No Heroes in Devil's Fork (Inactive)

Game Master D-Kal

When common men face an uncommon foe.


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Okay, thanks! Here's the profile. I kept the stats and abilities pretty much the same and just wrote a new bio and description. Made him a little older so he could have a son in the Civil War. Also changed the avatar pic. Let me know what you think. Looking forward to diving into the story.


Welcome aboard, our new Doc Wilkens.


Indeed, welcome!


Thanks for the welcome! DM-Kal, not sure if you want to check out the profile first or if I should go ahead and start posting.

Also, is there a bank in town or safe deposit boxes of some kind?


The profile looks alright legally speaking, but mechanically I don't understand why you want such high Wisdom without spells.

There are no safe deposit boxes in town unfortunately. Most people hide or bury their valuables.


I just went with what the old Doc had on that. I figured it reflected grit and willpower, but I'm cool with evening out Int and Wis.


It's up to you. Higher Cha would give you better channeling. Higher Wis at least gives you more uses of your domain powers. You could raise Int for skills. You could add a few points to Dex for AC and ranged attack. Etc.


Okay, I went ahead and moved the racial stat bonus from Wis to Dex. That should help him out a little in a firefight.

EDIT: Also changed his Perform to harmonica and added it to his equipment.


I was reading a bit about the Reconstruction Era after the Civil War and thinking that could have been a motivation for him to move south. Also thinking the harmonica was supposed to be a gift for his son, but he died before he could give it to him.

For the gameplay, I'm wondering what the Doc knew about the Hewitt kids. Where they slept, favorite toys, any ailments being treated for, etc.


You're welcome to post in gameplay and discussion by the way.

Ailments doesn't know many people in town personally except for patients. Hewitt and his kids are almost never in, though sometimes things need stitching.


Okay, thanks.


I have no idea why I said "Ailments" when I meant "Wilkens", but whatever.

Looks like we're down a Smith, so I'm going to open recruitment back up for that character slot.


Please hang in there everyone else!


Hanging in, Cole.


I had no doubt there. We just need a full, active cast to enjoy this with us.


Hopefully once Smith is replaced/recast, all will move forward nicely.


Me too, hanging in/on and about


Bumping this.

Looking for a groundskeeper named Smith to fill in a story role for this campaign. Express interest and we will help you get caught up.


Still looking for a Smith.


We're still one short on this. Inquire for details.


Starting up this recruitment again as we've lost our Richardson.

As a quick summary, 5 men in a small town are trying to get to the bottom of some supernatural mysteries in 1880 South Carolina, where supernatural is supposed to be superstition.

You can find the info for how to build in the first post of this recruitment thread. It's a 15-point buy, everyone is Human, early firearms are simple weapons and advanced firearms are martial.

Richardson is a pre-defined role as the de facto sheriff of Devil's Fork, but his personality, build, and first name are up to you, the player.


Bumping this. Need a Richardson ASAP.

-Posted with Wayfinder


Now recruiting for Richardson and The Madman.

-Posted with Wayfinder

Sovereign Court

I have no idea what the madman role looks like, but I might want to play either. Can I know more about both roles?
Richardson has to be British, right?


Richardson is "of English descent", but doesn't himself need to be British. He is likely to think of himself as British, regardless of how many generations his family has been in the United States. I assume this doesn't present any backstory issues.

The roles are fairly flexible, as I won't make you play it the same way the last person did. But here's some things you might want to know.

Madman - Ours was named Zacharias Thistle, you can name him whatever you want. When he was deposited in Devil's Fork he was already mad, but when strange events began to unfold in recent days, he was found escaped and shaving in Smith's cabin, apparently of perfectly sound mind. The party seems to trust him at this point, but they are still cautious around him as he carries certain remnants of his madness with him yet, though he appears to be in control for now.

Richardson - Taking the first name Henry, ours was a stern and hostile Ranger, ready to point a rifle at or handcuff any strangers in town who wouldn't give their name. That said, he was reasonable to a point, simply somewhat obsessive about protecting Devil's Fork. It was probably made worse by encountering the supernatural events of the past night.

Sovereign Court

Seems like it would be more fun to rock the madman. Are there any stat or class-roles need to be filled or complemented? Melee, Ranged, whatever?
I am currently considering a hoodoo-style witch or gunslinger gone mad from the things he's seen. That said, I'm still trying to figure out how you would deal with witch hexes or firearms.


Witch hexes would work as normal since they are a class feature. Gunslinger would be proficient in all firearms and you could bring some advanced firearm joy into the mix.

Cole is good in melee, Wilkens is mostly a healbot in battle thus far, and the new Smith hasn't demonstrated his preference/abilities much yet. But I think both gunslinger and witch would be good additions to the party.

Sovereign Court

Okay fifteen point buy? What level?
Sorry, think I'll roll gunslinger, just not set yet.


15 points. Level 3.
Keep in mind you're still locked into 3/4 BAB and d8 HD.

-Posted with Wayfinder


Hm. I find myself somewhat interested, and I could come up with a Richardson idea. Although I'm a little confused - would I still be playing the same guy your old player came up with, or my own take on it?


You are welcome to simply take him over, but I assume you'd want to bring in your own concept. So whatever you want to do.

-Posted with Wayfinder

Shadow Lodge

Mad Mac Dowd here for review:

Stats:

Str 10
Dex 16
Con 12
Int 10
Wis 14
Cha 10

Vitals:
Init +3 PerC +7
Languages: Common, (What would you recommend?)
BAB: 2
AC: 14 T: 14 FF:10
HP 3d8+6 (24?)
Saves: +4/+3/+4
CMB +2
CMD 15

Skills:

Disable Device I = 4
Knowledge Arcana I = 4
Knowledge Planes I = 4
Linguistics I = 4
Perception II = 7
Sleight of Hand III = 9
Stealth III = 9

Features & Feats:

Favored Class:Gunslinger
Gunsmith
Grit= 2/Day
Deeds: Deadeye, Gunslinger Dodge, Quick Clear, Initiative, Pistol Whip, Utility Shot
Nimble +1Dodge to AC

Trait: Deft Dodger (+1 to Ref save)

Feat (Human): Point-Blank Shot
Feat (L1): Rapid Reload
Feat (L3): Rapid Shot

Mac is one creepy son. It took him almost a month to convince the sheriff to let him have a gun. Once it was in his hand though, he could make it dance. (more backstory to come later)


Looks alright at first glance. If you can speak additional languages, something like German or Latin might be a good choice.
I'll give the other players a chance to offer feedback as well.

-Posted with Wayfinder


Viscount, are you still interested in the role of Richardson?


I think that it is fine...need the backstory fleshed out though.

Shadow Lodge

I have a really long and drawn out story for this guy on my tablet. Long plane ride today. Here's the short of it.

Mac's pa died in the tail end of the Seminole Wars before Mac could meet him. His mamma was a busybody who spent all her time at the orphanage in Charleston, so she sent Mac and his sister Gail to live with one of her borthers-in-law, a certain Major Dowd of the Old Goave plantation.
Mac, his cousins, and his sister were mostly raised by the house staff. At every chance he and his cousin Robert would tear off into the woods like wild indians or make mischief. His sister Gail was the only really studious sort, and she tried to keep little Mac in line.

Another cousin, Henry came back from out west. He gave Mac a wooden gun as a toy and taught him "how to play indians the right way"

Then one night a storm. Mac walks out into it to see Major Dowd talking to a strange man.

backstory:
Basically, Mac 'decides' he'll let a demon possess his body for several years if it will ensure the family makes it through the war.

In the war the family lost all their material possessions, Mac and his relations fought in a few campaigns, won some, and lost a whole lot more.

backstory:
Before the war ends, the demon comes back to revisit Mac and torment him about what he intends to do to the Dowd clan when he has control of Mac's body.
Mac manages to get himself bound up proper in an old church in the middle of nowhere before midnight, and his demon is in a world of pain when it takes over. Of course that means the demon has all the more time and reason to flay Mac's psyche to tatters. The man resists the best he can, of course.

The thing that crawled up inside his head is gone now, but who's to say if it's really Mac that's left inside.


Niiiice...I like the ramifications.

Shadow Lodge

Glad you like it. Eager to get this spinning whenever.


Check in with discussion and introduce yourself to the others.
We just need a Richardson.

-Posted with Wayfinder

RPG Superstar 2015 Top 32

This seems really neat - I'll try to draft up my rendition of Richardson sometime in the next 24 hours and get him up for review. I'll try to keep most of the stuff as congruous as possible so that I don't rock the boat too much.

I haven't had a chance to look at the game yet (since I'm at work), but is it possible to get a spoiler-free summary of what's happened so far? Or at least, what Richardson has done?


Richardson has some issues with Smith, and has developed a friendship with Cole. They all rely upon and respect the Doc. The Madman (Now Mac) they are still uncertain about, but he is gradually proving his worth.


And without further ado, I present my parallel-universe Richardson. I think I did everything right, but I'm not entirely sure I got the custom build rules right. He's largely the same in both crunch and fluff, with a couple of tweaks here and there to make him more my own. I also went a little overboard on the backstory and ended up with a wall of text. Hopefully everything is in order, both logistic-wise and continuity-wise.

I've caught up reading the adventure - seems there's some rather large shoes to fill.


Looks good to me.


The low CON concerns me, but if you're satisfied you can go ahead and check in with the discussion thread.


It looks like our Smith has disappeared.

We need a groundskeeper for the church and graveyard in Devil's Fork, an 1880 South Carolina town.


Still looking for a new Smith, the bitter old groundskeeper.


Still looking for a Smith.

-Posted with Wayfinder


DM-Kal still calling for a replacement for the character Smith.


Still looking for Smith, the groundskeeper.


Looks like we now need a Smith and a Doc Wilkens. Any interest?

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