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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Still working on backstory, but I'll probably finish that before the cutoff time.


Thanks!


Sun Xiao wrote:

That IS pretty interesting. I suppose I could put forward my level 1 version of Sun Xiao from the aborted Reign of Winter game (link, instead of the spoiler).

. . ..

Not sure how I feel on the racism theme, though, but that's work-around-able.

Are there any deities comparable to Irori (self-perfection as the main virtue) and Achaekek (an assassin god, pretty much)?

There's not a Suel god close to Irori.

Here are some links to a good reference site for you:

Scarlet Brotherhood

Wastri, the Toad-facd god that I remember as having been the primary god of the Scarlet Brotherhood, though that website doesn't even list Wastri as one of the primaries. <shrug>

Lendor. Lawful Neutral god of time and tedium for the Suloise.

Kord, Suel god of wrestling, brawling, physique, etc. More a Barbarian's god in outlook, though.

And in direct opposition to the Scarlet Brotherhood, there is the Splintered Mind. I had honestly forgotten about these guys until I saw them in the Brotherhood's write-up on that page.

The best Irori equivalent that I remember is Zuoken, a Baklunish god. True (pure) Baklunish culture is more Arabic than anything else.


Isnt zuoken a psionics god?

Liberty's Edge

I'm contemplating a warpriest of Kord.


Zahmahkibo has dug up an excellent Player's Guide someone made. This is probably the best resource for understanding the setting of Diamond Lake. It also has an excellent compilation of Greyhawk deities.

EDIT: Note that the guide was made for another group, so you can ignore the stuff about house rules and paladins.


Thanks KC! I'll have a look through it, see if I can't work Carina into Diamond Lake more smoothly.

EDIT: I noticed that nobody so far put up a Rogue. With that in mind, I'm considering having Carina dip into Rogue for a couple of levels before straight out leveling up as an Alchemist for the rest of the campaign.

Liberty's Edge

I’m planning on an update for an old Living Greyhawk character. Does warpriest sound doable Mr. Cleaver? Say the word and I’ll get some stuff together.


Warpriest should be fine, yeah.


Dragoncat said wrote:
I wonder... would it be a good idea for Robin & Carina to enter town together?..

Sure sure sure; and the same to the killing horse thing. Hoorah for preestablished friendships!


I've looked through the Player's Guide KC put up, and I have to say I'm quite impressed with it.

With regards to Diamond Lake, it's entirely possible that, since Carina's been in town for at least a few days with her mother treating miners, she's been harassed by Zalamandra, trying to get her to become an attraction at the Emporium: "The Red-Tailed Elf," or some such.

Not that she'd ever consent to it, of course: it's also entirely likely that some of the miners she treats thinks she's one of Zalamandra's employees.


I must admit I think that Player's Guide KC posted is the best I have seen before. I wish I had had that when I played in that AP before.

Anyway, I think the best way Shol'a'saul would work is she has her own hut/hovel at the edge of town where she would grow her herbs in peace. She would be a recluse in town but the other citizens would certainly know of her. That would go with the other PCs as well.

One thing I would like to incorporate in her BG is the outbreak of Yellow Eye in the halfling village Elmshire. I am sure she would have offered her services to the stricken halflings (and probably would still be welcomed in Elmshire to this day.)


Wow, with that Player Guide I might have to add some more things in.

Liberty's Edge

Dragoncat wrote:
EDIT: I noticed that nobody so far put up a Rogue. With that in mind, I'm considering having Carina dip into Rogue for a couple of levels before straight out leveling up as an Alchemist for the rest of the campaign.

Yes I think rogue would be a good idea for someone. DM Jelani plans to take a few rogue skills (?) and someone else was also thievy (Rynjin?), but I think I'm the only one with Disable Device currently (and I BARELY have a bonus).


Dragoncat wrote:
EDIT: I noticed that nobody so far put up a Rogue. With that in mind, I'm considering having Carina dip into Rogue for a couple of levels before straight out leveling up as an Alchemist for the rest of the campaign.

If you haven't considered them already, there's always the cryptbreaker and vivisectionist archetypes, which crib trapfinding and sneak attack, respectively.

I've finished reading through the player's guide and class material, so I'll have my character up soon.


Dragoncat wrote:
I've looked through the Player's Guide KC put up, and I have to say I'm quite impressed with it.

It is pretty awesome. Zahmahkibo, any idea who made it so I can credit them?

Quote:

With regards to Diamond Lake, it's entirely possible that, since Carina's been in town for at least a few days with her mother treating miners, she's been harassed by Zalamandra, trying to get her to become an attraction at the Emporium: "The Red-Tailed Elf," or some such.

Not that she'd ever consent to it, of course: it's also entirely likely that some of the miners she treats thinks she's one of Zalamandra's employees.

That sounds perfectly plausible.


Robert Melechant wrote:
Isnt zuoken a psionics god?

He is the god of self-perfection, to include psionics.


Glad it's proving useful to everyone, it's certainly been helpful to me so far.

Google brought be straight to the PDF link, but following the URL, it looks like to came from this forum (warning: InvisionFree nostalgia) with a grand total of 9 posts. No idea if someone there made it, or if they copied it from somewhere else.


Dragoncat wrote:
EDIT: I noticed that nobody so far put up a Rogue. With that in mind, I'm considering having Carina dip into Rogue for a couple of levels before straight out leveling up as an Alchemist for the rest of the campaign.

The Slayer can pick up trapfinding as a Slayer Trick. I just have to have a reason for Craes to go there!

Slayer already has Perception as a Class Skill, already gets Sneak Attack, and has the Favored Target bonus as well.

Edit: Wow! Taking that trick gets Trapfinding, Trapsense AND adds Disable Device to the Class Skill list!


hustonj wrote:
Dragoncat wrote:
EDIT: I noticed that nobody so far put up a Rogue. With that in mind, I'm considering having Carina dip into Rogue for a couple of levels before straight out leveling up as an Alchemist for the rest of the campaign.

The Slayer can pick up trapfinding as a Slayer Trick. I just have to have a reason for Craes to go there!

Slayer already has Perception as a Class Skill, already gets Sneak Attack, and has the Favored Target bonus as well.

Well, then, it appears Carina won't need to be a Rogue.

Maybe I'll dip into it anyway, if only for Evasion... or perhaps not.

Liberty's Edge

Character Info:
Human [Suel] *Warpriest of Kord with potentially a monk dip at some point
*Built to function as a brawler/frontliner/tank
*Big, loud, and friendly – huge ham
*Among other things, loves a hard drink and soft company
*The kind of guy that’s always challenging people to wrestle him and/or demanding they hit him in the gut

Background:
Tanith was born the only son to a low-rent Diamond Lake prostitute. His mother never spoke about his father and for his part Tanith assumed it was because she didn't really know who he was. As a child of the streets, his life was dirty, hard, and painful.

Despite the poor conditions of his birth, Tanith was always large for his age. Friendly and simple, the young suel would often use his great strength to defend the other whores's children from those that would prey on them. But a child's innocence can only last for so long and soon his mother was gone (victim of disease untreated for too long) leaving Tanith to fend for himself.

Faced with the need to survive he found where most desperate folk in Diamond Lake do, the mines. Despite only being fourteen years of age, he stood as tall as most grown men and had a brawny muscular physique. His youth and his great strength allowed him to endure the mines better than most but it also brought him to the attention of his manager, the toad Balabar Smenk. Soon Tanith wasn’t just a miner but also an enforcer for the corrupt mine boss, flexing a little muscle and busting noses when he was told. The work dimmed his spirit but it put needed food on his plate and a roof over his head.

One day, years later, Tanith was enjoying a drink at the Feral Dog at the end of the day when he heard another patron, a priest, proselytizing loudly inside the tavern. The young suel found the interruption irritating but when he stood to threaten the target of his wrath he was surprised to see that the priest was no simple holyman, but a huge mountain of a man. Too proud to back off now, Tanith threw a punch anyway. The priest, a mighty cleric of Kord, took the wild hook with a laugh before savagely beating the young thug.

The dust settled a moment later but the priest decided not to turn Tanith over to the watch (citing the beating he'd gotten was punishment enough). Instead he warned him that the path he was on would only lead him to misery and an ignoble death. The priest told him that anyone could be strong, but that true strength came from testing oneself and competing for a worthy cause. At the time, Tanith didn't understand that the man was sharing the Brawler's teachings and too bloodied and bruised to care much about anything, the young thug scrambled out of the inn and retreated to lick his wounds.

But the words (and beating) did have a profound effect on the young man and had rekindled something in him that a life focused solely on survival had pushed aside. He prayed and not some muttered whisper in passing. He was no stranger to religion, the rants and chanting of the Cuthbertites were a well-known annoyance, but Tanith knew that the gods were many and one of them would have the answers he wanted. To his surprise it was the thunderous Brawler that answered.

Appearance:
Good genes and years of hard work in the mines have turned Tanith from a tall long-limbed youth into a musclebound brute. His once soft features are now hard and square and, though he shaves frequently, the perpetual shadow of growth is often spread across his jawline. His golden hair is kept short - a small comfort in the sweltering mines – and he is always grinning, as if privy to a joke that only he hears. He laughs often.

He wears a suit of stylized scaled mail bought with the bulk of his savings and underneath that armor, the six-pointed star of Kord is tattooed over his left pectoral. On his back is the symbol of his god, a massive two-handed sword.

Who’s this Feral guy?:
I’ve been active on the forums for a while now and have participated in several campaigns as both a player and DM. My crowning moment of awesome was likely the Skull & Shackles campaign that I Co-DMed for that finished the entire AP on these forums in only four months. I’m big on communication and am always willing to help (with documentation or maps for example).


'Kay, I'm spitballing some idea involving Zuoken and a modified story based on the more Arabic culture, will probably drop the LE thing and may not even be a Monk. Slayer always sounded fun, some kind of nomadic hunter, perhaps?

Sorry it's a bit last minute.


I don't mind. How do you envision him fitting into the adventure?

Here's how I'm planning to kick off the Whispering Cairn: The PCs decide to explore one of the last cairns that hasn't been fully cleared out. One to three people come up with the basic plan, and they each might bring in a number of friends or acquaintances (which will ideally cause at least one "friend of a friend" scenario, though how problematic that is obviously up to the roleplayers). I'd prefer not too much planning for this scenario be done before players are selected, just because at least one plan will probably end up uprooted, since I can't possibly accommodate every combination. ;D

Preferably, everyone in the group has been at or near Diamond Lake for some time, though one or two exceptions won't hurt anything.

Also, Feral, looks good to me. Always been a fan of good old Kord!


Sounds like a good plan.


I've got a lot of work to do today, but if I have time I'll read over the guide and try to add some more details to Cuetzpalli's backstory.


I'm thinking he came to seek his fortune (raid a cairn) but ended up going broke (and with limited equipment) just getting to Diamond Lake. Ended up working in the mines or somewhere else around town just to scrounge up enough money to buy the equipment he needs to go on an expedition, and he's finally saved up enough to say "See ya losers" and get on with it.

Farrukh Al'Khatel:

LN Male Human Slayer 1

Str: 18
Dex: 15
Con: 14
Int: 10
Wis: 12
Cha: 7

AC: 16 (FF 14, Touch 12)
HP: 12

Initiative: +4
Saves: Fort +4, Ref +4, Will +1

Feats:

1.) Two-Weapon Fighting
1.) Improved Shield Bash

Traits: Reactionary, Would-Be Explorer

Attack Routine:

Scimitar +5 (1d6+6, 18-20/x2) or Shield Bash +5 (1d4+4, 20/x2)

OR TWFING

Scimitar +3 (1d6+4, 18-20/x2) and Shield Bash +3 (1d4+4, 20/x2)

Skills:

Acrobatics +6
Disable Device +3
Kn. Local +4
Kn. Dungeoneering +4
Perception +5 (+7 Underground, +9 vs Traps)
Sense Motive +5
Stealth +6
Survival +5 (+6 to follow tracks)

Class Abilities: Favored Target, Track (+1)

Gear (Assuming average for class): Scimitar (15 gp), Light Steel Spiked Quickdraw Shield (69 gp), Studded Leather Armor (25 gp), Dungeoneering Kit (15 gp), 51 gp

Appearance and Personality:
Tall, bronze skinned, with dark hair and amber eyes. He's not particularly pleasant to look at, and he's gruff to the point of rudeness, but crack his shell and he can be a valuable and very loyal friend.

Planned Progression:

Feats:
3.) Power Attack
5.) Shield Focus
7.) Missile Shield

Slayer Talents:

2.) Trapfinding
4.) Combat Style: Shield Slam
6.) Combat Style: Shield Master
8.) Trap Spotter
10.) Combat Style: Bashing Finish

There we go. He seems like he'd be fun.


So, I called a bit of an audible on the binder angle. I've had my eye on that 3pp Pathfinder conversion for a while, but only recently realized that all the rules material has been released under OGC, including both the pact magic rules and the vestiges (now "spirits") themselves.

I'm aware there's no guarantee that 3pp material will make the cut, but after reading through it, it's too cool to resist. Radiance House added a few frills that weren't present in 3.5, but none of them are too complicated (or essential) and the basic model is the same.

The stat block includes an example pact. Also, the name may be a placeholder. With that:

Hobber Mallow, Occultist:

Hobber Mallow
Male human occultist 1
NG medium humanoid (human, flannae)
Deity Celestian
Init +1; Senses Perception -1
Favored Class Occultist

--------------------
DEFENSE
--------------------
[b]AC
14, touch 11, flat-footed 13 (+3 armor, +1 Dex,); +1 morale under starry sky
hp 11 (1d8+3)
Fort +4, Ref +1, Will +1

--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee morningstar +2 (1d8+3) or dagger +2 (1d4+2/19-20)
Ranged sling +1 (1d4+2)
Occultist Supernatural Abilities (BL 1st)

--------------------
PACT MAGIC†
--------------------
Spirits Bound Cave Mother (poor)
Granted Abilities (BL 1st)
Major: ghoulish fire (DC 14)
Minor: deceptive knack, gather provisions, read the stars, undead bane
Favored Allies Any (arcane spellcasters; living only)
Favored Enemies Undead (any)

--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +0; CMD 13
Feats flexible pactmaking†, rapid recovery
Traits starry eyes*, scholar of ruins*
Skills Bluff +8, Diplomacy +8, Knowledge (religion) +4, Knowledge (dungeoneering) +5, Profession (astrologer) +5
Languages Common
SQ bind spirits†, constellation aspects†
Combat Gear morningstar, dagger, sling, bullets (10), studded leather armor
Other Gear common dungeoneering kit (candles (2), chalk, hammer, pitons (4), 50 ft. hemp rope, hooden lantern, flask of oil (5), sack (2), torch (2), tindertwig (4)), ink, inkpen, journal , 9 sp
Encumberance Light (58/58 lbs.)

*The effects of this ability are already included in Hobber’s statistics.
†These abilities are found in Pact Magic Unbound, Vol. 1

--------------------
Special Abilities
--------------------
Bind Spirits Hobber can forge pacts with mysterious entities known as spirits. He can bind one spirit of 1st level to himself as a 1st-level binder. He rolls 1d20+4 on binding checks, and the DC to resist his granted supernatural abilities is 14.
Constellation Aspects When performing a spirit’s ceremony, Hobber can choose to increase the binding DC by 5 in order to add a constellation aspect to the list of minor abilities the spirit grants. On completion of the ceremony, whether he succeeds or fails at the binding check, he may then select an ability from the spirit’s associated constellation aspect.
Flexible Pactmaking Hobber can choose to adjust the length of pacts he makes with spirits above or below the normal 24-hour duration. During a spirit’s ceremony, he can increase the duration of the pact by 24-hour increments, to a maximum of 120 hours, each granting a +2 bonus on the binding check. Alternatively, he can decrease the duration of the pact by 4-hour increments, to a minimum of 4 hours, each imposing a -2 penalty on the binding check.
Rapid Recovery When Hobber uses the major granted ability of a bound spirit, that ability is only expended for 4 rounds instead of the normal 5.
Scholar of Ruins Hobber gains a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks, and Knowledge (dungeoneering) is always a class skill for him.
Starry Eyes Hobber gains a +2 bonus on Profession (astrologer), and it is always a class skill for him. When fighting under the stars, he gains a +1 morale bonus to his Armor Class.

21 Patchwall, 594:
She’s watching me. From the inside. I can feel them eyes behind my eyes.

I dunno how long I been in here. Feel like it was less a day ago when Bipli and Munt and the baker’s twins and me was all sneaking out to the Cairns, but my belly don’t agree. They said I was a chicken if I didn’t go into that big dark barrow, and the old lame halfing what begs around the Rusty Bucket told em he went in round 10 years ago and he was fine, and he’s only got the one foot, and I wasn’t gonna let some little cripple say he was braver than me was I? Well, maybe he ain’t, but he’s got least one foot back in town and I’m still here with both feet, so I dunno who’d say he ain’t the more clever.

If I do get out of here Lessa gonna know I’m brave though, and her stupid twin brother ain’t gonna have nothing to say but kick some rocks. But nothing for that now I guess, I expect they all long gone back home. They’s the cowards, but I’m the one who got lost in this barrow with no food and no compass and didn’t even bring no roll of twine behind me.

I do have this here book though. Found it lying on top of a sack, next to a big pile of bones. I didn’t think they was bones at first or I wouldn’ta touched em, but nothing for that either. Decided to camp out in this room, it’s pretty big and only has the one entrance so least I can’t get even more lost.

Dunno if I should rightly call it a book, since other than this what I’m writing here now, I can’t read none of what it says. There’s all these little shapes scrawled across the first pages but they don’t look like any letters I seen. The page it was open to though (when I found it on the sack it was open already, like if the same fella who owned these bones didn’t think to close it up before he died) one of those pages had the only proper words I seen in the whole book, but they was all the same thing, just “Morigan” over and over again. I guess the bones guy had a teacher who made him practice his name too.

The other page was just this big circle thing with a bunch of shapes inside. It don’t seem right to try to describe it with words somehow, like something that oughta be drawn and looked at, and then you don’t talk about it.

Well, I drew it. It wasn’t hard, had all this dirt floor to work around. Once I got working I noticed I was just drawing on a shape that was already there, like maybe that fella whose book and bones these were had drawn it here too and it got washed away just a bit. But I been in here for a lot of hours judging by my aches and hungers and nothing like that caught my eye when I was looking around for food before I looked in this here journal.

I got done and I was checking it out, and it looked alright, but I was still cold and hungry. Wasn’t nothing in that sack but a little pouch of ashes, no wonder the fella starved in here. My torch was still good so I stacked up some planks in the middle of the room over the drawing and lit it up. Course the smoke didn’t have nowhere to go, and next thing I know I’m coughing up like I’m drowning in the air but then it’s all swirling about the middle of the room. If I wasn’t half-mad from not eating nothing in a while it looked like people dancing and moving about in that camp smoke.

I know I’m half-mad though, cause then that old woman was talking to me. All the other smoke-people went away and there was this big woman standing there, looked like she was about 200 years-old if she was a day with all these wrinkles. But I didn’t have nothing better to do in this barrow, so we talked for a bit, and she told me she could help me get back out of here, and I said that I supposed that would be okay.

The fire went out, but she didn’t. She went into me. I know I ain’t got room for two people, but there it is, dunno how else to say it. I got her all around, and now my hands got the same wrinkles she got.

I’m scared. I dunno if I should write that, since when they find my body here next to all those other old bones they’re just gonna see some kid who got himself lost and then went all fear-boggled in the dark and started seeing smoke women and such. If I think I’m done for, I’d better just rip out these pages and toss em in the fire, or just the whole book. She can see me writing this. Maybe if I close my eyes. Nope. Still there.

She says she knows where to find food. I said where’s that, and then I looked down and there was this big acorn in my hands. I ate it, and damn if that ain’t the best thing I ever ate since ever, I ain’t even ever had Diamond Water but I dunno how it could be better than this. My rumblings have stopped right quick, so I guess there’s something to this smoke magic after all.

Guess there’s nothing for it now. I don’t know I can find any more magic nuts, so I best get moving while I still got my strength. She tells me north is over this way, and I know that we got in this barrow from the west and I didn’t see no other exits, so if I keep going over here that should lead me out.

Don’t want no one else to find out anything about what I been doing here with the smoke and the shapes and everything though. I better take this book too.

Background:
As a young man, Hobber stumbled across a tome of pact magic in an ancient barrow among the Cairn Hills. Through some combination of luck, fate, and intuition, he successfully performed a binding ceremony and contacted his first spirit, the Cave Mother. The spirit lent Hobber her skills of survival and navigation, which allowed him to escape the labyrinthine barrow in which he had become lost.

Hobber shared only the vaguest details of his adventure with his friends and family, but few nights passed after that he did not spend hunched under a blanket, with a candle in one hand and his plundered tome in the other.

As seasons passed, he eventually managed to decode and complete each of the four ceremonies detailed in the tome, establishing or regaining contact with the spirits Aza’zati, the Cave Mother, General Hessant, and Sevnoir. He realized the connection between the spirits and the stars that speckled the night sky, which led him to devour all books he could find on astrology, which were very few, and to learn all he could of the nearby Twilight Monastery.

The same streak of recklessness which once stranded him in the barrow, however, also fueled his ill-considered dabbling. A poor pact with Aza’zati inflicited upon him the Green Wyrmling’s influence and insatiable lust for gold, and a chaplain of St. Cuthbert caught him red-handed on his second attempt to steal from the offering box.

To Hobber’s surprise, when the chaplain pulled back his hood, she seemed unsurprised by the appearance of the green-scaled boy that stood before her. She offered him, instead, a deal of sorts, the irony of which did not pass the amateur binder unnoticed: he would work off the gold he had already stolen in a mining gang, and he would tell her where he had obtained his unusual appearance. In exchange, she would not call the guards.

As fearful as any town resident of the corrupt and arbitrary Sheriff Cubbin, Hobber was ready to accept the bargain—but his captor had one more condition. At some point in the future, he would be summoned to the Twilight Monastery, and meet with its ellusive Mistress, Izenfen. He agreed, incredulous at this sudden surge of good and ill fortune.

The chaplain, he never saw again, but he faithfully fulfilled his end of the pact, finding a job in Gelch Tilgast's crew. A month later, he received his summons to the Monastery, and what he saw there he has never repeated in words spoken nor written.

Description:
A furtive, sharp-jawed flan with dusty hair and a clean smile, his dabblings with pact magic often alter the finer details of Hobber's appearance, such as the texture of his skin or the presence of scales. He disguises these details as best as he can under a light hooded cloak of cheap sackcloth, but the sudden shifts in personality are sometimes harder to conceal. When not under a spirit's influence, Hobber is a gregarious man with a deep well of bravado, which can spoil to recklessness at the wrong opportunity.

Whatever his current mood, his hunger for exploration can be suppressed, but never sated, and he is never able to shake the feeling that the next tome of hidden lore might lie just beyond the next hill.


FYI - Shotgun message I am posting to all of my games (and the recruitment threads I have been participating in):

I will be attending a Mormon-friendly scheduled Wood Badge course (first weekend) this week. The Mormon friendly part is that the course runs from Thursday (0730) through Saturday (2000ish) instead of the more normal Friday through Sunday.

I expect I will be checking the boards and posting Wednesday evening, but probably not as extensively and repeatedly as I do most weeknights.

Then, my wife and I are supposed to get up Sunday and go shopping for some better work clothes for me. It will probably be Sunday evening before I post again.

Just trying to make sure people are aware, and don't end up waiting on me by mistake.

RPG Superstar 2010 Top 32, 2011 Top 4

Love that player's guide. Extremely useful. The following line especially dovetails nicely with what I've got so far:

Quote:
The garrison does not employ half-orcs, and most soldiers despise them thanks to an ongoing war against an orc nation far to the southwest.

So now I can officially call Iordyne a war orphan. Yay! Contextually, is the 'orc nation' mentioned an actual WoG nation, or just something dropped in as background here? Anyone know?


I have updated Zilch a bit with a bit more backstory and connection to Diamond Lake, per the great info in the Players Guide. (That was a great find.)

Zilch is still an archer inquisitor, very interested in leaving his current job with the mine and doing something much more.

Best of luck with the selections.

-Painlord


I believe the Pomarj is probably what you're looking for.
Convenient map. The center, right beneath Nyr Dyv, is about where Diamond Lake is located.

Selections will be made tomorrow at noon.

RPG Superstar 2010 Top 32, 2011 Top 4

Dungeon Kobold wrote:

I believe the Pomarj is probably what you're looking for.

Convenient map. The center, right beneath Nyr Dyv, is about where Diamond Lake is located.

Selections will be made tomorrow at noon.

Yeah, managed to track down a Flanaess map myself and I think that's correct. Kinda entertaining; I never paid much attention to all the WoG place-names that appeared everywhere when I was a kid, so it's fun to finally see what 'The Pomarj' is.


Doing some more reading, Ket seems like the perfect birthplace for Farrukh.

So, born in Ket, but could never really settle down? Wanders the world for a while, subsisting off the land, maybe doing a bit of mercenary work, when he gets it into his head to raid a cairn. Heads to Diamond Lake since he heard there were some unexplored ones around the area.

Goes into one of them to see what he can find, but it's already been looted. Disappointed, and broke, but with a greater knowledge of what to expect in a cairn, he settles down for a bit in Diamond Lake, doing some sort of job (private security, maybe? Town guardsman?) until he can acquire enough funds to gear up for a real expedition. He's now done so, and joined up with a group of people he's met and maybe worked with during his time here.

Religion-wise, he's not very devout, but occasionally prays to Istus before doing something particularly dangerous.


The players guide is awesome. My character will head to diamond lake to see if he can act as a healer and eventually establish a temple there. Being the only priest of pelor in the area sounds...fun.


Erip wrote:

Still working on backstory, but I'll probably finish that before the cutoff time.

I noticed that Erip is one of the two pre-selected characters, and that he is a neutral necromancer and follower of Wee Jas.

My current concept is for a positive-energy-based divine caster and follower of Pelor, however I think that may conflict with a necromancer.

Is Erip planning to be a necromancer with an undead horde following him around, or a generalist who knows a few tricks around undead?

If the former, I can switch to a neutral-aligned follower of Wee Jas, who channels negative and uses that for battle; to fit with the group.

Alternatively, we could use this as a way to introduce rivalry, with juxtaposition between dark and light providing further entertainment.

Please see "Aurora" below and let me know what you think.


Aurora, Priestess of Pelor (NG Aasimar Life Oracle)

Aurora was raised by the Church of Pelor in Greyhawk City, after being left as a baby at the doorstep of the church at dawn in a wicker basket. She was fully indoctrinated in the teachings of Pelor, and studied hard to become a priestess. One morning, she was selected to join a militant order of warriors, who fight against evil and especially undead threats.

After several years of training, Aurora was assigned to the Greyhawk Militia to assist patrols of the Greyhawk countryside. She provided spiritual guidance, as well as healing and a strong arm for battle. Later, she was transferred to Diamond Lake, a corrupt mining town, as part of the Militia Garrison. Most of her time was spent helping any miners injured in accidents and the poor with various diseases.

Aurora is fairly attractive, so she has also had several conflicts with the local brothels and similar establishments for her services. There has also been some significant friction with the more popular religions of St. Cuthbert, Heironeous, and even Wee Jas, who seek to advance their own agendas over that of Pelor. Aurora would like nothing more than an opportunity to leave Diamond Lake with cause, so she can see the world and further advance the dogma of Pelor.


As far as I know, Erip is not going to be able to cast animate dead until eleventh level, thanks to his/her eccentric multiclassing strategy. By that time, if it looks like it will be an issue, we can resolve it. By eleventh level, the stakes will be a tad higher, making such conflicts easier to handle.

In other words, good call on asking, but Pelor's not a problem.

Liberty's Edge

Gyre wrote:

I noticed that Erip is one of the two pre-selected characters, and that he is a neutral necromancer and follower of Wee Jas.

My current concept is for a positive-energy-based divine caster and follower of Pelor, however I think that may conflict with a necromancer.
Is Erip planning to be a necromancer with an undead horde following him around, or a generalist who knows a few tricks around undead?
If the former, I can switch to a neutral-aligned follower of Wee Jas, who channels negative and uses that for battle; to fit with the group.
Alternatively, we could use this as a way to introduce rivalry, with juxtaposition between dark and light providing further entertainment.
Please see "Aurora" below and let me know what you think.

Erip isn't initially planning for the undead horde thing - she hardly knows anything about necromancy, so far.

My thoughts are that she uses Command Undead to neutralize undead enemies for execution/suicide (if my reading of the feat is correct), but eventually might retain a few of them to assist in battle. If something goes awry (e.g. an enemy with Command Undead and a high Charisma), it would not be a terrible idea to have a supply of positive energy on hand.

(And yeah, with the current plan I won't get to animate dead until 11th level!)


Oh hey, I've always wanted to check this one out and none of my groups want to go back to Greyhawk. Running it as a PBP,or maptool or what?

And hmm... what would actually balance out the trends here would be a nice ol' NG female human bard. In the interest of finishing a character in a hurry, I'll probably stick pretty close to the general longterm setup of a rather fun one I have laying around from a oneshot.

Very rough backstory and concept...

Spoiler:
Brandy Brownboots grew up in a rather adventurous family, with three older brothers all out to prove themselves, exploring, sailing, taking on bodyguard work, and returning home now and then with not much to show for it but injury and embarrassment. Brandy meanwhile just stuck to books, reading various tales of great adventure, noting down all the common pitfalls and cliches, ever ready for a new set of barbs for her brothers and their rookie mistakes, calling out where their tales would go wrong before they reach them, and generally acting entirely too smug about the whole affair.

After years of dealing with her sarcastic taunting, her eldest brother finally snapped, launching into a rambling lecture about how hard they all work, trying to make something of the family name (one the locals all teased had its origins in the field of bulk waste management), and that if she knew everything about the world like she claimed, she ought to see if she wasn't all talk and accomplish something for herself.

I'll try and beef up/tweak/revise/properly refresh my memories of the setting sometime after getting some sleep.


Quote:
Oh hey, I've always wanted to check this one out and none of my groups want to go back to Greyhawk. Running it as a PBP,or maptool or what?

It'll be a typical forum PbP.


While I'm at it, 1 trait or 2? ... and if I make the cut, I should also double check-

At higher levels when versatile performance starts getting crazy, are you the sort of person who favors recycling redundant skill points? As opposed to the sort to say "too bad! Those now doubly redundant points are staying in diplomacy!" Always good to sort that one out up front I find.

Liberty's Edge

Two traits is what the OP said, I think!

Spoiler:
KC answered for me up there so I am answering for him here :0


Just waiting for the final selection.

I'm eager to see who made the cut!


Looked over the player's guide a bit. It's great, but there's nothing in there that will change my backstory. I'm just going to hang onto it for reference. Now I'm also just waiting for selection. Good luck everyone!


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Players Selected:
Rynjin (Farrukh Al'Khatel, Human Slayer)
Dragoncat (Carina Viera, Tiefling Alchemist)
Feral (Tanith, Human Warpriest)
GM Jelani (Cuetzpalli, Human Barbarian)

You four, Gark and Draconic Cow can all proceed to the shiny new Discussion Thread. Try to post fairly soon to confirm you're still around. ;D

~~~~

Okay, so first off...wow.

As my posts have indicated, I did not expect to get this large a reaction, and I definitely didn't anticipate getting so many amazing options.

When I say this was an incredibly hard decision, I mean it. Gark and Draconic Cow can both attest to that, as they each had to deal with a whole lot of chatter as I went back and forth over the final selection. I seriously considered moving the party size up to seven PCs, ultimately deciding not to only because the adventure was only meant for four players to begin with.

I want to clarify that this was not, ultimately, a test of the “best” PCs. I'm way too biased in favor of half-orcs for such a decision to be taken seriously, and I still just couldn't decide. In the end, I just had to lay out the basic party dynamics and try to work out which one I felt seemed most entertaining.

I'm not exaggerating when I say I could have happily made a whole second group out of the “spares”. There were so many awesome PCs to choose from, and so few slots.

Thank you, all of you, for submitting, and rest assured I'll readily return here if there are any dropouts.

Best wishes,

KC

Liberty's Edge

Yay! Thanks Kobold.

Best of luck to everyone else. =(


Yay! Thanks KC!


Awesome!

Sorry to everyone who didn't get in. There were a lot of good characters here.


Damn, that's a nice group.

Best of luck all, as you live out your quiet, normal lives in a sleepy mining town that will definitely not become the nexus some sort of world-ending disaster.

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