Rd Sun's Reign of Winter

Game Master JankInTheTank

Reign of Winter AP, starting at level 1
Loot Sheet

Maps and Info


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It's recruiting time! I will be starting a game of Reign of Winter, and need players!

This will be my first AP to GM on a play by post format. I play in 3 right now, and I GM in real life. I am currently running a Curse of The Crimson Throne, and I attempted to run Reign of Winter but the group fell apart after book 1. but I have done a lot of the prep work for this AP and really want to run it!

campaign rules:

I will be running this campaign pretty much by the book. The one house rule I am planning on implementing is this:

at level 1 you will gain your full hit dice plus con. every level after first, both the GM and player will roll the hit dice, use the higher of the 2 rolls.

Reign of Winter is known to be a bit of a brutal one, especially at low levels. I am not planning on pulling punches, so survival is not guaranteed. I don't try for TPKs, but I don't like fudging rolls or stats to avoid them either.

We will be doing 20 point buy, and after racial bonuses no stat should be below 8.

I am allowing any published Paizo material. if a class has an unchained option, use that one. I may waive this if I agree that your character concept really needs to use the older rule set for your chosen class.

I usually do not allow 3PP stuff, but am willing to take it on a case-by-case basis. in my experience 3PP tends to be often broken, but it can also sometimes allow for interesting options. Just keep in mind, any 3PP I approve for you is also fair game for enemy creatures....

For posting, I am laying down the expectation that every player should post at least 5 times per week. I want to keep things moving, PbP is a slow medium. No one likes logging on 3 days in a row and not being able to take another turn. I am willing to bot the occasional missed post, but if it detracts from the game I will look for a replacement for you. please be mindful of the other players and give advance warning for vacations etc.

how to apply:

To apply to be in this game, post in this thread with the following information:

Time Zone

Number of PbP games you are currently active in

preference for maps (roll20, google docs, etc)

your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it.

Character concept
You do not need to make an alias to apply
Just post your concept now, if you're accepted you can make an alias then.

for your concept I want to see:
1. stat block
2. class and archetype if any
3. backstory (doesn't have to be long, just enough to see some hooks)

selection:

If the games I have applied for in the past are any indication, these games get a lot of people in line looking to play. I will likely have to turn away at least some applicants.

I will be capping this at 5 players.

I will be choosing the party based on a number of factors, some of which will be very subjective.

I will be looking to put together a party that covers most of the bases pretty well, so I will not be picking more than one PC of a given class.

Preference will be given to interesting backstories that feel well thought out or unique.

I will prefer PCs who have an idea in their concept of what they want to do with the character. for example, if my two choices are "Dwarf Fighter" and "human Fighter (Phalanx Soldier) with an emphasis on tanking" I'm going to like the second one better.

Please feel free to ask questions below

Hope to see some good applications! Good luck to you all


Dotting! There was another RoW recruitment that is just about to end, I wasn't able to get my guy statted out with a backstory and everything in time. Should be able to get a submission in for this one, though.


Eastern standard time

7 other games at the moment, 2 move pretty fast, the others not so much.

No preference on maps, most games im in forgo them.

I know the concept of reign of winter but not much else.

Specifics like stats and stuff too come

But im making a companion character. Probably a summoner with a humanoid companion, the summoner being purely support


Dotting.


Think I'm gonna make some kind of Inquisitor-it's one of the few classes I've never played, so it'll be interesting.

I'm Eastern Standard time, in 4 other games at the moment on these forums. I'm cool with any kind of maps, I've had good luck recently with Google Drive-in my opinion it's a bit easier to use on mobile, but Roll20 is also fine. I've GM'ed a very small part of book 1 of Reign of Winter and I read the first 3 books about 2 and a half years ago. I'll try and get the actual character build up either later today or tomorrow.

EDIT: I don't usually go for 3rd party stuff, but what do you think of the Witchknight Inquisitor Archetype? It seems super thematic for this campaign, and doesn't seem to be overpowered at all.


To apply to be in this game, post in this thread with the following information:

Time Zone: Eastern standard time

Number of PbP games you are currently active in: 4

preference for maps (roll20, google docs, etc) google docs

your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it. nothing beyond the player's guide

Character concept

Dagmar Ragnasdottir
Human Winter Witch

str: 14
dex: 10
con: 14
int: 18
wis: 10
cha: 10

Apprenticed at a young age to the Winter Witches of Irrisen due to her innate talents, Dagmar often found herself the object of insults and abuse due to her mixed Ulfen/Irrisen heritage. As a teenager, Dagmar found herself unwilling to tolerate her situation and developed a hatred of other witches (despite being one herself), viewing them all as intolerant and evil.

One night, with even the light of the moon covered by heavy clouds, Dagmar fled her school to find a new life. Becoming something of a nomad, she wandered from village to village, looking for a place away from witches and their control.

Grand Lodge

I love this AP, but I can never seem to even get to the first encounter with it! Thought I would revive this old concept and toss his snowshoes in the application pool! A soul forger magus who uses a throwing axe with returning spells (I MIGHT have been slightly inspired by God of War 4... just a tad...)

Time Zone: EST (Eastern Standard Time)

Map Preference: Google Maps, if doable

Number of active games: 2 that are pretty regularly active
2 that are slow, but running
2 that might have stalled out...
6 total

Statblock:
Male Human Magus (Soul Forger) 1
NG Small Humanoid (Human)
Deity: Shelyn Homeland: Heldren, Taldor

Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13
HP 10/10
Fort +3 Ref +3 Will +3
Favored Class Magus (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Throwing Axe +3 (1d4+3/x2)
Ranged Throwing Axe +4 (1d4+4/x2) 10'
Special Arcane Pool 5/5

Spells
0th (DC 12) - Acid Splash, Detect Magic
1st (DC 13) - Returning Weapon
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Weapons Training, Warded Against Witchery
Skills
(1) Climb +6
(1) Kn. Arcana +6
(1) Perception +2
(1) Spellcraft +6
(1) Use Magic Device +4
Languages Common, Elven, Dwarven
Combat Gear Studded Leather, MWK Throwing Axe (Arcane Bond)
SQ Arcane Pool, Spell Combat, Arcane Bond, Master Smith
Equipment
Studded Leather
MWK Throwing Axe
--------------------
Equipment
--------------------

Background:
Kane was born and raised in the village of Heldren, but it wasn't until a couple years ago that his life changed for the better (or worse, potentially). The son of a blacksmith and a barmaid at the local tavern, Kane grew up learning his father's trade with his two sisters, though it was Kane who showed the most promise. Town guards and hunters swore by the weapons he made, farmers praised the quality of his tools, and the metal always seemed to mold more easily under his hands than those of his father or sisters, greatly increasing his productivity. When some of his weapons and tools made their way out of town, those from neighboring towns would come specifically to order weapons from his father's shop, requesting his work specifically. So when a grizzled, bearded man staying at the tavern Kane's mother worked at requested a specially made axe, it wasn't too out of the ordinary, though he did pay extra for the opportunity to watch the boy work.

When he handed his finished product to the man, named Yormen Bargsfjord, the customer closely examined his work, before asking if the boy had ever had any arcane training. Kane said no, and Bargsfjord replied with an offer to teach the young man what he knew.

It turned out, Kane had been unintentionally using a style of smithing known to Master Bargsfjord as "soul forging", a method of crafting magical weapons at great speeds that was fueled as much by the passion and spirit of the smith as the flames he worked with. Although unrefined, Bargsfjord saw a good deal of potential in Kane, and offered to take him under his wing and teach him what he knew. Kane accepted and immediately began his studies with his teacher. Bargsfjord hailed from the far northern lands of Issia, and his craft had been passed down through his family for generations, but with no son of his own, the scholarly smith hoped to pass his teachings onto a worthy pupil... and Kane fit the bill to a T. Kane learned a plethora of subjects, from arcane studies to weapons training to foreign methods of smithing. Kane found the variety of subjects to his liking, and absorbed as much of it as he possibly could, despite his instructors gruff personality and tough regimen for training. After months of hard work, under the watchful eye of his teacher, Kane crafted his first truly magical weapon, on his own, and to his master's satisfaction.

But then the snows came.

At first, it was just an unseasonably cold wind blowing, then a lower temperature, but finally, a snowflake blew in and caught Master Bargsfjord's attention. It was the first time Kane had ever seen something visibly upset his teacher, but he could tell from the look on his face that Bargsfjord was shaken to his core. Kane's lessons were cut short that day and his teacher locked himself in his room at the inn for the whole night. When Kane went to check on him the following morning, Bargsfjord had packed his things and wore a grim look of determination on his face. He was leaving... but before he left, he gave Kane an amulet of a wolf's head, telling him to wear it in the coming weeks. He said that it would protect him against "those with ice in their hearts" and that if he ever met a woman who "brandished winter like a sword" that he should run, as far as he could, and never look back. At that, Bargsfjord paid for his final night and left Heldren.

Kane has no clue what Bargsfjord's final instructions mean, but he fears that something dangerous is on the horizon. With the drop in temperature at the height of a Taldan summer, Kane worries that something from Bargsfjord's homeland is catching up to him... and when the reports that there was snow in the surrounding regions filtered in, Kane fears his master might have gone to try and do something about it. Worried for both his teacher and his family, Kane has decided to gear up and venture into the snowy landscape nearby, hoping to find a source for the weird weather... and possibly the fate of his teacher.

Other than the opening scenario, I know next to nothing about this AP.... save for the fact that it'll probably be cold and we're supposed to kill Rasputin at some point.


alexgndl wrote:
I don't usually go for 3rd party stuff, but what do you think of the Witchknight Inquisitor Archetype? It seems super thematic for this campaign, and doesn't seem to be overpowered at all.

I like the inquisitor class in general, it has some great abilities and interesting built-in options for role playing.

The witchknight looks like an interesting take on an inquisitor. normally you would see a witch hunter, but a witch/inquisitor hybrid seems like it could be interesting.

The archetype doesn't look overpowered, but it feels a little weird thematically to me. If you can make a background that gives a good explanation for a witch inquisitor I would be willing to allow it.


Dotting. Not sure what I'm going to play yet, though. Do you have any specifications as regards Race? I didn't notice any in the initial post.

Time Zone: Eastern Daylight Time (because it's currently Daylight Savings Time)/Eastern Standard Time the rest of the year.

Number of Active PbP games: 20 (4 as GM/4 or 5 of which tend to be kind of slow). There are some games listed on my profile that haven't been closed, but are inactive.

Preference for Maps: Google Docs

Familiarity with Reign of Winter: None, although I am currently in a PbP of the module the Witchwar Legacy that will become Reign of Winter once the module is complete.


For race, I am happy to allow any race listed as core or standard on this link: https://www.d20pfsrd.com/races/

for advanced races, if you want to play one, I will probably allow it but will remove one or more abilities to bring it down to 10 RP. for example, in my last game we had a player that wanted an Aasimar but I removed the energy resistances and one of the skill bonuses.


Eastern standard time

7 other games at the moment, 2 move pretty fast, the others not so much.

No preference on maps, most games im in forgo them.

I know the concept of reign of winter but not much else.

Concept

Lucius Artorias

Unchained Summoner

Str 8
Dex 14
Con 16
Int 12
Wis 10
Cha 16

Lucius was born in the frozen north, he left home to seek his fortune as an adventurer and to discover his place in the world.

Lucius always was good at magic, a natural especially in the field of conjuration magic. While on his travels he was captured by bandits and on the verge of death. Locked up he called out to the farthest planes he could and met his Eidolon. Forging a contract with her they operate as equals.

Now Lucius operates as a mercenary and "Hero for hire"


Okay, thanks. I have a couple ideas, but I wanted to make sure they were okay race-wise.

There were a couple of other things I did not notice in the description, and I thought I'd ask about them.

1) Background Skills?

2) Starting Wealth?


We will not be using background skills.

Starting wealth you can choose between rolling and just taking the average

I also realized I didn't list anything for traits. we will be doing 2 traits, one of them should be a campaign trait


Hi, I'd like to apply, probably with a hunter and his dog. I have general ideas but nothing written out yet. I wanted to roll though for wealth, hence the not really prepared early post.

starting hunter money: 4d6 ⇒ (3, 4, 6, 5) = 18 = 180.

Okay, thank you and now to get to work.


I shall rebuild my PFS Bard for this, since I enjoyed playing her so much. I will introduce you to, Aurora Evelyn the Azata-born Aasimar!

Stats:

Aurora Evelyn (RoW)
Azata-blooded aasimar (musetouched) bard (sound striker, songhealer) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 27, 27)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
. . rapier -1 (1d6-1/18-20)
Ranged shortbow +3 (1d6-1/ラ3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day・glitterdust (DC 16)
Bard (Sound Striker, Songhealer) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)・grease, hideous laughter (DC 15)
. . 0 (at will)・detect magic, mage hand, mending, open/close (DC 14)
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 12
Feats Harmonic Spell[ISWG]
Traits charming, restless wayfarer, sacred touch
Skills Acrobatics +0 (-4 to jump), Bluff +8 (+9 vs. characters who could be attracted to you), Diplomacy +10 (+11 vs. characters who could be attracted to you), Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +2, Knowledge (history) +1, Knowledge (local) +6, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +5, Perform (dance) +10, Perform (sing) +10; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Sylvan
SQ bardic knowledge +1, enhance healing, hedonistic
Combat Gear acid (2); Other Gear lamellar cuirass[UC], arrows (20), dagger, rapier, shortbow, backpack, bedroll, belt pouch, crowbar, fishhook (2), flint and steel, mug/tankard, sack, sack, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 9 gp, 8 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enhance Healing (4/day) (Su) Cause spell completion/trigger healing to function at bard CL.
Harmonic Spell Casting spells extends duration of bardic performance
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)

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 Inc.®, and are used under license.

Backstory:

As a young child, Aurora didn't know why her sister had taken them both away from home, nor why she was an Aasimar and her a Tiefling, however, her sister put her life on the line, stealing from people just to keep alive and once she was old enough, Aurora had a unnaturally beautiful voice that she used to captivate many people. This would earn them some coin, but her sister still stole a little extra so they could get enough to eat and knew where to hide during the night.

One day, however, her sister decided to aim for a much larger target, a tavern. At first all was well, however, her sister got caught attempting to sneak into the basement and the owner decided that instead of turning them to the authorities or kicking them out, he would instead make them work. The owners never had any children, so they enjoyed having them around and even though Aurora had the skill for song, her sister was far more used to hiding in the shadows so she reluctantly worked as a waitress. The two worked hard and were surprised to find the tavern was left in their name, but Aurora felt a call to move on, perhaps work with the pathfinder society or travel the world, learning new songs and spreading the faith she had just recently acquired to those who did not know about Arshea. She hugged her sister Goodbye and the best of luck, letting her keep the majority of her money she had made over the years to hire staff and keep the place running as Aurora was confident in making money by performing at taverns across all of Golarian or in the street if she had to or perhaps even performing services as a healer with a soothing and unnaturally healing voice.

(Just read your latest post, I have 2 traits, but also added a drawback to get 3. Is that ok? I also added a campaign trait, even though you never mentioned on in the initial post.)


Dotting! Rolling for wealth...

Wealth: 5d6 ⇒ (5, 3, 4, 4, 6) = 22 x 10 = 220

EDIT: Preferred crafting rules: Core or Unchained?
Second crafting question: do you permit character-crafted gear at start if rolls beat the craft DCs? In Gustav's case, it'd be a bow and arrows. Thanks!

CORE:

Day 1: Craft(Bows): 1d20 + 5 ⇒ (16) + 5 = 21
Day 2: Craft(Bows): 1d20 + 5 ⇒ (11) + 5 = 16
Day 3: Craft(Bows): 1d20 + 5 ⇒ (9) + 5 = 14
Day 4: Craft(Bows): 1d20 + 5 ⇒ (7) + 5 = 12
Day 5: Craft(Bows): 1d20 + 5 ⇒ (18) + 5 = 23
Day 6: Craft(Bows): 1d20 + 5 ⇒ (11) + 5 = 16
Day 7: Craft(Bows): 1d20 + 5 ⇒ (2) + 5 = 7
Day 8: Craft(Bows): 1d20 + 5 ⇒ (8) + 5 = 13
Day 9: Craft(Bows): 1d20 + 5 ⇒ (3) + 5 = 8
Day 10: Craft(Bows): 1d20 + 5 ⇒ (7) + 5 = 12
Day 11: Craft(Bows): 1d20 + 5 ⇒ (12) + 5 = 17
Day 12: Craft(Bows): 1d20 + 5 ⇒ (7) + 5 = 12
Day 13: Craft(Bows): 1d20 + 5 ⇒ (20) + 5 = 25
Day 14: Craft(Bows): 1d20 + 5 ⇒ (17) + 5 = 22
Day 15: Craft(Bows): 1d20 + 5 ⇒ (6) + 5 = 11
Day 16: Craft(Bows): 1d20 + 5 ⇒ (12) + 5 = 17
Day 17: Craft(Bows): 1d20 + 5 ⇒ (16) + 5 = 21
Day 18: Craft(Bows): 1d20 + 5 ⇒ (16) + 5 = 21
Day 19: Craft(Bows): 1d20 + 5 ⇒ (5) + 5 = 10
Day 20: Craft(Bows): 1d20 + 5 ⇒ (2) + 5 = 7
Day 21: Craft(Bows): 1d20 + 5 ⇒ (4) + 5 = 9
Day 22: Craft(Bows): 1d20 + 5 ⇒ (16) + 5 = 21
Day 23: Craft(Bows): 1d20 + 5 ⇒ (14) + 5 = 19
Day 24: Craft(Bows): 1d20 + 5 ⇒ (13) + 5 = 18
Day 25: Craft(Bows): 1d20 + 5 ⇒ (10) + 5 = 15
Day 26: Craft(Bows): 1d20 + 5 ⇒ (17) + 5 = 22


Hi there!

I made up Yazan Ashwater as a PFS character who then ended up in a Second Darkness game. I then realized that her background would really have suited her being in a Reign of Winter game instead.

Yazan is an Oni-Spawn Tiefling born of an orcish mother and an ogre mage father in the Hold of Belkzen. She was cast out of her tribe but was befriended by a shaman of Feronia, goddess of the Flame. She moved in among the tribesmen of the realm of the Mammoth Lords and studied the ways of Feronia though she was never truly accepted there either.

Eventually she decided that she had to serve a divine purpose and decided that the ice queens of Irrisen were enemies of Feronia the Fire Goddess. So she set out to do something about it.

Crunch: She is curerenly statted out at level 7 for a different campaign, so I will have to re-work her. Class will be inquisitor, with perhaps a dip in Warpriest. She is meant to be a tanky melee fighter with lots of knowledge skills and intimidate ability.

Questions:
Time Zone: EST, but I tend to be awake late at night since I work nights.

Number of PbP games you are currently active in: about 20, including society games. I am currently running four.

preference for maps (roll20, google docs, etc): I prefer Google Draw or Google Slides. Roll 20 has some things going for it but it takes three clicks plus a 15-second countdown when you want to use it.

your familiarity with the Reign of Winter AP: I know the basic premise I think but I have netiher played it nor run it.

Character concept: See above. Will have to re-work the crunch.

Scores will probably be: STR 18, DEX 10, CON 14, INT 12, WIS 15, CHA 8.


Good morning,

Answers: I am central time zone, in 3 games at the moment, know little about reign of winter, google docs is my preference(though any are fine), and... I think that is it. Oh, and I am crap at spelling.
One question: are drawbacks allowed? I put one in but can easily remove it.

hunter with no archetype
general concept: Bastion is a young archer/woodsman whose best friend is his dog. Cheerful and optimistic but socially awkward. He also has ties to the fey that he knows next to nothing about, thanks to his odd mother never telling him much. (He took Heart of the Fey as an alternate human racial trait, fey taken as a drawback, and Sylvan as a language granted by the campaign trait Restless Wayfarer)

story:

Bastion is just a kid, well just past a kid, being 17 now. He's been loved by a smothering mother. He was pestered by a good natured older sister(like all younger brothers should be). No father he's known, just his old armor and vague stories of a good man lost.
It was a good childhood he thought. Yeah it was spiked with pain and sadness, but all lives are. His mom moved them around constantly, on the run from something. At times she was so paranoid no one was allowed outside for days. His sister mysteriously disappeared on her sixteenth birthday, in a freak snow storm. After days of desperate shrieking into the night, mom suddenly stopped, moved them again, and refused to speak of his sister since. Then there was those few months he couldn't recall one bit of. Just a black void that made him yearn for... something... when ever he thought of it. Another one of the many things, Mom didn't acknowledge.

Now Mom's dead, less than a year back. Sickness that selling everything for medicine did nothing to dent. Never got answers about much of anything. Like why he can see so much better in the dark than other people or why Mom sang songs in old Fey.
Still he was loved, not everyone could say that.

Now he has no family, no money, no answers, but he does have a dog. A purebred Shepard with a loopy grin. Agatha and she is a good dog.

A man can do almost anything with a good dog by his side.... but now Bastion just has to figure out what that 'anything' will be.

The shaggy haired young man is average height with an easy grin. He is determined to face life as cheerful as possible, though is quite sure Life will do its ever loving best to make that difficult. His dreams and aspirations are simple: Live, have an adventure or two, then settle down with a pretty, round baker's daughter and be happy.

He is a hunter, both in class and function. Quietly, tracking prey with his puppy, using his bow more often than anything else. Throwing ax and dagger if really in a pinch. A longsword that was his father's has seen only practice swinging at stumps so far. A bit of nature magic his mom taught him as well.

stats:

Bastion
Male human (Taldan) hunter 1 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (human)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +3; -2 vs. disease, illusions, poisons, and the spells, spell-like abilities and supernatural abilities of fey
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . longsword +2 (1d8+2/19-20)
Ranged longbow +3 (1d8/×3) or
. . throwing axe +3 (1d6+2)
Hunter Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, endure elements, summon nature's ally I
. . 0 (at will)—guidance, know direction, light, spark[APG] (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0.75; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits armor expert, know the land(+1 to knowledge nature and survival), restless wayfarer(+1 knowledge local and geography, and start with one additional language)
Skills Handle Animal +4, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Perception +6, Stealth +7, Survival +7
Languages Common, Sylvan
SQ animal companion (dog named Agitha), animal focus (1 minutes/day), fey-taken, nature training, wild empathy +1
Other Gear studded leather, buckler, arrows (20), dagger, longbow, longsword, throwing axe, backpack, bedroll, canteen[UE], fire carrier, flint and steel, mess kit[UE], poncho[UE], pot, silent whistle[APG], spell component pouch, trail rations (7), winter blanket, 179 gp, 12 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (dog named Agatha)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Fey-Taken -2 vs. disease, illusions, poison and spells, spell-like abilties and supernatural abilities of fey.
Know the Land
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


I'm interested, I'll put up a submission when I get home tomorrow.


When does recruitment close? Debating whether to put forward the character who had started Reign of Winter twice only to have it collapse almost immediately, or to avoid the jinx and build something new. (Like an alcoholic warpriest)


Interested in this. I have tried before but did not have such luck.

I am Eastern Standard Time Zone
I am currently in eight games of which only six are still active.
I am ok with any of those but roll20 I am most familiar with.
I have never played the AP nor have I read any of the books.

Human Fighter(Viking type...not the archetype as I do not like it)
I am a member of a Viking household in the SCA and have good bit of historical knowledge on the culture. This is the alias

I will adjust the character tonight to fit your build requirements.


STR 16
DEX 14
CON 15
INT 11
WIS 12
CHA 10

Fighter with no archtype but a viking flavor

Back Ground...Warning, it is long.:

Appearance:
Height: 7'3"
Weight: 302
Eye color: Blue
Hair color: Blond
Skin: Dark Tan
Haircut: Long and braided, shaved sides
Build: Wide, Large and Heavy
Personality:
Background:
As he made his way towards the center of the village to join the meeting, Hjorleaf notice that many of the langhús were empty. He quickened his pace as he did not want to be late. The wooden door swung open to sweet aroma of food and drink being consumed. The voices were loud and carried out the door until he closed it behind him as he entered. The Jarls and Karls were arguing again, trying their best to be heard above the others. While the thralls just watched. This was the way of things as of late. Argue to the point of exhaustion with nothing that has been agreed to. It was not until Bodvar Ottarson spoke loud enough about a topic that has gain momentum over the last months. The orcs and their ilk need to be dealt with, even if we do not have the numbers to match theirs; we still need to do something. The gods are watching and they demand action. The room grew quiet but there still was some rumblings going around the room. It has been a problem for Clan Varg. The orcs of the Belkzen have gotten bold with their success against Lastwall. A Karl by the name of Ragamund stepped forward and spoke his mind on the topic.If the gods demand war with the orcs then we should give them a war. The assembled men and women all agreed in some tone or another. Still there was pause for the numbers of the humanoids has swelled greatly over the last couple of years. Now outnumbered a thousand to one, the Warriors of Clan Varg were not worried about dying. No man, woman or child cared much about dying in battle. The rewards were too great to worry about death. If one died in battle for the gods then the rewards would be great. No, what bothered the Jarls of Clan Varg was that if they failed, it would leave a path open for the orcs to come deep into Mammoth Lord lands. After several hours, it was agreed that the Varg would push the orcs away from Hillscross and back towards Wyvernsting. Many were upset by this decreed and it was whispered that a challenge for leadership might come up soon. The only other voice that came up was that of a Karl Thorvald Flokison. Perhaps there is another way to deal with the orcs. Send a small force to attack the Belkzen from the eastern border. If we do enough damage and are complete in our task..it will send a message that demons have moved against them and the filth will turn their attention to World Wound. A war on two fronts is not one they can maintain, even with their numbers. It was as if a damn of words had been breached for many tried to talk at the same time. In the end many clan warriors agreed to travel to to the eastern boarder and raid the Hold of Belkzen. The trip would take almost three months travel time to make it there. A dangerous trek to say the least. Hjorleaf was one of the volunteers.

The warriors gathered their supplies and said their good byes. The traveling was rough but the group made good time within the Tusk Mountains. The gods were looking out for them as there were ample animals for food and plenty of snow for water. Then the animals started to become scarcer. Then none at all. It was as if the animals knew something was wrong and fled the area. The warriors of Clan Varg should have paid attention to the animals. Several days past by with no sign of food and the supplies were dwindling to nothing. If they did not find some food soon, they would die in the mountains. It was dusk when the orcs attacked. The warriors had set up camp for the night with their small fires that were just enough to keep from freezing but nothing more. The fire did not bring comfort to those sleeping on the ground but this was their way. The cold meal was interrupted when the orcs began their war cries. The battle was not that long as the orcs did not expect that many warriors to be present. The orcs were defeated but several Varg warriors were lost as well. A few days past by and another orc attack this one was defeated as well but again the cost of more warriors was problematic. The Varg were down to less than two dozen warriors, now this was still a fierce force to be reckoned with. The Varg warrior was worth ten common soldiers of any other kingdom. The days went by and food was almost gone. Talk of leaving the mountains to enter the Belkzen territory was becoming more and more prevalent. It was the morning hours when the Varg started to do their raids. The orcs were not used to fighting in the daytime. This was to the barbarians advantage. The small village was sacked in such a short time that it was hardly worth the effort. Supplies were taken and by mid morning the Varg had moved along to their next target. These raids went by for several weeks when the humanoids sent and army to fight back against these raids. The Varg headed back into the mountains and turn southeast towards Tamrivena. The orcs never caught up with them and continued on towards the demons. Once out of the mountains they would turn south towards Vigil. From there they would make for Korvosa across land. Then from there they would take ship for Kalsgard and from there make for home. That was the plan but it never came to be. Once in Vigil the group decide that it would be best if they made some coin on their way home. They signed on as guards on a merchant ship heading Xer. They were paid very well, so well that they signed on to continue the journey that would take them all the way down to Cassomir and then across the Inner Sea to Korvosa. They did not make it past Absalom when a storm came upon them and the ship was lost at sea. The survivors floated for what seemed like weeks. The group had tried to lash together the wood that they had about them. Over the days the group lost survivors to creatures that they never seen before or to the elements. At one point, the constant attacks from under the water had separated the group and they floated off on their own. Hjorleaf eventually made land fall in a place that he had never been to nor heard of. The language was odd to say the least. The customs were odd and clothes were not for the northern climate. The heat was unbearable. He had lost most of his equipment but still had his weapon and armor. Hanging around his neck inside his armor was his coin pouch with most of his coins. He has no idea that he is in Sothis.
Getting his feet back under him took some time but eventual he got used to being back on land. Hjorleaf made his way to a tavern to relax and enjoy a drink or four. He was sorry for the loss of so many worthy warriors but he knew that they resided with the gods now and that they were in good hands. He ordered and sat at a table by himself and waited for his meal and drinks. He sat on the floor next to the table as was his way. The chairs were too brittle for his frame and often made one soft and too relaxed when the time for action was needed. The men of the north desired no such comforts; instead wish to feel the earth beneath their bones as true warriors. His meal arrived and he paid with silver coins and went about his business. While he ate, men and women came and went as the day went on. Often times a look was given to him but for the most part he was left alone. Alone that is until several drunk men entered the tavern, mercenaries by the look of them. As they past by one of them whispered something to another of the men. They laughed, kept walking a few steps until another one turned around and looked at Hjorleaf. Since when do they let Dwarves in here…my how the atmosphere has changed. he started to laugh at the "dwarf". Hjorleaf just stared at the men, his eyes roaming over the mercenaries. He watched them for a good amount of time, wondering when they would react to his stare. He did not have to wonder long. The speaker stepped closer to the table and continued his verbal assault. I suggest you get out of here and go join your own kind....Dwarf. The room got real quiet and Hjorleaf continued to stare. The man slammed his fist down on the table spilling the mug of mead that was there. I said get out of…. The man stops in mid sentence. Hjorleaf let his stare fall to the his mug of spilled mead and then back up at the man. His anger was there for all to see. The "dwarf" stood up from his seat at the table but it was not a dwarf nor was he sitting at the table. His full frame stood taller than any other person in the room. Looking at the mercenaries, he sees that they let their hands rest on top of their weapons. du knullet med feil vung.
(Ulfen: You f&%~ed with the wrong Varg.)
A deep laugh comes from his belly as he reaches for an ax that is almost as tall as he is. Jeg skal drikke fra dine skaller.
(Ulfen:I will drink from your skulls.)
He hefts it up in one hand and advances around the table. The mercenaries spread out as the large man advances with a smile on his face. A loud voice breaks the air Holde (Ulfen: Hold.) The mercenaries look at each other and Hjorleaf stops as he hears his language spoken out loud. His pause gives one of the mercenary the nerve to attack. He swings his sword at Hjorleaf and misses his mark as the huge man dodges out of the way but returns the favor with a blow so powerful that the mercenary was knocked back and on to the ground with a large tear in his chain shirt. Again the voice speaks out Holde! It is now that all parties stop and look towards the man who spoke such words. A short man with the look of a merchant stepped forward. He turns to the mercenaries. I personally do not care but if you wish to continue your drunken fight with a Ulfen warrior, perhaps you should pay your tab before you continue. These north men have a way of killing people. He can and will kill all of you in short order and if by some chance you survive…the law will see you hang. So far this man has only defended himself from your assault. Move along and I will make sure your Captain does not find out. The men look at each other for a few seconds. Each not sure if this story was true or not but they had one thing in common. The each wanted to live. So slowly they picked up their companion and left the tavern. Hjorleaf watched the men leave and then turned his attention to the merchant. The merchant stood looking at the tall man. Hva er en Ulfen som gjør dette langt sør.(Ulfen: What is an Ulfen doing so far south.) Hjorleaf steps forward and says a few words...[b]Home...trying to get home.
The kind merchant gave him instructions on how to get home but it was lost on the man as he was only able to understand about a third of what was being said. Instead of making for the dock area to he got turned around and never left town. Now utterly lost and low on funds, Hjorleaf must figure a way to survive before he can figure a way home. It did take him some time but he makes contact with a merchant vessel in need of warriors. Hjorleaf agrees to terms and finds himself going on the wrong direction. The small town of Demgazi hold very little interest to the big warrior but he will take what coin he can get. I chance encounter at a local inn brings him with several other adventrues. These people are in need of a strong arm to help investigate the winter that has settled on the lands around Heldren. Him being a Ulfen and far from home has brought many unwanted attention to him. Some even whispered that he was the reason for the summer snows. So in order to earn enough coin to get home he ventures with these adventures to whatever may come.

Ambitions: To see all orcs split in two by his ax. To have his own name written in runes and immortalized in song.
Personality traits: Heavy drinker, Enjoys food, drink, and women.


Hey all,

some great submissions so far!

I will try to answer the open questions here. I apologize for not being clear enough in my initial post. I am honestly used to GM'ing for relatively new players, and did not give enough info for more experienced folks!

I don't see a way to edit my initial post, so I will add character creation rules to the campaign description tab and keep them updated as more things come up.

First let me say I am flexible on most of these rules as long as we come to an agreement before the game starts. As GM i want a game that is fun for everyone, and I tend to not like to disallow things that are legal RAW.

-timeline. I will choose a party on Monday, one week from the day I posted this. i think that should give everyone enough time to post, as we already have a decent number of submissions

-traits. please use 2 traits with one of them being from the player's guide for this AP. you can take a drawback for a third, but I reserve the right to disallow on a case-by-case basis (some of those drawbacks are bad for party dynamics...). I also expect drawbacks to be role-played or else there's no point!

-crafting. I like the unchained crafting rules, but have not had any players significantly use them so far. for starting gear, I like the guidelines for magic crafting so i will adapt them for mundane crafting as well. If you took a creation feat you get 25% added to your starting gold. if you took a rank in a crafting skill, I'll give you 15% to your starting gold instead. these bonuses are cumulative and can stack with themselves if multiples are taken.this is instead of rolling for crafting before the campaign begins.


Just a note on editing posts if you're new to the Paizo website. It only lets you edit for up to an hour after the initial post is made. After that, it is there for good, as is. :)


Submissions so far

Joy - human winter witch
Kane - human magus (soul forger)
Ammon - unchained summoner
Aron - Aasimar Bard
Peet - tiefling inquisitor
John - human hunter
Hjorleaf - human fighter

Waiting on final concept
alexgndl - inquisitor
Gustav - something with a bow

plus a few who have dotted.

looks like we won't be lacking submissions! it will be tough to choose


Re: Crafting - got it, thanks! So 220 GP * 1.15 = 253. I can work with that, and am happy to go with the Unchained rules for crafting going forward.

Gustav will most likely be a Human Paladin of Erastil 1 (Divine Hunter Archetype) once he is finished.


Thanks for the recruitment! Applying with your basic paladin (no archetype). Love the roleplay aspect of PBP games, so expect Galen to be a snobby, depressed, do-gooder who will jump to act before thinking sometimes, and who will expect others to uphold his code of right and wrong.

I am in US Central timezone (Nashville area). Most of my posting is at night from 9-12 or so, after the family has retired. I generally cannot post much during the day time.

I am currently playing in 2-3 games, and running 4-5 more on the boards. As a result, I am very reliable poster, making at least one a day per game unless advance notice or unusual circumstances prevent it.

My map preference is clearly Google Docs. Happy to help in that medium if you need it, as i have lots of experience with the games I run.

I have run RoW completely through for my table top game as GM. I am running book 1 on the boards right now. I have started as a player several times only to see the game die out due to GM failure. Happy to help run part if you need a break or a hand.

Character Concept: Wandering paladin of Iomedae who has been banished from his family's noble house due to his wicked step-mother (a witch). Based on his faith, Galen wanders the backways of Taldan, his homeland, trying to do good deeds or help those in trouble. At the same time he is looking to amass enough money/power/prestige to overthrow his stepmother and reclaim his family lands and title. His code of aiding others and righting wrongs may get him killed, but then he doesn't have that much to live for anyway.

Galen Statblock:

Galen the Wanderer
Human (Taldan) paladin 1
LG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
mwk longsword +6 (1d8+3/19-20) or
spear +4 (1d8+4/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—light
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 10, Wis 11, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Weapon Focus (longsword)
Traits chosen of iomedae, vigilante witch hunter
Skills Acrobatics -5 (-9 to jump), Diplomacy +7, Heal +4, Knowledge (nobility) +4, Sense Motive +1
Languages Common
Other Gear scale mail, heavy steel shield, dagger, mwk longsword, spear, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Acts of Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomdedae, 65 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Backstory:
Galen was raised in a noble house that had fallen on hard times. His father, trained him as a young knight, in the ways of Iomedae and the longsword. Galen's mother died in childbirth and he misses a motherly figure in his life. To help makes ends meet, Galen's father accepted a large dowry to remarry a woman of questionable heritage. As it turns out, she was an evil witch, who schemed to dominate her husband and turn him against young Galen.

When Galen tried to reason with his father and bring him to his senses, his father became enraged and banished Galen from his home. He also deprived Galen of his rights to inherit the family lands and estate, instead turning them over to his second wife's family.

Forlorn, Galen took his fine weapon (hence the MW longsword), gave up his surname, and begain wandering the hinterlands of Taldan, looking for wrongs to right. He is greatly depressed by his familial strife, and sometimes acts rashly if the cause is just.

His mind is filled with thoughts of amassing enough power or wealth or experience to drive his step-mother from her seat of power and regain his family estates. IN the meantime, he looks to be a force fro the will of Iomedae on earth, doing good deeds and protecting the poor or weak, especially if family strife is involved.

Galen is proud, but depressed. He was raised in the upper class, and still doesn't understand how the poor live. He naturally looks down on commoners, even while trying to protect them. He is rash and possibly suicidal as his faith and broken heart lead him to act before clearly thinking at times. He expects others around him to live up to his moral code as well, and is always looking for strong, morally righteous allies who might help him someday regain his lands. He just happens to be in or around Heldren by coincidence when the story opens.

Dark Archive

Dot for interest,

Thinking.... Hmmm...

Would you allow for multiple Archetypes, so long as they don't overlap each other in some way?
I have a few concepts in mind, and it kinda hindges on this, however a few of them dont, so I have that up for consideration as well.

My idea mainly is for a Bladebound Kensai.

Otherwise I was thinking of trying a shifter out. Probably a lycantouched of the stag aspect...

Grand Lodge

Okay, William here, juat forget the Other concept:
Greadra will be a Half-orc Shifter who is a member of a Barbarian tribe, sent on a spirit quest to find her life's meaning as well as bring her tribe glory.

Grand Lodge

Okay, here is Greadra Moonscar, A Weretouched Shifter Half-orc, a barbarian looking to find her true meaning and bring glory to her tribe.

Now, at the moment she is a full out Brawler, get in close and crush your enemies. I plan on keeping her pretty agressive for the most part, get in close and begin shredding. However she has some skill at a range with throwing weapons. She can track very well, having a scent ability to aid that, and she moves pretty fast as well. Right now she can't do much tactically, but later she can trip as a free action with her bite attack and can go full wolf on people. I'll be taking alot of power attack based feats, to Debuff enemies as well as rip them a new set of holes.

Storywise I plan on having her be the rough and gruff type: blunt, forward, and a little dull. She'll be able to mix pretty well if there is a smart quippy one in the group, or if someone comew to dislike her. She cannot hold a grudge and will treat others will always treat melee Characters other than her with great respect. Any soellcasters might get a little more gruffness than usual, as she is a barbarian after all... But she will never disrespect a divine caster, as she very much does respect Druids and the gods, being a little superstitious.

Time zone: Rocky mountain west(-7EST), although I can post almost 24/7 depending on if my life doesn't explode into a million bits, or I'm not at work.

Games I'm in: 1

Preffrence for maps: Google Docs

Familiarity with game: I know the main villian, general plot, that we go to a very recognizable place later in the game and fight a more than questionable enemy( hint hint, trying to avoid spoilers), and have a friend who owns the books

Also I love how they do nothing to hint at any of the bigger challenges later in the game, I personally love all the twists and turns.

Although I have never gotten past the first encounter in a game, usually because the DM looses interest, or the party looses interest.


william Nightmoon wrote:

Dot for interest,

Thinking.... Hmmm...

Would you allow for multiple Archetypes, so long as they don't overlap each other in some way?
I have a few concepts in mind, and it kinda hindges on this, however a few of them dont, so I have that up for consideration as well.

My idea mainly is for a Bladebound Kensai.

Otherwise I was thinking of trying a shifter out. Probably a lycantouched of the stag aspect...

I'd hope so. Mine is two archetypes, Soundstriker and songhealer.


As per the regular rules, if two archetypes do not modify the same aspect of the class, they can both be taken together

Grand Lodge

Coolio... I think I'm gonna stick with my shifter though, as it fits better than a bladebound kensai Katana weilder :P

Grand Lodge

Greadra moonscar wrote:
Storywise I plan on having her be the rough and gruff type: blunt, forward, and a little dull. She'll be able to mix pretty well if there is a smart quippy one in the group, or if someone comew to dislike her. She cannot hold a grudge and will treat others will always treat melee Characters other than her with great respect. Any soellcasters might get a little more gruffness than usual, as she is a barbarian after all... But she will never disrespect a divine caster, as she very much does respect Druids and the gods, being a little superstitious.

I get a feeling that Greadra would be the gruffest towards Kane for being a melee spellcaster, the same way a pro athlete would treat another player who uses performance enhancing drugs. Like, it's not enough that he has to read stuff in between bouts, but when he does get into scraps, he cheats and enhances his abilities with magic. X)


Dotting for interest.


I'd be interested in this as well.

Timezone: GMT/UTC +1 (+2 atm due to daylight savings)

NR. of pbps: 3

Map preference: Roll20 and Google are both fine. Beyond that I don't know.

AP familiarity: I started this one when it was first released but never got beyond I think the 3rd combat. Besides, that was years ago and only remember them vaguely. I do know the general outline and character of the AP though.

Stats:
STR: 8
DEX: 14
CON: 12
INT: 19
WIS: 10
CHA: 13

He'd be a Ratfolk World Seeker Wizard. Not sure on specialisation yet but it would be Conjuration, Divination or the Air elemental school.

As for background, the basic idea is as follows.

Spoiler:
Born in Qadira in a travelling warren, Irahi always longed to see what was over the horizon. Where for most of his kin the travelling life of a merchant was tradition and a way to make a living for him it was a way of life. It was an end goal of it's own rather than just a means to one.
As such he quickly got bored with repeating the same routes season after season. The fact that his family traded with obviously vile gnolls and other nasty folk also irked him. Any comments on that from his side were always met with something like 'money doesn't smell'. He did not agree.
So when he was old enough he ran off, taking a young camel with him. His family had been camped north of the Qadiran capital of Katheer and, knowing that Taldor must be further north from there, Irahi drove his camel north. Knowing that passing the border on camel back would be difficult he sold the animal to Qadiran soldiers patrolling there and continued on foot. None paid any attention to a single, young adult ratfolk crossing the border.
Now he is resting in the inn of the first Taldan town he encountered, Heldren, planning his next move.


Dotting, looks fun! I played in a RoW game some years ago that lost its GM midway into the first section. I'll look over that character and see if I still want to play him, or if I want to submit something else.

Also, I've just started running my first two pbps a month or so ago after years of playing in other peoples games and GMing at home. It's great fun, you've got heaps of time to prep stuff so that the game can run seamlessly, and there are so many great players to choose from on this site that you're virtually guaranteed a good bunch. Good job for diving into it, I'm sure you'll love it!

Grand Lodge

Kane Callahan wrote:
Greadra moonscar wrote:
Storywise I plan on having her be the rough and gruff type: blunt, forward, and a little dull. She'll be able to mix pretty well if there is a smart quippy one in the group, or if someone comew to dislike her. She cannot hold a grudge and will treat others will always treat melee Characters other than her with great respect. Any soellcasters might get a little more gruffness than usual, as she is a barbarian after all... But she will never disrespect a divine caster, as she very much does respect Druids and the gods, being a little superstitious.
I get a feeling that Greadra would be the gruffest towards Kane for being a melee spellcaster, the same way a pro athlete would treat another player who uses performance enhancing drugs. Like, it's not enough that he has to read stuff in between bouts, but when he does get into scraps, he cheats and enhances his abilities with magic. X)

That may be true, if a bit hypocritical. As she herself has the power to change form and enhance her own skills. Although hers are granted by a "curse" and through the power granted to her through the green faith.

She sees her own powers as a gift granted by her because of her warrior spirit, and she sees you as finding a quick and easy way to cut corners to get better.


Hi, littlehewy here. Here's some answers to your questions:

Time Zone: AEST (GMT +10). I really hope this isn't a barrier to playing in this game - a quick check through my current games will show that I'm one of the more frequent posters than most. Also, I'm a musician, so I'm often up very late, and tend to sleep late too, so I'm not that unaligned with my US or European gamer friends!

Number of PbP games you are currently active in: Six, two of which I GM and push along as much as possible, another of which is very slow. The others are all reasonably quick games.

Preference for maps: I like Roll20 and am a paid-up member, but pretty much all the games I play in and run use Google Slides due to others' preferences. I don't mind which.

Your familiarity with the Reign of Winter AP: I have played through the first three encounters some years ago, before the GM pulled the pin.

As for Bazikian, I've remembered why I fell in love with this character, and why I was so disappointed when the first RoW campaign fell over so quickly. He's a cleric of Desna focused on support, and is a nuggety survivor. He's a wanderer, most often through Varisia in his youth, and he looks and acts much like a Varisian himself. He's on an ambiguous but Very Important Quest, given to him by a Harrow reader - he doesn't actually know any details about it, but he's convinced that he's marked out for a higher destiny.

Hope you like him! I'd love a chance to play as him again :)


I'll pipe in again later with more of the information that you asked for in your initial post, but I wanted to state my interest in playing a snowborn half-elf investigator.

The concept is that the character was exiled from his homeland before he was ever born for his mother's indiscretions with an Ulfen man. Ever since then, they have never stayed in any one place for long, quickly moving as they continued to find racial injustices in the world.


Central Time Zone

I'm not in any PbP games (though, 1 IRL, meets every other week)

preference for maps (Google Docs/Drive)

I know it's called Reign of Winter. That's the extent of my knowledge of this AP.

Concept:
Brominate of Trenzalore
Half-Elf Unchained Rogue Knife Master
He stays to the shadows and will be a dual dagger wielding silent type. Doesn't tolerate abuse of children or thieves who steal for pure enjoyment.

Question: would you allow him to keep Danger Sense, as it is strictly better than Trap Sense which is replaced in this archetype? No is fine, but I figured I'd ask.

Stats-
STR:8
DEX:18 (16+2)
CON:14
INT:12
WIS:12
CHA:12

Traits-
Elven Reflexes (Racial)
Warded Against Witchery (Campaign)

Background Summary: Tried to live honestly. Had human wife, had young daughter. When there wasn't enough money, he turned to his parents' profession of thievery and it grew from there. Eventually, the lure of a strange gemstone caused him to keep the score and the person he stole it from had his wife murdered and he kidnapped his daughter. Brominate has spent years looking for the stranger. Full details below.
(I built the chosen traits into the background a bit)

Background:
Raised by an Elven mother and Human father, both of whom were thieves and taught Brominate their trade. Despite his knack for thievery, “Brom” chose to steal food and clothing so his family could survive another day. His parents were constantly using him to steal wealth, odd stones, glittering jewels, sometimes random odds and ends or unique trinkets that didn’t seem to hold any monetary value. It was the thrill of the steal his parents seemed to crave. And, if was honest with himself, he enjoyed it too. He particularly enjoyed gemstones; it seemed so mysterious and unbelievable that something so unique and beautiful was naturally formed within the earth. He once heard they could contain magical properties.

While still young, a planned hit had been discovered and it led to the death of Brominate’s father.

With that, his elven mother grabbed whatever clothes and coins they still had and they left the city, to return to her homeland.

Brominate didn’t like living with elves. Their hair and faces were too long, their clothes too soft, their disapproval too obvious. Over time, he grew a disdain for his elven heritage. His mother was a shell of her former self; did nothing but walk around, occasionally snatching something from a table or wagon. Everyone knew she did it but didn’t seem to care. He somewhat looked like them, though his face was shorter, ears slightly rounder; he was allowed to live there, but not really be part of it. He ran away in the dead of night to find his own adventure and create a better life.

One built honestly.

Several years later, Brominate married a human (after getting her pregnant). They settled in a mostly human settlement on the edge of a different forest further north than his mother’s homeland.

He had found work as a skinner. It turned out he was very good with knives. So he cultivated that talent. Due to dangers that come with living on the forest outskirts, he would spend early mornings practicing combat with daggers and other blades he used in his craft. His evenings he devoted to time spent with his wife and beautiful daughter, now a toddler. Everything he had, he earned through honest hard work. It felt good to earn things. Brominate never fully forgot, however, about his other cultivated talent. It pulled at him. He worked hard to provide for his family, but corruption and injustice in a small, outlying community meant the money was never quite enough. His family was slowly starving and he was desperate. He wouldn’t fail as a father or husband. He would provide, one way or another.
He already had the skills set. His parents taught him everything they knew.​

​At first he was simply stealing food from unattended carts in the marketplace. Eventually, someone took notice of his skill. He ​got in deep with a ring of thieves. Climbed in their ranks. They typically traveled to neighboring villages or even cities for hits. Over time, Brominate stole not just for survival, not even just for wealth; sometimes, for the sheer thrill of it.

One evening, a seemingly wealthy stranger in a cloak entered their settlement, choosing to stop for the night in this small corner of the map, Brominate quickly alerted the colleague he worked with the most, indeed had become friends with, and they came up with a plan to rob this stranger. They noticed he kept a small chest with him, safeguarded.

Assuming something valuable lay inside, they agreed that would be the target.
Brom attempted to sneak through the upper window of the room where the stranger in the cloak would be spending, and got in no problems. The room was empty. There lay the chest. He opened the chest.
Inside lay a mysterious, glowing jewel-stone. Sensing nothing awry, Brominate picked up the stone.
It was warm, and seemed to pulse in his hand. He noticed strange markings on it. They were some distant language he knew nothing of. Then something rushed over him… he couldn’t explain it; like a wafe but not, around him, but inside of him. [Warded against Witchery] He checked himself quickly, making sure he didn’t have a third arm or extra ear, wasn’t melting or anything. Assured that, at least for the moment, everything was fine, he closed the chest, and even re-locked it. As he was about to climb out the window, the door flew open.
Brominate jumped out and climbed up towards the roof and down the other side. He caught eyes with his partner and gave him the signal (No score. Chest locked with magic. Will meet at rendezvous.) As he fled, the stranger was heard raging with shouts of "​Come back here you filth! Do you know what you've done?" Brom darted to the woods to lay low until dark. He didn't want to risk being followed home.

In a forest of mostly tall dark oak trees, several miles from the town, stood a lone birch tree; the same kind that grew in his mother’s homeland. It was truthfully the reason he picked this settlement as his new home. He liked the reminder of where he came from and, honestly, missed his mother from time to time.

​Hardly anyone came here because the canopy was so dark, but it wasn't a problem for Brominate. He could see just fine.

He pulled the stone out and gave it a long stare. He wasn’t sure why, but he knew from the moment he touched it that he wouldn’t be selling or sharing this jewel with anyone. Especially his partner. He buried the jewel at the base of the tree then began his trek home. He’d been gone for a few hours. Night had fallen. He was still a good ways off when he noticed faint glow in the distance.

As the trees thinned he could see smoke in the air.
FIRE!!!
​Unsure of why he was so terrified​, he began sprinting the rest of the way home. Then he saw it. His house was in flames! He dove through a back window, calling for his wife and daughter.

When he burst through the door to his daughter's room, his world fell apart.
His wife lay dead on the floor, large blood stains and gashes.
His colleague, his friend, standing over her, smirking, holding a dagger.
The stranger, holding his daughter, who is crying and screaming.
[The stranger is some sort of spell-caster (wizard/sorcerer/etc)]
[​The man had hired the thief, offering a hefty pay to recover what Brom stole. As the saying goes, "No honor amongst thieves."]
"Where is it boy? You have one chance, and one chance only. Where is it!?"
Brom had to save his daughter... but didn't want to lose the jewel either.
Why? Why do I care? I need to save my daughter! I can't lose her too! .... ... and yet... ...

​"Where is what?" Brominate coughed through the smoke.
"Fine. You've lost everything, boy. Kill him!"
The thief lunged suddenly. But Brom was always better, always faster. [Elven reflexes]. Plus, this man had murdered his wife. The thought consumed Brominate as the house in flames began to fall apart around them, the fire roaring, Brom tripped the thief and shoved him right to the spot where a support beam came crashing down a moment later. ​The thief was pinned, crushed, going to burn alive.

He screamed.
Begged for mercy.
He would receive none.
​He turned and saw through the licking flames that the sorcerer was putting his daughter in his wagon/carriage/transport... she screamed and reached for her daddy.
The moment he began to run towards her, a piece of wood came flying from behind and knocked him unconscious.

By the time he awoke (in a bed, in a neighbor's house, who had rescued him), his daughter was gone.

For many years now, Brominate has searched.
He is seeking the individual who ordered the murder of his wife and kidnapped his daughter.
He cannot bear to hope she is alive. It is too much pain. Not to mention what it would mean for her.
Devastated as he is, he would rather assume her dead. He can instead focus on ice cold vengeance.
He has found himself travelling north. He doesn’t know why. Maybe he overheard the stranger, but it feels like something deeper, something inside him.

He never went back for the jewel.

In his travelling, Brominate mostly keeps quiet. The world is an unjust place and sometimes bad things happen to good people. But, if he sees it, he will not tolerate:

The abuse/mistreatment of children
as well as,
Those who steal purely for wealth or pleasure.

Brominate, knowing he has nothing to go on, merely goes where he feels he needs to. He has joined with others for dangers or quests that will help pay his way. His knowledge of blades has made him quite useful. He never stays with these groups for long. But he doesn’t view any of this as being sidetracked, merely the twisting path that might lead to redemption, or revenge.

Grand Lodge

Greadra moonscar wrote:
Kane Callahan wrote:
Greadra moonscar wrote:
Storywise I plan on having her be the rough and gruff type: blunt, forward, and a little dull. She'll be able to mix pretty well if there is a smart quippy one in the group, or if someone comew to dislike her. She cannot hold a grudge and will treat others will always treat melee Characters other than her with great respect. Any soellcasters might get a little more gruffness than usual, as she is a barbarian after all... But she will never disrespect a divine caster, as she very much does respect Druids and the gods, being a little superstitious.
I get a feeling that Greadra would be the gruffest towards Kane for being a melee spellcaster, the same way a pro athlete would treat another player who uses performance enhancing drugs. Like, it's not enough that he has to read stuff in between bouts, but when he does get into scraps, he cheats and enhances his abilities with magic. X)

That may be true, if a bit hypocritical. As she herself has the power to change form and enhance her own skills. Although hers are granted by a "curse" and through the power granted to her through the green faith.

She sees her own powers as a gift granted by her because of her warrior spirit, and she sees you as finding a quick and easy way to cut corners to get better.

The irony is, Kane's teacher was just as gruff, but she'd probably be the straw that breaks the camel's back. Probably because his teacher saw the dedication Kane put into his studies. I can see the two of them pretty much saying the other is being the lazy one... and in an effort to prove the each other wrong, they push themselves to become better.


2d6 ⇒ (6, 4) = 10 x 10 = 100gp.

Dotting for interest. I got an idea for a Nature Fang Druid having made his way up into the North and drawn into whatever was happening there.

Grand Lodge

Kane Callahan wrote:


The irony is, Kane's teacher was just as gruff, but she'd probably be the straw that breaks the camel's back. Probably because his teacher saw the dedication Kane put into his studies. I can see the two of them pretty much saying the other is being the lazy one... and in an effort to prove the each other wrong, they push themselves to become better.

Haha, true, She sees him trying to achieve her natural strength unnaturally, and she calls him out on being weak and relying on magic, where he snaps back claiming her power isn't innate but also a form of magic she uses to enhance herself.

It's a wonderful dioligue and I'd love to see something like that in action.


Time Zone US Central - Day shift worker, so I post in the evening. MAYBE early morning if I get up and moving early, and there's an obvious quick post possible.

Number of PbP games you are currently active in 3. Emerald Spire - Oracle, Kingmaker - Aldori Swordlord Fighter, and early in the stages of a long run through multiple Greyhawk classics with an abundance of house and variant rules in play - Divine Marksman Ranger. I was up to 9, but a couple have faded out. Another I left because I wasn't a good fit as a player with the party's style. The 3 I'm in accepted me back after I vanished for nearly a month, taking care of my wife when she had an initial, sudden, crippling attack of Sciatica. The other 3 replaced me before I came back to explain what had happened. <shrug> 2 of the remaining 3 are pretty well paced, keeping close to the daily post expectation, and sometimes character interaction goes much further than that.

I am also in 2 voice campaigns. The first (Rise of the Runelords - Shifter) meets every Monday on Discord and the other meets once a month through Skype (Dead Suns - Hacker Operative).

preference for maps (roll20, google docs, etc) Accessible. Really. That's my preference.

your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it. I have started it, with this character, actually, but the last post related to that aborted (GM abandoned) game was in 2014 . . ..

Character concept Ulfen Archery-based Hunter. Original build was a Trapper Ranger (the group had no rogue). I could build to the concept with Hunter (No archetype, Divine Hunter, Feykiller, Forester), Ranger (No archetype, Divine Marksman, Divine Tracker, Trapper, Woodland Skirmisher), or Slayer No archetype, Sniper) according to the group's stated preferences. As I rebuild the character for consideration, I think I'll build as Woodland Skirmisher Ranger. If selected and the party wants me to adjust, I'll work with the group.

I am active with the Boy Scouts. Our troop heads to Summer Camp this weekend. I know that I'll have my phone and access to wifi (as one of the adults), but I have no idea if I'll have a normal cell phone signal as I have never been to this camp in the Ozark mountains before.

Time to start reworking the character to the far more normal generation rules.


Just to make sure I have everyone so far:

Submission Round-Up

Joy - human winter witch 
Kane - human magus (soul forger) 
Ammon - unchained summoner 
Aron - Aasimar Bard 
Peet - tiefling inquisitor 
John - human hunter 
Hjorleaf - human fighter
Human Paladin of Erastil 1 (Divine Hunter)
Galen the Wanderer - human paladin of Iomedae
Greadra Moonscar - half-orc shifter (Weretouched)
Cuan - ratfolk wizard (World seeker)
Littlehewy - human cleric of Desna
Brominate - half-elf unchained rogue (knife master)

Waiting on final concept 
alexgndl - inquisitor 
Lucky Halfling - half-elf investigator
Grimgisli - human woodland skirmisher ranger
kingHotTrash - Nature Fang Druid

plus a few who have dotted.

@Cuan - I couldn't find any hits on "World Seeker Wizard". is that an archetype or just a concept you have in mind?

@Brominate - if an archetype replaces trap sense, the unchained version replaces danger sense. I think that's pretty well spelled out. The only other RAW alternative is to disallow the archetype all together, which I don't want to do.

If I've missed your submission or missed a question please let me know!


And reworked.

As stated, I can make adjustments, if selected, based on the group's perception of need.


Sorry, I didn't spell it out clearly - Bazikian is a gnome cleric of Desna :)


Time Zone Eastern (DST)

Number of PbP games you are currently active in 4 - A Crimson Throne, a Giantslayer, a Hell's Rebels and a Runelords.

Preference for maps Google docs - I find it works much better on mobile devices

Familiarity with the Reign of Winter AP
Started it twice now with a bard, first one fizzled after the first encounter, second one ended a little later, but not by much -- both times due to GM ghosting.

Character concept
Callix Ingritdottir - Human (Ulfen) Warpriest of Cayden Cailean

Callix is a finesse fighter (with an Ulfen battleaxe) - a frontline self-buffing battle cleric -- who is also able to act as a secondary healer.

Callix was born in Taldor, and is the daughter of an Ulfen witch hunter who fled to the south after being injured. Ingrit intended to raise her daughter to follow in her footsteps. Callix originally loved the stories of the North, especially the heroic tales... but, over time, she began to chafe at the idea of her "destiny" and "mission" -- eventually leaving home as a half-trained warrior... running off with a swashbuckler and follower of Cayden Cailean. She abandoned the rogue after a few months, but kept the lifestyle, the ale and, especially, the deity.. learning to combine the two fighting styles she'd learned into something workable... She then spent a few years wandering aimlessly, taking small jobs, like guarding merchants, to keep herself fed and, especially, her tankard and aleskins full.

Crunch is almost done, will post tomorrow.


Time Zone Eastern

Number of PbP games you are currently active in 1, Kingmaker.

preference for maps (roll20, google docs, etc) it doesn't really matter to me, but i'm used to using roll20 and google docs.

your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books) i know pretty much nothing about it. i assume snow and i have some vague recollection of something about witches and Baba Yaga.

Character concept archery based elf hunter. Eriniel is the eldest daughter of a druid and prominent leader in the community of elves in which she grew up. her father always expected she would train as a druid and lead their people after him, but she never wanted that and left home to find her own way. she has two younger sisters, Ara (middle sister strives to please father but can hardly get his attention; druid) and Su (youngest sister does whatever she wants and can never seem to disappoint her father; rogue).

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