out the character idea very soon.This guy is a redeemer archetype paladin if your goblin is trying to do right, they could know each other.....
( Sorry Double post, weird error happened.) Meechuk and his family are a bit odd, theyve never been barbarous, chaotic yes but theyve never had that evil glint in most goblins eyes. He didnt have a very easy life, other Goblin tribes were always trying to destroy them for less competition in resources, but his family never abused him, maybe thought he was odd due to his strange manifestations (making rocks move and small things like that.). He himself is Chaotic good, and tries to do right by people who are kind to him, he cant help himself sometimes and he gets into mischief although he never means to harm anyone, he lacks in common sense which leads him into further trouble. Is this anything to go off of?
| Constantine GodAlming |
Sure if I happened upon a goblin (family) being attacked (harrassed) for no good reason I would have taken up for him (them) even if the attackers were human....
or torturing a goblin for sport or taking him into slavery....
Or blaming the goblin to cover a crime (murder) ect....
DM
| Meechuk |
Meechuk was born into a sizable family of Goblins, his father was never present in his early life, presumably due to the natural Goblin tendency of wandering off and getting killed. He is the eldest of his six siblings, as well as the tallest and most intelligent, if not the most powerful in strength of arm. This led to his exclusion in most group activities, such as chase the Rabbit or throwing stones at the lake which led to Meechuk's interest in the world around him, this disenfranchisement led to him simply leaving his siblings to play and wandering off into the underbrush, curious to explore his surroundings and discover new smells and sensations.
One of these excursions led him to a viridian grove, on this particular night he had become quite sad and disheartened, the slow realisation that he will never be quite like his brothers and sisters finally setting in, he held his head low and stared into the reflection of himself, wondering why he was cursed with such a different mind than themselves. But at this point was the moment he would never be alone again, for a misty cloud of shadow was twisting and writhing behind his reflection which at first he thought was some sort of bottom feeder, until it manifested into a face grotesque, of some outlandish sort he had never seen. Instead of fear he felt warmth and relief, as if a voice was whispering in his ear that all would be well, he smiled and turned to go home, assuming that this was some sort of illusion, that is until the misty form was staring directly into his small, Green eyes. (Ill finish this as I have to go somewhere, feel free to tell me what you think or what could be better.)
| GM Shady |
Do we have to have the character fully done before you can consider us? Also do you mind the additional traits feat?
Hi
Part 1: It depends what you mean by "fully done" - without some idea on character concept it's difficult to consider you - but 1-2 paras (per my original post) is OK (and probably better than 5). I generally find when I go through the submissions there are errors in the sheets, and I just expect to work with them to get them fixed - that's fine (I just insist on them being rules legal). So it can still be a work in progress.
Part 2: I don't mind the additional traits feat but the traits should fit with the back-story; additionally, I don't allow any character aspects (feats, traits, whatever) to be retrained at a future date, if this would retcon the character's back-story (had this with "rich parents" before).
Ietsuna
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Hi. I have been poking around here for a couple months trying to get into a game. No luck as yet. I would like to play either a dwarf fighter or a halfling rogue. I have characters rolled up and am writing backstories now. I can make aliases for you to review if you like. I am Australian Eastern time zone (GMT+10). I can commit to posting regularly.
| GM Shady |
Meechuk was born into a sizable family of Goblins ...
I think what we need to do is (in general, not just this character) get the character onto the caravan (1-2 sentences). I'll write a brief backgrounder in a second and put it in the campaign resources section. I'm going to go to my Jade Regent stuff and quickly figure out how caravans work again (being a nerd).
| GM Shady |
Submitting here Roet Heineous - Half-Orc Unchained Monk. I can adjust him depending of the answers to the questions above. I already included a short background and his character sheet for appreciation.
Hi. It's growing ever more annoying that I can't modify the first post of the thread. I should have said: no stat less than 8 after applying racial modifiers.
| GM Shady |
Meechuk wrote:Meechuk was born into a sizable family of Goblins ...I think what we need to do is (in general, not just this character) get the character onto the caravan (1-2 sentences). I'll write a brief backgrounder in a second and put it in the campaign resources section. I'm going to go to my Jade Regent stuff and quickly figure out how caravans work again (being a nerd).
So I've written up a starter background for the caravan - you can find it in the Campaign Info section, in a spoiler called "Getting Started" - I suggest using this as an introductory point for getting the characters into the campaign.
| Constantine GodAlming |
This is the character. Click the alias, some minor adjustment is needed.
For your campaign info background
| Frazzle |
Here is my character submission for your game, his abilities and background/description are in the alias.
Frazzle would carefully climb down from the human-sized chair he was sitting in and adjust his mask for a second so tat it sits properly on his face. He'd make his way through the various arrangements of people seated in the inn so that he could get closer to the merchant. With a big smile on his face, he'd announce to Silas, "I'd be more than happy to guard you caravan. I'm Fraz, bit of a trickster by trade, but i've got no trouble making sure folks are safe."
He'd then nod and grin as he made his way outside and look for the caravans for a moment before heading over to them. he'd then begin the possibly difficult task of climbing his way to the top of it, falling off twice before his third attempt finally lands him the success he desires. He'd get himself comfy in a nice spot in the middle before relaxing and beginning to hum one of his horribly catchy tunes.
| Hanks Ironhelm |
| 1 person marked this as a favorite. |
Character for consideration and hopefully inclusion.
Hanks Ironhelm was sitting quietly in a corner of the Horse and Fare tavern nursing a pint of Dwarvan Stout when he is roused from his thought by a shout of ”All right, gentles! I have a caravan, bound for Faldamont at dawn. I’ll pay for up to six guards, no questions asked, minimal experience needed. The ride is free and you’ll get to wave goodbye to this dump. Who’s with me?”.
Approaching Silas Gribb Hanks introduces himself "I am Hanks of the Ironhelm clan. I have my own sword and a shield so if you'll have me I'll help in guarding your caravan for a fair price. If we have a deal then lets shake hands and I'll buy you a drink."
| mderm |
My Elf Paladin Tsaurat Lvefir
I don't have the AP material to check for a Campaign trait but I'm happy to play without that.
| GM Shady |
My Elf Paladin Tsaurat Lvefir
I don't have the AP material to check for a Campaign trait but I'm happy to play without that.
Thanks. Per my earlier posts, it's not an AP and there's no campaign trait.
| GM Shady |
OK, summarising where we are:
- Constantine GodAlming - submitted half-orc paladin
- Garekk - submitted half-orc barbarian
- mderm/Tsaurat Lvefir - submitted Elf paladin
- Anon A Mouse - dotted
- Neverithian - dotted
- nightdeath - dotted
- Meechuk/Senaron - half submitted* goblin rogue
- NenkotaMoon - dotted
- Roet Heineous - submitted half-orc unchained monk
- Frazzle - submitted goblin rogue
- Hanks Ironhelm - submitted dwarf fighter
- Ietsuna - dotted
... plus one other dotted via PM
* Meechuk - I don't see a stat block on your profile - when I said it could be a work in progress, it will need at minimum some kind of PFRPG character to be created.
I will hold recruitment open till 5pm GMT March 1. Anything submitted before the deadline will get fair consideration.
| Den Sarment |
I would like to apply for this game with Den above. His alias needs redrafting to suit your initial post and that will take a couple of days.
Presently he is a human druid (thylacine (lion) shaman archetype) from the Taldor/Verduran Forest Border. I'll work in a reason why his Circle wanted Den the neophyte to travel to Belhaim but it would simplify matters if there were some NPC he was taking a message/letter/artefact to. I'd appreciate any feedback along the way.
Cheers
Corsario
|
Hi GM Shady, this is my proposal for your game. I hope you like it. It is a Cleric of Erastil, trying to help communities tame and benefit for the wilderness, filling the roles of Healer, Buff Caster and Ranged Archer.
---
A very young man stands after the others. He wears only a Traveler's outfit, with a proudly shown holy symbol of Erastil and a Longbow showing his religion.
"Count me in! My name is Friar Arnon Marquez and it will be my pleasure to help you reach Faldamont. Maybe I don't have experience, but I am strong, willing, and can help with healing, thanks to Erastil's blessings."
---
Male Human (Taldan) cleric 1
NG Medium humanoid (human)
Init +3, Senses Perception +3
Aura aura of good, aura of law,
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 9 ((1d8)+1)
Fort +2, Ref +1, Will +5
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OFFENSE
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Speed 30 ft.
Ranged longbow +1 (1d8/x3), within 30 ft. +2 (1d8+1)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20), within 30 ft. +2 (1d4+3)
Melee mace, heavy +2 (1d8+2)
Melee spear (boar) +2 (1d8+3)
Ranged spear (boar/thrown) +1 (1d8+3), within 30 ft. +2 (1d8+3)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day),
Prepared Spells
Cleric (CL 1st; concentration +4)
1st-bless, magic weapon(DC 14), protection from evil(DC 14)
0th-enhanced diplomacy(DC 13), guidance(DC 13), resistance(DC 13)
*:Domain spell.
Deity Erastil; Domains Community, Good,
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STATISTICS
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Str 14, Dex 13, Con 10, Int 10, Wis 17, Cha 14,
Base Atk +0; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills Diplomacy +8, Heal +7, Sense Motive +7,
Traits Patient Optimist (Erastil), Reactionary,
Languages Common
SQ aura, aura of good, aura of law, bonus feat, calming touch (6/day), humanoid traits, orisons, skilled, spontaneous casting, touch of good (6/day), candle (10), rations (trail/per day) (2), torch (2), longbow, outfit (explorer's), holy symbol (wooden), pouch (belt), coin (gold piece) (21), coin (copper piece) (8), spell component pouch, backpack, bedroll, flint and steel, holy text (cheap), mess kit, soap (per lb), waterskin, rope (silk/50 ft.), arrow (20), dagger, mace, heavy, spear (boar), 0.0 gp
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a faint good aura.
Aura of Law (Ex) You project a faint lawful aura.
Bonus Feat Humans select one extra feat at 1st level.
Calming Touch (Sp) You can touch a creature as a standard action to heal it of 1d6+1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 6 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.
Domains
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Patient Optimist (Erastil) You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 6 times per day.
| GM Shady |
I would like to apply for this game with Den above. His alias needs redrafting to suit your initial post and that will take a couple of days.
Presently he is a human druid (thylacine (lion) shaman archetype) from the Taldor/Verduran Forest Border. I'll work in a reason why his Circle wanted Den the neophyte to travel to Belhaim but it would simplify matters if there were some NPC he was taking a message/letter/artefact to. I'd appreciate any feedback along the way.
I can work with it if selected - he'd be trying to travel to Faldamont, the party gets stuck in Belhaim by accident.
| GM Shady |
Note, once we have the selections and before we start, I will probably flesh out the passenger NPCs on the caravan (or the remaining ones, if any of the PCs are in their number). They're not in the module - the caravan idea is a one liner at best - but it will give us some hooks to add colour to the PCs.
| GM Shady |
Re-summarising:
- Constantine GodAlming - submitted half-orc paladin
- Garekk - submitted half-orc barbarian
- mderm/Tsaurat Lvefir - submitted Elf paladin
- Anon A Mouse - dotted
- Neverithian - dotted
- nightdeath - dotted
- Meechuk/Senaron - half submitted (see previous post) goblin rogue
- NenkotaMoon - dotted
- Roet Heineous - submitted half-orc unchained monk
- Frazzle - submitted goblin rogue
- Ietsuna/Hanks Ironhelm - submitted dwarf fighter
- Corsario - submitted human cleric
- Den Sarment - submitted human druid
... plus one other dotted via PM
I will hold recruitment open till 5pm GMT March 1. Anything submitted before the deadline will get fair consideration.
| Wayland Egorius |
Here is my submission.
I am sick of hearing about dragons. I grow weary of the awe with which humans speak of these creatures. Are we elves not nearly immortal ourselves? Are we not even greater masters of magic than these beasts? Are we not superior precisely because we do not lord our greatness over the lesser races? And we do not cower in our lairs, hiding behind traps as if we were kobolds. Give me a mere dozen years to study and plan and I would slay the beast with magic alone. But if it must needs be done quickly, give me a few dwarves or men and we shall prevail. -- Alvarel’s response upon learning that there is a dragon that needs to be dealt with.
Alvarel is extremely arrogant, but not foolhardy. He is patronizing towards the lesser races, but also protective, realizing that without his guidance and power they will surely meet their doom. Alvarel has a general hatred of all dragons, knowing that they seek to dominate the world and do not share the elves’ paternal concern for other civilized beings. After a few decades of study with a master in Kyonin, he has struck out to see more of the world. Alvarel has come to Belhaim on Gribb’s caravan specifically seeking lore about the town’s dragonslayer founder. He has paid well for his travel, preferring to ride in comfort.
Alvarel is, for an elf, particularly fond of most dwarves, respecting their seriousness and combat prowess. He is somewhat less trusting of humans, although this is rooted in fear that they may be competitors for magical knowledge. However, he does have a weakness for attractive human women, especially those who treat him as their superior and flatter him for his knowledge.
Alvarel stands about 6’5” and weighs about 150 lbs. He is very quick, and reasonably strong despite his slender frame. His red hair shoots up from his narrow face; his dark blue eyes flick about the room constantly. He wears a shimmering black fur cloak, carries a longsword and bow, and wears leather armor. At his belt are two wineskins.
Alvarel
Elf Wizard (Diviner-Foresight) 1; Opposition Schools Conjuration, Enchantment
LN Medium Humanoid
Init +6; Perception +2 (low-light vision)
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DEFENSE
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AC 15, touch 13, flatfooted 12 (+3 Dex, +2 armor, 10% ASF)
HP 8 (1d6+2)
Fort +1, Ref +3, Will +2 (+2 vs enchantments; immune to sleep)
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OFFENSE
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Speed 30ft.
Melee Longsword +1 (1d8+1/19-20x2)
Ranged Shortbow +3 (1d6/x3)
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STATISTICS
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Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 8
BAB +0; CMB +1; CMD 14
Feats Scribe Scroll, Spell Focus (Necromancy)
Traits Warrior of Old (+2 Initiative), Magical Lineage (Enervation)
FCB Wizard +1 Hit Point
Skills (6 per level)
Knowledge (Arcana, Planes, History, Nature) +8, Spellcraft +8 (+10 to identify), Linguistics +8
Languages Common, Elven, Celestial, Draconic, Gnome, Sylvan, Dwarven
Equipment Longsword, shortbow, 20 arrows, leather armor, spellbook, spell component pouch, 2 wineskins (common wine).
Special Forewarned (act in surprise round, +1 initiative), Prescience 7/day, bonded item (ring)
Spells (3/day, DC 15) Vanish, Gravity Bow, Mage Armor, Shield, Protection from Evil, True Strike, Ray of Enfeeblement
Current encumbrance: 37 lbs (light load 43)
Money 8 gp