KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli rushes over to him and checks him over, hugging his neck. "Thank the gods you're okay. Damn. It's cold in here."

Any chance of a map update showing this room? I'm not sure exactly how to visualize it. Thanks ahead of time :)


The Gateway Grove, The Isle of Last Resort

Sorry, the map is updated, but I forgot to link it.

The bed, as a reminder, rests against the far wall. Never quite got why it's not included on the map when the alcoves are, but hey.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

After enjoying his victory celebration and wiping his weapon down on the remains of one of the monsters, Tanith falls back to see where Cuet and his pet have run off to. Along the way he flashes Carina a smirk and wink. "Thanks for waking me up there. I promise me nodding off isn't normally a problem."

Spotting the elaborately carved room, the big man sucks in a breath. "Who do you think that was?"


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli walks over to the column curiously. He examines it closely, and the cracks in the floor around it.

Take 20 on perceiving the column, for a 24. Does it look like it fell from above? Erupted from below? Neither? Any markings on it? Etc..


The Gateway Grove, The Isle of Last Resort

After careful examination, Cuetzpalli is quite certain that the column fell from above, almost certainly as part of a trap. He also finds a little piece of a toe bone, as if this column crushed someone.

Finally, while the mechanism is not on the column, he believes there's probably one nearby that might be able to lift the thing back up.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

He tries to push the stone over.

Strength check: 1d20 + 3 ⇒ (6) + 3 = 9


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Failing his first attempt, he tries again. "Tanith! Help?"

Str check: 1d20 + 3 ⇒ (20) + 3 = 23
Str check: 1d20 + 3 ⇒ (4) + 3 = 7
Str check: 1d20 + 3 ⇒ (20) + 3 = 23


The Gateway Grove, The Isle of Last Resort

The column is very much beyond his ability to push, as part of it is still in the ceiling.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

"Nevermind...There must be a switch around here somewhere," he says, looking around.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


The Gateway Grove, The Isle of Last Resort

Cuetzpalli finds a hidden catch on the short wall north of the column.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

He pushes it.


The Gateway Grove, The Isle of Last Resort

The column retracts back into the ceiling, revealing a crushed humanoid skeleton wearing shiny silver chainmail. He also sees three items hanging on pegs in the alcove: a helix-shaped silver wand, a glass rod shaped somewhat like a single pan flute pipe, and a set of goggles.

There are three other pegs, but these have nothing on them.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli will drag the skeleton out and strip off its armor. He picks it up to check its weight.

Is it Mithril?

"Hey, Carina, what do you make of these things?" he asks her before touching any of the objects in the alcove. He also looks for the mechanism that sprang the trap, to see if it might have reset.


The Gateway Grove, The Isle of Last Resort

It is steel, though well-polished.

Cuetzpalli doesn't see any mechanism.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli throws the heavy armor on to the floor where the body was, to see if the stone comes crashing back down.


The Gateway Grove, The Isle of Last Resort

The stone does not.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Looks like we might have found our first bit of treasure on this expedition."


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

"Anyone want the armor? It's too heavy for my taste." Cuetzpalli says, motioning to it.

IDing the loot is basically Carina's job. No one else really has knowledges. Not sure if Tanith even has detect magic. Maybe roll for her to keep things moving, then she can RP it later?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith ponders the armor. He didn't like wearing the stuff (it chafed like hell) but this place was dangerous and a little discomfort might be worth it.

What kind of armor is it?


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

It was Chainmail? Slightly tempted, but I hate moving slower than 30 ft. Been getting pounded a fair bit though, so the extra AC would be nice...nah.

"Not sure it's really my speed. I like to remain a bit more agile myself."

"These goggles look interesting, though I'm not sure what they're for exactly, if anything."

Anyone have Kn. Nature so we know how probably screwed we are IC from the mold?


The Gateway Grove, The Isle of Last Resort

Carina doesn't have any particular ability to identify magic items (aside from potions). Y'gotta have detect magic or identify for that. Your best bet otherwise is Appraise, which will at least tell you if it's magic or not.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

I think it's knowledge (dungeoneering) probably. I don't have any knowledges at the moment. We can always bypass the mold and keep going.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

We are hilariously under-knowledged right now.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

I thought Carina had Spellcraft, and that was enough, forgot that was my personal houserule that Alchemists could identify stuff without Detect Magic. =/ I have Local and Dungeoneering myself, but no Nature, didn't have enough skill points this level, though next level I'll have some extra ones since I won't be putting more ranks in Climb and Swim.

Tanith, you should probably start preparing Detect Magic every day, since you're the only one who can now.

Though Cuetz makes a good point, we don't know of any reason we need to wade through the mold.

"Let's gather up this stuff and try to figure out what it is later then."


The Gateway Grove, The Isle of Last Resort

The mold emanates a fierce chill, and looks like it has the consistency of old vomit.
It's Knowledge (dungeoneering) or Knowledge (nature), actually.

DC 12:
This is brown mold, a dangerous underground fungus that knocks adventurers out with the extreme chill it emanates.

DC 17:
Brown mold's growth speeds up dramatically if exposed to flame. It craves heat, and any source of external cold will likewise instantly destroy it.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

1d20 + 4 ⇒ (12) + 4 = 16

Action point, because dying to mold would suck.

1d6 ⇒ 6

Farrukh stiffens as he stops fawning over the treasure and gets a clean look at that mold across the room.

"Everyone, stay away from that mold. It's the reason it's so cold in here, and it will knock you out quickly from its chill if you get too close. Keep that torch away from it or it'll spread like wildfire. Doesn't like cold itself much though, so if anyone has some alchemical ice or some magic up their sleeve...? If not, let's just steer clear of it. Dying to a fungus would be embarrassing."


The Gateway Grove, The Isle of Last Resort
Farrukh Al'Khatel wrote:

1d20+4

Action point, because dying to mold would suck.

1d6

The one joy I find in this dreary GM's life...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

On the plus side, you made me use an Action Point on it, and not only that, a check I missed by ONE, and wasted a perfectly good 6 on the d6 for it. =( Next time you know I'll need like a 5 and roll a 1.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Cuetzpalli nods to Farrukh and grabs the items from the alcove, handing them to Carina. Then he leads the way to the western door. "Farrukh, can you check this door for traps?"


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Can do, Cuetz."

Farrukh scans the door carefully.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


The Gateway Grove, The Isle of Last Resort

Farrukh finds no traps. Inside is an austere toilet that clearly has not been used in centuries.

And on that note, I'm off for the night.


THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

"I wonder if there's a lantern behind that mold. We need a source of itense cold to find out. Do we have anything like that? I know I don't."


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Well, if there's anyone who needs to go to the bathroom, now's the time."


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I can grab detect magic in the future but without spellcraft it's not going to do much good.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina follows behind quietly because apparently all the interesting stuff happens when her player goes to bed.

"Um... sorry, guys. If you want me to figure out what kinds of potions we find, I'm your girl. If you need to identify other sorts of magic stuff, you're out of luck." She says, her tail drooping.

Otherwise, she continues to follow quietly.


The Gateway Grove, The Isle of Last Resort

Are you going to try to destroy the mold, or just go back?


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Knowledge (Nature): 1d20 + 7 ⇒ (15) + 7 = 22
Carina's eyes widen at the sight of the brown mold.

"Yeah, I'd agree. Let's not touch it; just leave it alone. I don't have anything that could destroy it."

She turns and begins to leave the room, only going as far as the intersection. "Come on, let's go deeper."


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith nods in agreement and follows Carina.

It looks like we've explored this entire area. Back upstairs?


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Weren't we just looking at a door?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

The mold is blocking entry to the room on the left. I think that's the only area we haven't explored down here. We need to either brave the mold or go upstairs and explore elsewhere.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

Ah, gotcha.

"Yes, I suppose we'd better head back up, maybe we'll find something that will let us take care of that elsewhere."


The Gateway Grove, The Isle of Last Resort

Just a note--who is looking after the recovered treasure?

The adventurers go back up on the elevator and reenter the lantern chamber.

Map.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina walks over to the green lantern spot, peeking down the hole with her darkvision.

"I wonder what's down there... if there's more of those beetles, we'll have to be prepared for that."


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

Tanith can carry stuff for now.

"Do we wanna turn it again? There might be more treasure down there."


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"We can always turn it back, I believe, and there's nowhere else for us to go at the moment."


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 8/8 | Fervor 9/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 6/11

I'm not sure how turning it works. You want to do it?


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

We just push on it.

If nobody has any objections, Farrukh starts pushing the Sarcophagus.


Action Points: 11/13|Bombs: 15/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 56/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina watches Farrukh turn the sarcophagus.

"That'd be for the best, I think. Let's check out the rest of the lantern spots here before we investigate the green one."


The Gateway Grove, The Isle of Last Resort

Tanith, the sarcophagus is on a slightly raised platform that can be turned around, kinda like a clock.

Tanith 'Kordson' Creed wrote:
Tanith can carry stuff for now.

Remember to mark it down somewhere.

Carina Viera wrote:

Carina walks over to the green lantern spot, peeking down the hole with her darkvision.

"I wonder what's down there... if there's more of those beetles, we'll have to be prepared for that."

Carina can barely see the stone floor far below. She sees several humanoid shapes, but something about them seems warped.

Nothing seems to happen when the sarcophagus points at the blue lantern, though the adventurers do notice a skeleton lying in a heap on the floor there.

When the sarcophagus points towards the indigo lantern they placed, there is a grinding sound. Another elevator rises up, and its doors slide open.


HP: 75/81| AC: 30[32] FF: 27 Touch: 22 CMD: 30| Init: +4 (+8 Underground, +6 Urban) |Fort +10, Ref +13, Will +6| Action Points 8/9| Perception +18 (+24 Underground, +27 vs Traps)

"Another magic door? Let me go first, see if it's safe this time." Farrukh says.

"I'll come back up once I see what's down there so we aren't all just crowded forward."

"If I'm not back in about 30 seconds, come get me."

Farrukh enters the elevator and looks for anything suspicious at the bottom.

1d20 + 7 ⇒ (14) + 7 = 21 +2 vs Traps

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Age of Worms Recruitment
It is oft-said that there are two kinds of people at the mining town of Diamond Lake: Those who have arrived disgraced, broken, seeking a fresh start in a town that will accept them as they are...and those who've come to take what little the former have left.
What kind are you?

Given that you're quite possibly one of the few who will soon be setting out on a great and dangerous quest, we're going to assume you're not the latter. Or you are, in which case you're probably deeply confused.

Party Size: 4-6 players—two players are already selected, so that leaves up to four slots.
Setting: Diamond Lake (Greyhawk)
System: Pathfinder (using conversions from the excellent GM Blood)
Action Points: You start the game with five Action Points. Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Your Action Points are restored when you level up, and any unspent ones wasted, so don't be too stingy with 'em!
The most notable benefit of Action Points is that you can spend one after you roll a d20 to add +1d6 to the roll. Other benefits are listed on the linked page.

Character Creation Info:
20 Point Buy
Hit Points: "PFS Average"—max at first level, half-max plus one each consecutive level (d6 gets 4, d8 gets 5, d10 gets 6, etc.).
Allowed Sourcebooks: Fairly lax policy here. If you can provide me a copy of the rules, I'll consider it, even if it's 3.5. Most non-core races are allowed, though I reserve the right to say no. :P
Traits: You get two traits. I recommend that one of these be a Campaign Trait (see below), but it's not required.
Backstories: You're encouraged to link your backstory to the town, the adventure, and/or to other PCs.

Campaign Traits:
My campaign uses homebrewed Age of Worms Traits. Most of these are geared towards Diamond Lake, but not all. You may choose to opt out of these and pick a normal trait instead.

Class-Themed Traits
Bomber's Luck
You used to be—or still are—a demolitions expert for the mines, and you know a thing or two about not getting yourself blown to bits.
Prerequisites: Alchemist
Benefit: You gain a +4 bonus on Reflex saves against your own bombs.

Righteous Fervor – Barbarian
You are an enthusiastic follower of the bombastic evangelist Jierian Wierus, and he has inspired you to acts of even greater savagery.
Prerequisites: Rage class feature, must worship St. Cuthbert
Benefit: When in a rage and damaged to the point that exiting rage would knock you unconscious, you gain a +1 morale bonus on attack rolls. This bonus increases to +2 if exiting rage would kill you.

Favored Entertainer
You performed at either the (relatively) high society Spinning Giant or the powerful gambling den known as the Emporium. You learned to pander to your chosen audience.
Prerequisites: 1 rank in a Perform skill
Benefit: You gain a +2 on either Knowledge (nobility) or Knowledge (local), and it is always a class skill for you.

Fish Out Of Water
Your faith is uncommon in these parts, but you have learned to make do.
Prerequisites: Cleric, cannot worship Heironeous, St. Cuthbert, Wee Jas or Obad-Hai.
Benefit: If you know who someone worships, make a DC 20 Knowledge (religion) check. If you succeed, you gain a +2 bonus on all Charisma-based checks against that character.

Worm Chaser
Nogwier, the leader of the Bronzewood Lodge (an ancient megalithic structure three hours northeast of Diamond Lake), often says that the Old Faith is nearing its final hour. Of late, he's been talking a lot about some “Age of Worms”, and sending you and other druids out on hunts for unkillable zombies. You've never found any, but you have found strange ruins in the hills that hint Nogwier may not be just going mad in his old age.
Prerequisites: Druid or ranger, must worship Obad-Hai, Ehlonna, or other aspects of the Old Faith
Benefit: You gain a +1 bonus on all saves against effects from undead.

Retired Goon
You used to (and may still) work for one of the mine managers as hired muscle, or for the corrupt Sheriff Cubbin. Learning that your boss's enemies could attack at any moment, you trained yourself to be ready for anything.
Prerequisite: Base Attack Bonus +1
Benefit: Choose two generic items, such as rock hammers or chairs. You take no penalty when wielding these items as improvised weapons, and are considered armed when wielding them.

Expected Inquisition
Diamond Lake is a hive of scum and villainy like no other, and you've had to learn to appeal to the better natures of the few scrupled men you can find.
Prerequisites: Inquisitor or Sense Motive 1 rank
Benefit: You gain a +2 bonus on Diplomacy checks against Lawful or Good characters.

Starry Eyes
Once, you visited the great Twilight Monastery, a three-towered monument to an obscure philosophy of the Distant West. The monks within rarely accept pilgrims, but their leader, Izenfen the Occluded, granted you a personal audience. She divulged none of the secrets seen in her mysterious Censer of Symmetry, but gave you some advice on your technique—and told you to stay near Diamond Lake for a little while.
Prerequisites: Monk
Benefit: You gain a +2 bonus on Profession (astrologer), and it is always a class skill for you. When fighting under the stars, you gain a +1 morale bonus to your Armor Class.

Knight of the Garrison
You are one of the warriors serving with soldiers of the Garrison nearby (but very firmly independent of) Diamond Lake. Most of you worship Heironeous, but whether or not you do, you are good friends with a priest of the Archpaladin named Velias Childramun.
Prerequisites: Non-chaotic or evil, non-orc or half-orc
Benefit: Velias (LG male human cleric 4), will heal you for free to the best of his ability. He will offer any good- or neutral-aligned friends of yours a 50% discount.

A Little Bird Told Me
The mine managers of Diamond Lake are constantly striving to one-up each other, even when they're technically allied. One of the chief weapons at their disposal is blackmail. That was your game, and you were good at it. People learned to fear you and your keen ears, but you now are desperate to get out of the business, as you simply know far too much.
Prerequisites: Rogue
Benefit: You gain a +2 bonus on Intimidate and Knowledge (local) checks when in Diamond Lake, and Sense Motive is always a class skill for you. However, Diamond Lake natives always have starting attitudes one step lower than normal towards you.

Ancient Oddity
One of your ancestors caught a strange disease shortly before giving birth. Somehow, one of his offspring—your progenitor—managed to escape infection, but it was always slightly off. You inherited a resistance to similar ailments, but vulnerability in other areas.
Prerequisites: Sorcerer
Benefit: You gain a +2 bonus on Fortitude saves against unnatural diseases (diseases from undead, aberrations or outsiders). This bonus also applies against ghoul's or ghast's paralysis ability. However, you take a -2 penalty on Will saves against mind-affecting effects from undead.

Aberrant Patron
As usual, your patron is mysterious and possibly quite dangerous. This one, however, is a tad bossier than normal. He often references something called the “Age of Worms” in his visions.
Prerequisites: Witch with the Occult, Plague or Deception Patron
Benefit: You gain a +2 bonus on Knowledge (religion) checks, and it is always a class skill. In addition, this trait might have additional consequences later on in the campaign.

Allustan's Apprentice
You are the apprentice of the Mayor's brother, a powerful wizard named Allustan. Allustan is wise and cautious, and has taught you to always be on your guard.
Prerequisites: Wizard
Benefit: You gain the assistance of Allustan (LN human male wizard 8). Allustan is honorable and friendly. In addition, you gain a +1 bonus on Initiative checks.

Misc Traits
Wayward Apprentice
Back when you were just a fledgeling in your field, you had the benefit of a wise master. He taught you everything you know, but one day you came back to the tower and found the place overrun with horrific undead. You didn't get too close, but the sight of the green worms tearing through the flesh of your zombified master has never left your nightmares.
Benefit: Your unsuccessful research into what might have killed your master has given you a +2 bonus on Knowledge (dungeoneering) checks, and Knowledge (dungeoneering) is always a class skill for you.

This Tastes Like Rat Poison! I Love Rat Poison!
Whether you worked too often in the mines or had way too many enemies, you've grown accustomed to poison.
Benefit: You gain a +2 bonus on Fortitude saves against inhaled and ingested poisons.

Cartographer's Friend
You fight (or once fought) for the Garrison nearby Diamond Lake. There lives at the Garrison an old cartographer named Dietrik Cicaeda, who alone manages the exact land ownership records of the entire town. Because of this, he is a high-profile target for some, and you once personally rescued him from an assassination. In gratitude, he taught you a thing or two about mapmaking.
Prerequisites: Non-orc or half-orc
Benefit: You gain a +2 bonus on Knowledge (geography) checks, and Knowledge (geography) is always a class skill for you.

Old Rival
You once got in a fight with the chief thug of Balabar Smenk, a deadly half-orc barbarian named Kullen. You lost. He let you live, but you became virtually obsessed with defeating him one day and recovering your pride. This led you to ape his vicious style of fighting.
Benefit: You gain a +1 bonus to confirm critical hits.

Would-Be Explorer
Some time ago, you tried to explore one of the many tombs around Diamond Lake. All you found were five copper coins and a rotted backpack, but your efforts “exploring” the already-looted area did teach you a thing or two about underground places.
Benefit: You gain a +2 bonus on Perception checks when underground. This bonus increases to +4 when spotting hidden mechanisms such as traps.

Miner
You are one of the many miners of Diamond Lake. This has had the added benefit of keeping you off your boss's hit list.
Benefit: You gain a +2 bonus on Profession (miner), and Profession (miner) is always a class skill for you. In addition, choose a mine manager from the list below. Servants of this manager have starting attitudes one step higher towards you.
Balabar Smenk – a corrupt titan who seeks to rule the whole market
Chaum Gansworth – A newcomer to the mining business
Ellival Moonmeadow – a silver miner and elven prince who only hires other elves
Luzarne Parrin – The sole female mine manager who struggles to hold on despite Smenk's near-monopoly on the market
Gelch Tilgast – an old ex-behemoth who now struggles alongside Parrin to reclaim his former glory
Ragnolin Dourstone – A dwarf manager who is known to beat his workers, most of whom are criminals or debtors who can't afford to quit

Notes:

  • I will try to post as often as possible, but I'll also always post something each Wednesday (as I have a long period of time then where I am stuck waiting for my next class with nothing to do). If there is nothing to respond to, I will post something like a recap, or, at the very least, a bump.
  • I struggle with procrastination, but just pester me if I miss a day and I'll be shamed into posting pretty quick. ;)
  • I plan to run through the entirety of "The Whispering Cairn". Depending on how things look then, we'll hopefully be able to keep going.


  • The deadline for character submissions will be around a week from now. Characters needn't be completed, but basic info—race, class, general 'theme'—should be provided.

    Sovereign Court

    I would play a LG human fighter, he would be a simple man with concepts of justice and fair play that are quite alien in the town. He would prefer his weapons do the talking since he is not very eloquent, but is always willing to listen and offer a second chance. He, however, does not like being lied to or tricked.

    As for the archetype, I am still not certain if I would go with the Vanilla fighter or some other archetype. If I did it would either be two handed fighter or unbreakable fighter.

    Liberty's Edge

    Dwarf wizard (necromancer) (probably neutral). Erip is a simple student and certainly has never opened any forbidden books.

    I am one of the preselected players


    The Story of Zilch:

    Zilch bangs his head against his deck for the fourth time, bumping rocks and papers onto the floor. His beloved bow lies near the door, waiting to be used for the weekend.

    Zilch stops his banging to stare again at the door, waiting the last batch of mining reports. Zilch, working for the sector two of the SilverDuster Mining Company, just wanted the final numbers to come in so he could go out for the weekend.

    Sadly, daylight was fading fast and the runners still weren't arriving.

    Zilch continues to bonk, his desire to leave the office for the night but having to tend to his duty is driving him crazy.

    Zilchus' Role:

    Still working on final build, but the character above won't change.

    Zilchus "Zilch" Lyghtlode
    Male Human Inquisitor (Celestian) 1
    Neutral Good

    Role: Ranged Artillery/Archer
    Class: Inquisitorish

    Personality: Zilchus feels trapped by his current lot in life. He knows he's destined for more, but doesn't know quite how to find it. He's friendly, loyal, and outgoing...at least he would be if he could find his path in life. Currently, he spends much of his day waiting for the chance to get out and explore. That passion and desire makes him restless and uneasy.

    Background: Zilch has lead a simple, if not blessed, life in Diamond Valley. His parents are fairly well off and so it's been within Zilchus' life to have the luxury to dream for more. His dad is part owner of a trading company and his connections got Zilch his current employment. Mom, oh sweet Mom, lives alone in the outskirts of town. Zilch has no brothers or sisters that he knows of.

    Appearance: Zilch is plain looking human, 5'11" tall, and weighs about 180 lbs. In the office, he wears the clothes of a scribe, but when he is hunting, he dons his father's hand-me-down studded leather armor.

    About me, Painlord:

    Uh...hi! I'm Painlord. I'm an avid PbPer and roleplayer. As you can see from my aliases, I've been in more than a few successful PbPs and I know how to roleplay like the 2nd coming of Sebastian, but much better.

    If you have any questions about me or Zilch, please let me know.


    Thanks for posting! I quite like all ideas so far.
    So, current list:
    -
    -
    -

  • Painlord - Zilchus - NG Human Inquisitor
  • Gark - Erip - TN Dwarf Necromancer
  • Hama - LG Human Fighter


  • Posting here so I won't forget. Not sure what I want to put forward but I have an urge to make things go *BOOM* so expect a Sorcerer or Alchemist probably.


    This sounds like it would be a lot of fun! KC, I used to be in an old PbP with you (or should I say Darst, he he) and I think joining this game will be a blast!

    I wish to submit one of my old characters (sorry not Izbahn, he he) named Shol’a’saul. She is a Forlorn Elf Witch with the Hedge Witch Archetype and the Plague Patron. I think using the Dusk elf alternate race subtype would be perfect for her. I also plan on taking the Aberrant Patron trait.

    I envision her role as the healer of the group, and while her BG was written for Golarion (the Carrion Crown AP) I an easily modify it for use in Greyhawk.

    A caveat however: I adventured through the Whispering Cairn adventure a few years ago and successfully completed it. So I have an idea of how tough it is, he he.

    Let me know what you think, and also feel free to suggest any changes for her.


    I wish to submit Brock ManThrow for approval. He doesn't have the deepest of backgrounds, but I'll happy to flush it out if approved.

    He's based off of a 3.5 Ranger fix found here


    Does the world of Greyhawk have dinosaurs? I'm not super familiar with it, but I would like to play a mad dog barbarian with a spinosaurus companion. I guess he'd be some kind of foreign, tribal convert to the faith of St. Cuthbert and a follower of Jierian Wierus.


    Eric Swanson wrote:
    This sounds like it would be a lot of fun! KC, I used to be in an old PbP with you (or should I say Darst, he he) and I think joining this game will be a blast!

    Hey, Eric! It's been a while.

    Eric Swanson wrote:

    I wish to submit one of my old characters named Shol’a’saul. She is a Forlorn Elf Witch with the Hedge Witch Archetype and the Plague Patron. I think using the Dusk elf alternate race subtype would be perfect for her. I also plan on taking the Aberrant Patron trait.

    Let me know what you think, and also feel free to suggest any changes for her.

    Looks alright. The main issues I see are pretty obvious--level, number of traits, overly-high Point Buy.

    Tyeal wrote:

    I wish to submit Brock ManThrow for approval. He doesn't have the deepest of backgrounds, but I'll happy to flush it out if approved.

    That character seems to fit in alright, though I will warn you that while evil outsiders are fairly prevalent in Age of Worms, there are none in the first adventure. Kurgess seems pretty similar to Kord, too, so they could perhaps be merged. Or they could stay separate. Doesn't matter a ton.

    What you have for backstory seems perfectly fine for now, though some explanation as to what he's doing in this hive of scum and villainy wouldn't hurt. ;)

    Jelani wrote:

    Does the world of Greyhawk have dinosaurs? I'm not super familiar with it, but I would like to play a mad dog barbarian with a spinosaurus companion. I guess he'd be some kind of foreign, tribal convert to the faith of St. Cuthbert and a follower of Jierian Wierus.

    As far as I can tell, dinosaurs are most common on the Isle of Dread. They could get captured and taken to the Free City for pit fighting, though.


    So a barbarian with a dinosaur companion from the Free City wouldn't be an issue? Can you say more about Jierian Wierus?


    Certainly (on both counts!).

    The Church of St. Cuthbert:
    Basically, Wierus is a great orator whose populist rants appeal to the best virtues and values of the common man while at the same time preying upon their fears and superstition. Wierus preaches a creed of common sense, honestly, and self-sacrifice (standard Cuthbert values) and encourages his faithful to give penance to St. Cuthbert by whipping themselves in repetitive acts of self-mortification (a bit less standard).

    His growing cult, now some 150 strong, gives succor to the dregs of Diamond Lake society and is seen as a menace by the town's mine managers, government, and other religious figures. Many claim that the flagellants seem to follow Wierus as much as they do St. Cuthbert, and if Wierus weren't so good at keeping his rabid followers from breaking the saw, the sect would have been stamped out long ago.

    Wierus performs three sermons a week; each fills to capacity at least an hour before the high priest arrives. It's a rambunctious affair. Not all devotees whip themselves into religious fervor, but enough do that those who abstain mark themselves as outsiders. Wierus views new arrivals as thrilling challenges, and tailors his sermons to first-time visitors, urging them to join his congregation and reclaim Diamond Lake under the banner of community and strong values.

    "Dark times is coming," he says, eyes afire. "Writhing times. You best be ready when the clouds snuff out the sky."

    Basically, Wierus is a fanatical, highly charismatic preacher regarded by most non-followers with a high level of suspicion.


    Is the Free City the same thing as Greyhawk? What would be an appropriate ethnicity for a human from the Isle of Dread?


    Kobold Cleaver wrote:


    Some explanation as to what he's doing in this hive of scum and villainy wouldn't hurt. ;)

    Alright, how about this:

    -He happens to be simply passing through, having a destination already set in his mind, when he's pulled aside by whoever's in charge of the starting town. Law enforcement, mayor, what have you. And they assume, him being a Dwarf, that he'd possess knowledge of the earth, and may be able to help them find a new mine to work in. Perhaps the current one being used is starting to run dry?


    Yes, the Free City is Greyhawk.
    As for ecology, there are three main native populations on the Isle of Dread (as aranea are not exactly an option): Lizardfolk, phanatons, and Olman.

    Phanatons are roughly the same as they were in Dragon #351--they're yappy little squirrelmen. Judging by ARG, they are actually a bit overpowered, but relatively suitable. I doubt they're what you want, of course. ;D

    Lizardfolk are suitable, though they only get +3 natural armor.

    Quote:
    -He happens to be simply passing through, having a destination already set in his mind, when he's pulled aside by whoever's in charge of the starting town. Law enforcement, mayor, what have you. And they assume, him being a Dwarf, that he'd possess knowledge of the earth, and may be able to help them find a new mine to work in. Perhaps the current one being used is starting to run dry?

    There are actually some dwarves in Diamond Lake (as the description puts it, no dwarves call Diamond Lake home, but some live there).

    Gresymere Covenant:
    Three prominent representatives of the dwarven stronghold of Greysmere, many days to the south across the treacherous Mistmarsh, live in this sturdy brick and timber structure. Greysmere imports some of the raw iron unearthed by local humans. Dulok Blitzhame leads the delegation with straight talk and cunning pragmatism.

    The Governor-Mayor frequently invites the dwarves for meals and parlor discussions, and Bitzhame in particular shares a strong friendship with the mine manager Ragnolin Dourstone.

    The other councilors, Galuth Grobadore and Bitris Ruthek spend much of their time representing the interests of Greysmere in neighboring communities. The councilors' busy work requires a cadre of assistants and underlings.


    Alright, so there goes that idea...

    Guess I'll go with a more generic one then.

    - Was given a vision from his god Kurgess (Or perhaps Kord) to go to Diamond Lake. Claiming his expertise and knowledge will be needed.


    How does the chaoticness of barbarians mesh with the lawfulness of St Cuthbert's faith?

    Is Wierus's cult more chaotic in nature than normal followers of St. Cuthbert?

    I can see my character venerating the strength and zeal aspects of him, as well as the common sense and honesty parts. Not so sure about discipline and wisdom...

    I'm thinking Olman, but if I were to go lizardfolk, would it use these stats?


    Ah, greyhawk, such memories.
    very interested, I'll think up a character

    Liberty's Edge

    Tyeal wrote:

    Alright, so there goes that idea...

    Guess I'll go with a more generic one then.
    - Was given a vision from his god Kurgess (Or perhaps Kord) to go to Diamond Lake. Claiming his expertise and knowledge will be needed.

    Perhaps we could have some clan/family ties? Or just recognize each others' names? (Erip, I'm thinking, ran away from home at an early age and washed up in Diamond Lake. She/he would be the kid of some pretty unimportant serving-class dwarves, either in Greysmere or further away.) Perhaps we're long-lost childhood friends/enemies?

    KC:

    Spoiler:
    Not sure what Allustan's disposition is, but I could see:
    • He hired Erip to carry stuff while he adventured (since dwarves age slower than humans, he might have been significantly younger when she/he first met him) (this is also before Erip's growth suddenly petered out, when her/his strength was still normal for a dwarf of that age)
    • Erip charmed him into providing food and lodging and he eventually decided that he needed to extract some kind of work in payment
    • He, or the mayor, caught Erip stealing and gave her/him a second chance
    • Allustan needed someone to read Dwarven runes and she/he was the first dwarf he found
    Do any of these sound acceptable?


    DM Jelani wrote:

    How does the chaoticness of barbarians mesh with the lawfulness of St Cuthbert's faith?

    Is Wierus's cult more chaotic in nature than normal followers of St. Cuthbert?

    Most definitely. Many of Wierus's followers follow Wierus himself more than the god, and Wierus is a considerably volatile individual with more than a bit of madness in him.

    DM Jelani wrote:
    I'm thinking Olman, but if I were to go lizardfolk, would it use these stats?

    Those look about right.


    Gark the Goblin wrote:
    Tyeal wrote:

    Alright, so there goes that idea...

    Guess I'll go with a more generic one then.
    - Was given a vision from his god Kurgess (Or perhaps Kord) to go to Diamond Lake. Claiming his expertise and knowledge will be needed.

    Perhaps we could have some clan/family ties? Or just recognize each others' names? (Erip, I'm thinking, ran away from home at an early age and washed up in Diamond Lake. She/he would be the kid of some pretty unimportant serving-class dwarves, either in Greysmere or further away.) Perhaps we're long-lost childhood friends/enemies?

    KC:** spoiler omitted **

    Gark:
    Allustan is a powerful wizard whose prowess is known as far as the Free City. Lanod Neff, the corrupt governor-mayor, is his brother, and it's only Allustan's involvement that keeps Neff in power. Allustan hates politics, but is unwilling to leave his family to the wolves.

    Allustan acts as the sage of Diamond Lake, and he's fascinated by the many tombs around Diamond Lake. He hopes to make a long-term study of the terms, and plans eventually to publish his findings in a small encyclopedia.


    Gark:
    Also, all those ideas seem alright.

    A new list:
    -
    -
    -
  • Painlord - Zilchus - NG Human Inquisitor
  • Gark - Erip - TN Dwarf Necromancer
  • Hama - LG Human Fighter
  • Eric Swanson - Shol’a’saul - TN Elf Witch
  • Tyeal - Brock ManThrow - NG Dwarf Ranger
  • Rynjin - Sorcerer/Alchemist
  • GM Jelani - Lizardfolk/Olman Barbarian


  • Kobold Cleaver wrote:
    Looks alright. The main issues I see are pretty obvious--level, number of traits, overly-high Point Buy.

    OK I will definitely adjust her down, should she be picked. I don't know if she has any ties to any of the other players but as she is a healer/herbalist she probably is well-known in Diamond Lake, at least amongst the poor folks in town. Any other players who have stayed in town for a while would at least know of her. I believe the upper class of citizens would barely tolerate her, seeing as she looks like a drow and all that.


    Your character could certainly have that role. I doubt anybody would care about her appearance, save the elven population working for the silver mine manager Ellival Moonmeadow.

    She might also find a home at the Emporium, a powerful gambling house that employs a motley assembly of living oddities (it's the result of a merge between a small vice den and a traveling sideshow and curiosity collection).

    RPG Superstar 2010 Top 32, 2011 Top 4

    While it does look like you're full up, I'll toss a character onto the wait list in event of slots opening up.
    I'm seeing a down-on-his-luck summoner who has bottomed out and is working the Emporium freakshow, presenting his eidolon as a freakish monstrosity and himself as the handler: 'Stay back kid, she bites!' He takes no pride in this and his eidolon is actively furious about the indignity.
    Race-wise, possibly a half-orc, and his currently having sunk down to being stuck making a living in Diamond Lake is a result of the standard regional bias against orcish types, but since he's also more drawn to intellectual pursuits rather than having physical prowess, he can't even fit into the standard 'orc thug' stereotype, so literally nowhere to call home. Probably a vanilla summoner, since the half-orc racial archetype doesn't fit his character and most of the rest aren't really a match either.
    Details on what his eidolon is and how they became bound to be worked out later.


    Alright... I'm interested!

    Thinking of submitting an alchemist sort of person... I'll get something together soon.


    Ah, Greyhawk. My first love.

    I'm thinking a Wild Olf Slayer (Advanced Class Guide Playtest).

    I think a Slayer with wilderness skills is a better hunter than the Hunter playtest class.

    Worm Chaser is the only trait that makes sense to me. Though I have to admit, I'm missing information that would make resistance to Undead make sense.


    This ain't first come, first serve, so applications are welcome up until next Saturday. :)

    "Worm Chasers" are resistant to undead due to being trained against them. Feel free to choose your own traits if none of the Campaign traits appeal to you, though.

    Also, Slayer looks fine to me. Exactly what is a Wild Olf?


    I should probably ask:

    What's your policy on Alignment?

    And do you plan to use an experience track?


    There are no firm alignment restrictions, but characters must play relatively well with others.

    I will not be tracking experience. PCs level up at certain points during each adventure.


    Hang on, might "Wild Olf" just be a typo of "Wild Elf"?


    Not a typo.

    The old Greyhawk material always referred to elves as olves. That's one of the ways old Greyhawkers can recognize each other.

    It is because one of the more popular human languages used olf instead of elf. The issue carried to dwurves, too.


    Ah, okay. Inside jokes. ;D
    At least it's not this.


    Dotting. Thinking about making a monk of some sort.


    Thanks for replying!

    By the way, what's your policy on starting gold? Roll for it, take the average, set value of gold, etc?


    I'd say you can choose to either take the average or roll for it here.


    Okay then. I'll take the average for an alchemist.


    Boy, Saturday's gonna be tough for me. There are a whole lot of awesome PCs here.

    -
    -
    -

  • Painlord - Zilchus - NG Human Inquisitor
  • Gark - Erip - TN Dwarf Necromancer (reserved)
  • Hama - LG Human Fighter
  • Eric Swanson - Shol’a’saul - TN Elf Witch
  • Tyeal - Brock ManThrow - NG Dwarf Ranger
  • Rynjin - Sorcerer/Alchemist
  • GM Jelani - Lizardfolk/Olman Barbarian
  • Dragoncat - Alchemist
  • Void Dragon - Monk
  • hustonj - Wild Elf Slayer
  • DankeSean - Summoner
  • (other reserved spot) - Ranger?

    So, basically:

    - five arcanish casters, including one secondary healer
    - a secondary divine caster
    - five or six martial non-casters


  • How do you feel about the variant abilities for aasimars?


    Do you refer to the ones in the Advanced Race Guide? I have no problem with them.

    EDIT: I managed to dig up the Variant Aasimar Heritages. Assuming that's what you meant, I'm gonna have to say no. They're a bit too silly--pretty much changing to suit whatever divine caster the player desires. Aasimar are already crazy powerful.


    Actually I was thinking about the ones introduced in the Blood of Angels Link.


    Gark the Goblin wrote:

    Perhaps we could have some clan/family ties? Or just recognize each others' names? (Erip, I'm thinking, ran away from home at an early age and washed up in Diamond Lake. She/he would be the kid of some pretty unimportant serving-class dwarves, either in Greysmere or further away.) Perhaps we're long-lost childhood friends/enemies?

    That would work very well. Because Brock grew up with wrestling almost all his life, he's naturally quite competitive. Them being rivals certainly sounds like a nice way to be worked into the party.


    Ah. Yeah, I'm not so excited about that. Aasimar are already pretty darn effective, and giving them a way to mix-and-match their ability scores is going a bit too far. I'll (cautiously) allow aasimar, but the ability bonuses stay. Sorry. :P


    What about Tieflings, then? Would you allow variant heritages for them?


    That I'm a bit more alright with. What did you have in mind?


    Specifically, a Daemon-spawn tiefling. No additional features (well, save for the prehensile tail trait).


    I would like to submit Mr. Gnick Gnack Paddywack, Master Alchemist.


    Daemon-spawn looks fine.

    Gee, we're seeing a lot of alchemists. I'm tempted to spite you guys and accept only squishy alchemists and wizards just to watch the carnage. ;D


    Dragoncat here! And here's my submission:

    Carina Viera. A daemon-spawn tiefling alchemist following the Chirurgeon's path. She'll be more than happy to stitch the party back together after we do something foolish.

    Just don't ask her to carry anything. Or ride a horse.

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