Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Sovereign Court

No problem at all. The catfolk and such were what threw me off, I suppose. I may attempt a similar concept with the (core) Destined Bloodline, though I'll have to do a bit of thinking, and might come back with something completely different. Should have it together by tomorrow night, in any case.


I'll try to put forth a character, I'm gravitating towards a Druid!


redbeardredeyed wrote:

I'll try to put forth a character, I'm gravitating towards a Druid!

I really like the idea of stacking the Wolf Shaman and Pack lord Archetypes, for a Halfling Druid.

Pack lord is found in Ultimate combat

Anyway you'd allow it? it wouldn't really come into play until around third level anyway, as that's likely when he'd pick up another companion.

For now, he'll just be a Wolf Shaman, so I'll run with that. Should be fun messing with the canine-hating goblins.


Mazra, any particular feedback regarding Helgarr? ;)


Mazra wrote:
Gilthanis wrote:
Mazra wrote:
Gilthanis wrote:

alternate racial traits: what is the verdict of them?

They are in the advanced race guide, which is not an allowed book. so I presume not allowed, but wanted to double check with you :)

Traits were mostly outside the books from the beginning. They were somewhat AP specific, but they add flavor to your character; so I am open to Traits. What do you have in mind?

I was thinking the tinker trait, it gives a +1 disable & engineer. And I am proficient in any weapon I personally craft. I understand if you say no, I could craft my own weapon during "down time" and then be able to use it.

So your would require the Craft Skill, or at least it would makes sense to have it using this trait? Can you copy and paste the specifics? It looks like something that should be OK.

Link

Grand Lodge

redbeardredeyed wrote:
redbeardredeyed wrote:

I'll try to put forth a character, I'm gravitating towards a Druid!

I really like the idea of stacking the Wolf Shaman and Pack lord Archetypes, for a Halfling Druid.

Pack lord is found in Ultimate combat

Anyway you'd allow it? it wouldn't really come into play until around third level anyway, as that's likely when he'd pick up another companion.

For now, he'll just be a Wolf Shaman, so I'll run with that. Should be fun messing with the canine-hating goblins.

I will be open and honest with you. I will likely pick characters that don't come with a lot of added complexity. Having a pack of animals in a PBP campaign could prove unwieldy. And I will apologize up front, this is my first PBP campaign. I will tend to lean toward simple more straightforward character builds.


Mazra, since you don't have the Advanced Race Guide, I just realized that I should probably post the details on the Redeemer archetype. Look over it and let me know if this is acceptable for me to take.

Redeemer:
Redeemer (Paladin) wrote:

As most half-orcs are outcasts, a half-orc paladin recognizes that often those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune. Some half-orc paladins take up these misunderstood creatures as their cause, standing up for the monstrous creatures and, when possible, leading them to the light. These paladins are called redeemers. A redeemer has the following class features.

Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil.

Monstrous Rapport (Ex): At 1st level, redeemers gain a +2 bonus on Diplomacy checks to influence creatures who are commonly considered monstrous. This includes but is not limited to "monstrous" races such as goblins and orcs, monstrous humanoids, and other intelligent non-humanoid monsters. This ability replaces detect evil.

Pact of Peace (Sp): At 8th level, a redeemer can force a defeated creature to accept a binding pact of peace as a condition of its surrender, as if using lesser geas. Her caster level for this ability is equal to her paladin level. Rather than assigning a mission or task, the redeemer gives the creature a simple set of prohibitions to protect others. Example geas include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per paladin level. This replaces aura of resolve.

Aura of Mercy (Su): At 11th level, a redeemer can expend two uses of her merciful smite ability to grant the merciful smite ability to all allies within 10 feet, using her bonuses. Allies must use this merciful smite ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. This replaces aura of justice.

Associates: A redeemer may ally with an evil creature as long as she feels the creature is capable of redemption. A redeemer may accept henchmen, followers, or cohorts who are not lawful good provided they demonstrate they are willing to follow her and seek betterment under her tutelage.

Grand Lodge

As I mentioned in my offering, I am new to this format. So I was bound to make mistakes.

I wanted to be accommodating, but to be fair to all, since I do not own the Advanced Race Guide, I must ask that you do not include elements from it in your character build.

My apologies up front for this.


no worries, I can make do without the trait :) I can easily stick to the core books + APG/UC


Mazra wrote:
redbeardredeyed wrote:
redbeardredeyed wrote:

I'll try to put forth a character, I'm gravitating towards a Druid!

I really like the idea of stacking the Wolf Shaman and Pack lord Archetypes, for a Halfling Druid.

Pack lord is found in Ultimate combat

Anyway you'd allow it? it wouldn't really come into play until around third level anyway, as that's likely when he'd pick up another companion.

For now, he'll just be a Wolf Shaman, so I'll run with that. Should be fun messing with the canine-hating goblins.

I will be open and honest with you. I will likely pick characters that don't come with a lot of added complexity. Having a pack of animals in a PBP campaign could prove unwieldy. And I will apologize up front, this is my first PBP campaign. I will tend to lean toward simple more straightforward character builds.

No Problem, I appreciate the honesty!


Mazra wrote:

As I mentioned in my offering, I am new to this format. So I was bound to make mistakes.

I wanted to be accommodating, but to be fair to all, since I do not own the Advanced Race Guide, I must ask that you do not include elements from it in your character build.

My apologies up front for this.

No worries. I have removed the offending unapproved archetype. I may or may not keep Warrior of the Holy Light, though I have not fully decided. I will leave that one until I find what I am looking for.


I'd like to play Garrath, Shoanti Barbarian (Invulnerable Rager).

Background:
Gorrath earned his name Tricks the Giants when his family was attacked by Giants that have become more active in Varisia. Gorrath was able to escape, and then as part of his coming of age trial, stole a totem back from the Giants that they snatched from the tribe. He did this by convincing them that their favorite prey was trapped in a nearby valley, by mimicking their distress sounds. When the Giants excitedly charged down the hill into the valley, Gorrath snuck around them, back to their camp and stole the totem. As he did, he saw the many skulls they had placed around it. Not knowing if they were his parents skulls or not, Gorrath returned with the totem, but the rage he felt against the giants never left. He left his tribe to take his battle to the giants.

He finds himself now in Sandpoint, hearing about the festival upcoming, he has come for the festivities, as a welcome break in tracking down the giants of his youth.

statblock:

Garrath (Tricks the Giants)
Male Human (Shoanti) Barbarian (Invulnerable Rager) 1 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (human)
Hero Points 1
Init +9; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 14 (1d12+2)
Fort +4, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee falchion +4 (2d4+4/18-20) and
. . scimitar +4 (1d6+3/18-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Improved Initiative, Power Attack
Traits giant slayer, reactionary
Skills Acrobatics +6, Intimidate +4, Perception +6, Survival +6, Swim +6, Use Magic Device +1
Languages Common, Shoanti
SQ fast movement, hero points
Other Gear studded leather, falchion, scimitar, backpack, bedroll, belt pouch, belt pouch, blanket, flint and steel, hooded lantern, mug/tankard, hemp rope (50 ft.), trail rations (7), waterskin, 20 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

other than the player guide, I have not run or played in RotRL

Grand Lodge

This is who has submitted characters or plan to (?) so far. If any of this in incorrect, please let me know. If I missed anyone, please let me know. In the end, one from each group will be picked. Thank you all very much for your interest.

Fighter
Brandark Plainswalker NG Male Dwarf Cavalier
Xogar LG Male Half-Orc Paladin
Helgarr CG Female Human (Shoanti) Barbarian
Garrath NG Male Human (Shoanti) Barbarian

Rogue
Papa-DRB Rogue ?
Rin Okamura CG Male Catfolk Ninja

Divine
Lyr Blanch NG Female Human Cleric of Shelyn

Arcane
Talathel "Tal" Darkariel CG Male Elf Wizard
Electra Stardancer CG Female Elf Wizard
Dhenn Human Sorcerer?

Other
Gunk NG Gnome Alchemist
Gilthanis’ Bard?


Almost done, but still working on the background / history. I have it rolling around in my head (lots of empty space there!) but I need to finish / polish it up.

Kelvin Fleetwood, Neutral, Male, Elf, Rogue (Scout archetype)

I will create an alias if selected.

-- david

Kelvin Fleetwood:
.
Kelvin Fleetwood
Male Elf rogue 1 Archetypes Scout,
TN Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +6

----------------------------------------
DEFENSE
----------------------------------------

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, ), Combat Expertise
hp 9 ((1d8)+1)
Fort +1, Ref +6, Will +0, +2 vs. enchantment spells and effects

----------------------------------------
OFFENSE
----------------------------------------

Speed 30 ft.
Ranged longbow +4 (1d8/x3)
Melee rapier +1 (1d6+1/18-20)
Special Attacks Sneak Attack 1d6,

----------------------------------------
STATISTICS
----------------------------------------

Str 13, Dex 18, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB +1; CMD 15
Feats Combat Expertise
Skills Acrobatics +8, Bluff +5, Climb +5, Disable Device +9, Escape Artist +8, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +6, Sleight of Hand +8, Stealth +8, Use Magic Device +5,
Traits Armor Expert, Outlander / Exile
Languages Celestial, Common, Elven, Goblin, Sylvan
SQ bonus magic rogue talent use, elven immunities, keen senses, low-light vision, silent hunter, trapfinding, weapon and armor proficiency, weapon familiarity,
Possessions outfit (traveler's); leather; arrows (20)(x2); rapier; Longbow;Backpack, Common;Belt Pouch[Thieves' Tools;];

----------------------------------------
SPECIAL ABILITIES
----------------------------------------

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bonus Magic Rogue Talent Use Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.


Description:

At 5 feet and 105 pounds, Kelvin is on the small side for an Elf. However, beneath the leather armor, you sense the cat like quickness and the wiriness of a not to be fooled with creature. There is a hint of intelligence in the eyes that comes from someone who knows what he is doing, and a sense of self confidence only in one that has seen the world, met it head on and is ready for anything. Then there is a shout in the crowd of people, and the elf is no longer there, till you look around closely. He blended into the background quickly and looked around at the shouter and you can tell that he is being hunted.

He wears simple traveling clothes over his armor, with a longbow on his shoulder, and a rapier at his hip. The pack on his back is flat, as if empty.

History:

Kelvin - Still working on it... Will have something tomorrow. Wife wants me to cook dinner and start campfire now.

PbP stats:


(HP 9 AC:16 T:14 F:12 Saves F:+1 R:+6 W:+0 CMB:+1 CMD:15 Init:+6 Perc: +6)

Created using PCGen 6.03.04 on Sep 1, 2014


mazra, if I am not picked up by the other runelords campaign, I will be submitting a dwarven cavalier. (I know, odd.)


Ok, dinner cooked and eaten, campfire ready, but not dark enough yet, so I finished his history / back story.

Kelvin Fleetwood, N, Male, Elf, Rogue (Scout):

.
Kelvin Fleetwood
Male Elf rogue 1 Archetypes Scout,
TN Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +6

----------------------------------------
DEFENSE
----------------------------------------

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, ), Combat Expertise
hp 9 ((1d8)+1)
Fort +1, Ref +6, Will +0, +2 vs. enchantment spells and effects

----------------------------------------
OFFENSE
----------------------------------------

Speed 30 ft.
Ranged longbow +4 (1d8/x3)
Melee rapier +1 (1d6+1/18-20)
Special Attacks Sneak Attack 1d6,

----------------------------------------
STATISTICS
----------------------------------------

Str 13, Dex 18, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB +1; CMD 15
Feats Combat Expertise
Skills Acrobatics +8, Bluff +5, Climb +5, Disable Device +9, Escape Artist +8, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +6, Sleight of Hand +8, Stealth +8, Use Magic Device +5,
Traits Armor Expert, Outlander, Outlander,
Languages Celestial, Common, Elven, Goblin, Sylvan
SQ bonus magic rogue talent use, elven immunities, keen senses, low-light vision, silent hunter, trapfinding, weapon and armor proficiency, weapon familiarity,
Possessions outfit (traveler's); leather; arrows (20)(x2); rapier; Longbow;Backpack, Common;Belt Pouch[Thieves' Tools;];

----------------------------------------
SPECIAL ABILITIES
----------------------------------------

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bonus Magic Rogue Talent Use Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this racial trait).

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Description:

At 5 feet and 105 pounds, Kelvin is on the small side for an Elf. However, beneath the leather armor, you sense the cat like quickness and the wiriness of a not to be fooled with creature. There is a hint of intelligence in the eyes that comes from someone who knows what he is doing, and a sense of self confidence only in one that has seen the world, met it head on and is ready for anything. Then there is a shout in the crowd of people, and the elf is no longer there, till you look around closely. He blended into the background quickly and looked around at the shouter and you can tell that he is being hunted.

He wears simple traveling clothes over his armor, with a longbow on his shoulder, and a rapier at his hip. The pack on his back is flat, as if empty.

History:

Kelvin is originally from the woods surrounding Celwynvian, the ancient elven city in northeast Varisia. While rumors surround the reasons the city can not be taken back by the elves, Kelvin didn't care. He had been raised as a scout for the elven companies that would travel thru the forest and try to retake the city. Once in sight of the city, he would fade into the background and continue to practice his skills. On one of these scouting missions, Kelvin and his friend Jharym, were leading a smaller company of elven fighters, wizards and clerics thru the forest. They missed that a large force of men were preparing an ambush off the trail, and after they passed the force, Jharym went back to give the all clear while Kelvin stopped for the night to keep an eye on the city. The next day, the elven force headed to where Kelvin was waiting, but never arrived. By the end of the day, Kelvin began to be concerned and headed back. He stumbled upon the large force of men who had set up camp after almost wiping out the elven company. He stealthly moved into the camp, and saw the final blow that killed his friend. Throwing caution to the winds, he let loose an arrow that killed the chieftan that had killed his friend. The camp rose in a roar, and Kelvin was lucky to make it out. As he was leaving he heard the new chief of the men, yell at the dark night, that he would hunt down the elf that killed his chief and slowly torture him. With that shout ringing in his ears, Kelvin took off for parts unknown, leaving a tral that lead to the south, away from the elven camps, and occasionaly doubling back and killing one of the trackers, but keeping them coming. After making it to Riddleport, he lost himself in the city, and stayed awile, continuing to practice his skills, and making a living by appropriating the gold from wealthy noblemen that were foolish enough to be on the streets after dark, without guards. Finally, the local guild approached him, with an offer. Join the guild and pay back dues, or the Ulfen men that have been looking for him will suddenly get a message on where he is staying. Once again, Kelvin decided that leaving would be best and he took off south again, this time ending up in Sandpoint just as a festival was about to start. Thinking to himself that this would be a good opportunity to fill his empty purse, and then leave for the interior, he made his way to the festival, looking around for marks that he could appropriate gold from.

PbP stats:


(HP 9 AC:16 T:14 F:12 Saves F:+1 R:+6 W:+0 CMB:+1 CMD:15 Init:+6 Perc: +6)

Created using PCGen 6.03.04 on Sep 1, 2014

edit: And she who must be obeyed (aka wife) just said, start the fire now, 5 minutes after I finished and posted.

Grand Lodge

Mokshai wrote:

mazra, if I am not picked up by the other runelords campaign, I will be submitting a dwarven cavalier. (I know, odd.)

I know. You don't think of a Dwarves as a Horsemen, or would that be Horsedwarves? ;)

Grand Lodge

Papa-DRB wrote:

Ok, dinner cooked and eaten, campfire ready, but not dark enough yet, so I finished his history / back story.

** spoiler omitted **...

I know all about "she who must be obeyed.". I have one too. The question is whether I should call you Rumpole? ;)


Mazra wrote:
I know all about "she who must be obeyed.". I have one too. The question is whether I should call you Rumpole? ;)

Probably (just googled it). This December will be 45 years, so we qualify as the 'aging' couple..... lol

-- david

Grand Lodge

Papa-DRB wrote:
Mazra wrote:
I know all about "she who must be obeyed.". I have one too. The question is whether I should call you Rumpole? ;)

Probably (just googled it). This December will be 45 years, so we qualify as the 'aging' couple..... lol

-- david

First of all, a hearty congrats for 45 years in December. That is truly an accomplishment these days.

"Rumpole of the Bailey" is an entertaining British series that coined the term "She Who Must Be Obeyed", Rumpole's secret name for his wife Hilda. The series goes back to the late 70's. I catch them now and again on PBS.

Grand Lodge

Mokshai wrote:

mazra, if I am not picked up by the other runelords campaign,

Since there is another Runelord Campaign and she is clearly the more experienced PBP GM, I will wait until she seats her three before I seat the five here.

I have been working on maps. Here is a taste of the opening encounter: (Zoom in for the details. You may need to scroll up some too.)

Swallowtail Festival.

Let me know if anything is not working correctly.

By the way, this will not be the actual opening setup. This is a bit of a spoiler, but really more of a tease, the crowd is from earlier in the day before Goblins crash the party. :)


Nice map! How do you get the coordinates along the sides? I can get maps done, but can't figure that out.


I checked the other thread (am not applying for that one), but noticed no predicted end date for the recruitment - is there one?

Just asking to have an idea regarding your selection Mazra ;)

The map looks quite good - can't really appreciate it in full from my phone. Will check it further once in front of the PC. How are you going about setting them up?

Grand Lodge

Kelarith wrote:
Nice map! How do you get the coordinates along the sides? I can get maps done, but can't figure that out.

I have been experimenting with Gimp 2.8 Image Manipulator. I loaded a map into Gimp 2.8, then layered text along the edges. I then saved in a jpg or png (depending on file size) and loaded into Google Drawings.

Gimp 2.8 is not very intuitive, at least not to me. I am comfortable working in Microsoft Paint. Gimp 2.8 requires a fair amount of self training to just do basic things. But I am getting the results I want, so that is a plus.

Grand Lodge

Helgarr wrote:

I checked the other thread (am not applying for that one), but noticed no predicted end date for the recruitment - is there one?

Just asking to have an idea regarding your selection Mazra ;)

Obviously, I cannot comment on the other GM's time table. However, I will monitor her progress to see when she has seated her selection.

I will be traveling next week, as a result I provided an estimate start date for the campaign as September 13th. I have a lot of the early activity ready to go, so I may move that date up.

Since I am the novice here, and out of respect to the other GM, I will yield to her selections first, and then go from there.

So at the moment the time table for selection is a bit up in the air.


I've completed the background and personality for Lyr. For ease I will also post those here.

Background:
Lyr's hands shook as she splashed water in her face. It had been years since she had dreamt of her childhood. Her chest rose as she took a deep breath . . . and released. Lyr sat down on the edge of her bed, relaxed her arms and legs, then went through the exercises again. Images of her father and the torture he inflicted on Lyr tried to flood her mind, but awake and prepared as she was, she knew how to beat them.

She started with words, My Father was good with his hands.

The images shimmered.

He pulled out the rope. She began to cry. No, daddy, no!

She tried to run. His voice took on the gravelly quality that scared her so bad, No, you little witch, you can't get away today. He stepped in front of the door. There was nowhere else to go. Lyr turned to go, but he caught her from behind. He began wrapping the rope around her legs. . . .

His heart was so full of love.

The images trembled.

She lay on the ground unable to move. She wasn't sure how long he had been gone, but she breathed every moment of it into her. Her tears had become stale, and her side still ached from when he'd kicked her, just after she'd been bound. Despite the pain, every breath was sweet, and so bitter. Sweet because he was gone, bitter because he'd be back soon.

She heard footsteps and looked up. And her dry eyes managed to find more tears. He had brought the knife today. He brought it down, You know you killed her. You did it! his screams sounded throughout the house, You killed her. Now say it!

Through gasps and sobs, Lyr was able to speak, I killed her.

The knife began to cut . . .

My father cared for me.

The images shattered. For a moment Lyr was able to replace them with her own, a young man, her father, holding hands with her mother. Together they looked down at the expanding belly where their first child, a daughter, lay growing. It was a fabricated image of course--Lyr's mother had died giving birth--but it had power.

The images came back but weaker. No longer full scenes, Lyr could just see the knife, blood, bruises.

She brought another image. Her father mixing healing balms, helping to bring Lyr back to health. The look in his eye, as he told his daughter that he loved her the only way he could.

Her mind became a series of disjointed images. Pain and beauty, warring within. They flashed back and forth, Lyr meeting each scene of greusome horror with her own vision of love and peace. The images of Beauty began building, and the images of pain shrinking. Until all that was left was that day.

Urmyth Tronir came out of the house. Her father lay weeping in the middle of the hut. He looked out at Lyr, and she could see that love he sometimes showed, when caring for her. The door closed, cutting him off from her. Urmyth approached her, He has promised you to the temple. You will come with me now. No, he cut her off, we do not need your things. We can get what you need when we arrive. He looked the eight-year-old Lyr up and down. She could feel his eyes burn where they touched the fresh cuts and bruises. Now, we need to patch you up, but I have my things stored at a neighbor's house, he glanced warily at the house behind them as he said this, but said nothing more. He held out his hand. Lyr, unsure, shook her head. Well, then come along. . . .

Lyr breathed a deep sigh. Her exercises almost always ended with that day when she'd had the dreams. She had never understood why Urmyth had been walking by, or what had happened in the house between Urmyth and Lyr's father, that made the rest of her life possible. But it didn't matter. What mattered is that it had happened.

She stood and began dressing. Today she got to leave the temple. It would be her longest trip since that day. She was going to Sandpoint to see the new cathedral. Much of her time here in the temple had been spent studying about all sorts of religions. To see a cathedral dedicated to six deities would be a once in a lifetime chance.

Lyr said her goodbyes, and began her journey. As she walked down the road, she began to sing.

Personality:
Lyr is sometimes whimsical and idealistic. She believes the best of everyone's motives, which often leaves her open to be used. Lyr is energetic and loves to help people. Because of her past, she hates her last name. She will often use only her first. If pressed for an answer, she will often lie, using Tronir, the name of the priest who saved her. Because of the ugliness in her life, Lyr will do whatever she can to protect the beauty in this world. Even if it means killing. However, she does believe that there is beauty in everything and everyone. So if she has to kill someone or something, she will try to see their beauty first. Then, after they have died, she will hold a small rite for them, where she proclaims their beauty to Shelyn as a way of preserving it.


Since I've run it before and played the first book, I'll bow out. I wish you luck on this campaign!

Grand Lodge

GM Viskous wrote:
Since I've run it before and played the first book, I'll bow out. I wish you luck on this campaign!

Hi GM Viskous. Did you submit a character for consideration?


I posted as Viskous, and was more of an interest and question on the first page. I had mentioned the gnome cleric of Brigh.

As I have run it in person, I've decided to make your choice easier by cancelling my interest. I wish you luck!

Grand Lodge

GM Viskous wrote:

I posted as Viskous, and was more of an interest and question on the first page. I had mentioned the gnome cleric of Brigh.

As I have run it in person, I've decided to make your choice easier by cancelling my interest. I wish you luck!

Found you! Thanks. Good luck to you in your future gaming. Who knows I may do one of these in the future for those that just want to do it again.


I am still working on Elektra. Hope to make her an interesting char. I picture here as a combination of Hermione Granger and oracle. Knowledgeable, maybe not very good in physical combat, but fiercly loyal and a rock to lean on.

Grand Lodge

It is very likely that I may go ahead and seat our group shortly after Morphling seats hers.

So if you are still interested, and haven't already done so, please get a character submitted quickly.


This is the alias of a character I'm submitting to Morphling's game as well. It will only take a few tweaks to make him fit with your character creation rules, so I can do those if you decide to take him.

Thanks and good luck with selections!


I have tweaked Xogar's background. Mostly replacing words, clarifying sentences to be less ambiguous, and adding punctuation to make it flow better.

I await the final decision with eagerness.


Just a bump to let you know I am still here.


Bumping to let you know, I am still in this running. :)


Kelvin sees folks bumping and running, and thinks to himself you never get anything by being obvious as he fades into the background. Now which one of these fools has the heaviest purse he thinks as he scans the crowd rushing by.

(Kelvin aka Papa-DRB)

Grand Lodge

Out of respect for the other RotRL GM, I will continue to keep Recruitment open. Like other threads and Kelvin breaking the ice RPing in the recruitment thread is encouraged.


Moving around in the festival Elektra lets herself flow with the crowd. Stopping at this stall, then the next, sometimes inspecting on trinket or the other she spends the time waiting for the festivities to begin.


”Enjoy your time in Sandpoint. Any trouble makers will be incarcerated. We have plenty of room.”, a Sergeant of the Guards barks as you pass into the town.

The streets are crowded and noisy. There is a palpable excitement in the air.

Quick to the punch, Elektra you are already in the town. :)


Lyr makes her way through the gates smiling brightly. What a beautiful town, she says though speaking to no one in particualr. Her eyes immediatly go to the cathedral in the distance, rising above the other buildings. She begins to make her way, but stops to listen as a troupe begins to play nearby.


Garrath walked in through the north gate, moving cat like through the crowd, belying his size. Taking in the sights, he moved among the food displays, helping himself to any of the free fare, and devouring the food quickly but neatly.

Looking around a bit wide eyed at the city, he absently bumps into, or is bumped into by a young boy, and turns swiftly to see. When he notes the child looking up and up at him, Garrath feigns a stumble and falls to the ground. Looking at the boy, he grins "Caiden's cask, boy, you're sturdy. You need to be careful with all that strength!" Garrath kips up, and ruffles the kid's hair, with a wink to his parents.


If I may, unless the GM specifically asks, please refrain from role-playing in the recruitment thread as it clogs it up.

EDIT: My apologies. I missed that tidbit. That's what I get for having my work schedule change yet again. So tired.


Mazra wrote:
RPing in the recruitment thread is encouraged.

He just said it a little bit ago. :)


Grand Moff Vixen wrote:
If I may, unless the GM specifically asks, please refrain from role-playing in the recruitment thread as it clogs it up.

Please read the 3rd and 5th post above yours. The 3rd post, "Zandu Sergeant of the Guard" is the DM.

And the 5th post,

Mazra wrote:
Like other threads and Kelvin breaking the ice RPing in the recruitment thread is encouraged.

Kelvin (aka Papa-DRB)

edit: Ninja'd by YanJieming
edit2: No problem, Grand Moff Vixen. I understand about changing work schedules from a long time ago when we switched shifts every month (days -> evening -> nights, then back to days) at the job that I had then.


Not much I can say, as for the rp in the recruitment thread, I can only post 1 to 2 times a day. :)
This is just to let you know that I am still in the running for this one. (I hope)


Dotted.

Mazra! I've a humble question, and I'm sure you'll say no, but it's always been a ridiculously potent wish of mine. For the longest time I've tried and tried to instill a, regrettably, evil character within Rise of the Runelords. The reason for doing it isn't to be a wrench, however, but because evil is the alignment that I play best.

When a person who plays a good or neutral aligned character sees a player wanting to go evil, they immediately imagine that that player is going to be a wrench, and I can't disagree with that, because that player will eventually cause a bit of delicious role-play filled drama within the campaign that resolves in, usually, poor ways.

Frankly I'm not that type. The evil characters that I play are generally loaners who don't do much aside from enjoy themselves to the fullest extent of their capabilities, and it's with this exact thought that I've come up with a wonderful character for the campaign!

First, and foremost, I must ask if you'd allow a NE or LE character. I strictly avoid CE unless I'm building someone who worships demons of sorts, and that won't be happening this time. I won't be worshipping devils either.

The class I'd like to submit is a Magus who would, for your purposes, fall under "Other" as a melee combatant.

What do you say? I can be vouched for in regards to evil characters by DM Leinathan, who I've played with, with the same Antipaladin for over a year now.

**Edit** Just read he book list. Disappointed, but I can alleviate that with becoming a divine caster cleric instead, as wind and air based spells are still there.

Grand Lodge

Duboris, first I appreciate your interest in our campaign.

I am using the policy that I have employed as a ftf DM/GM for some time. And that is I don't allow Evil characters in the campaign. Call me "old school," and I will graciously accept that term, but I personally am a fan of the classic Good vs Evil as seen in my favorite work of fiction, The Lord of the Rings. I look to recreate some of those ideals in my campaign.

Neutrals are really OK too. My main character Mazra was a LN character. There is a lot of freedom in the N alignments.


True Neutral it is. Wasn't that evil of a character anyway. What about rules against worshiping an Evil deity?

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