Did Bugsby and/or Gilganis do anything with their attacks last round?
Round 2
The gnome reloads his crossbow, peeking out and shooting at a visible guard if one happens to be in range. If an archer doesn't present himself as a target, Bugsby tries to get a shot at the troll. "Ankih, didIhandyouthegrapplinghook?" he asks, trying to recall who has it.
M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
Kalt winces in pain at the multiple wounds he's suffered, then collects himself. He takes a quick step forward past Sven, and lands a devastating blow on the troll.
Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels
Avora, spear in hand, dashes at the troll, roaring like an enraged grizzly.
Avora attempts an overrun on the troll.
In case it does not choose to avoid: Avora vs. Troll (CMB):1d20 + 5 ⇒ (18) + 5 = 23
yes, sorry, got too distracted by the combat. Yes, one of the guards is making for the door. Bugsby could not see anything between the shack and the wall. Gilganis nuked one of the guards. You can see the distant guard Gilganis, but it has cover.
The troll howls in rage as Sven and Kalt cleave large gashes across it's chest, blood and ichor spraying all over Avora and she dashes right up next to the Troll.
You are in his square, but did not beat CMD by 5, and therefore did not knock him prone.
Bugsby's shot strikes the edge of the rampart and deflects away from the guardsman.
Level 3 Male Tiefling Alchemist (Mindchemist) | HP 25/25 | AC 18 | T 13 | FF 15 | CMD 16 | Fort +6 | Ref +7 | Will +4 | Init +3 | Perc +7 | Sense Motive +1 | Bombs 6/7
Noting the man running along the outer ring of the upper walls, Gilganis snaps his crossbow level with his eyes and takes a careful aim, following the man's movements as he quickly heads out of sight. With a careful squeeze of the trigger he sends the missile flying towards the quickly vanishing target...
...when he realizes that he forgot to put the bolt in the correct way, and the missile spirals out of control and ends up flying into a wall and shattering.
Seeing the incredible amount of damage the two ulfen have done to the troll in so short a time, the remaining guards flee in a panic, dreading the thought of meeting that axe or blade again. The distant guard makes it through the door while the others make it most of the way around the circular ramparts.
Howling in rage over the vicious attack, the troll focuses in on Kalt, the one who fired the stinging arrows and shredded it’s torso with a blade. In full fury, he lunges forward with both claws, piercing armor and flesh, grasping the bones within the lanky ulfen’s chest. His foe in grasp, he chomps down hard on Kalt’s shoulder, blood spraying out at odd angles for the gaping wound. Then, in horror to everyone, slowly begins to pull the man apart from the inside. Bones splinter and muscles tear as the troll tears open his chest, butterflying his ribs and exposing his entrails for all to see. Tossing aside the corpse, it howls in victory, while glaring at the others in the courtyard.
Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels
"Nooooooo!" Avora screams in anger and horror, tears streaming down her face. Roaring with rage (literally), she stabs at the troll with her spear, screaming "Die, die, die!" Unfortunately, her anger clouds her aim, causing the attack to come up short.
male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%
Ankih gapes in astonishment as he watches his northern friend become eviscerated.
" Noooo! Burn monster!!!"
He shouts as he hurls his last fiery orb at the troll.
ranged touch:1d20 + 4 ⇒ (16) + 4 = 20 fire damage:1d6 + 3 ⇒ (6) + 3 = 9
The fire in his hands flickering out, he stumbles up behind Kalt, frantically trying to find some way to restore him.
Ahh Milady. Help me, I know not what to do with one so far gone...
If only I had healed him instead of playing with fire...This is my fault! Forgive me friend Kalt.
Ankih's fire sears the troll, enraging it further. However, in it's dance of death with Sven and Avora, the two notice it's blows are becoming sluggish and less accurate, as if the numerous wounds are slowly getting the better of it.
His heavy limbs too slow to move, Sven watches in disbelief as his friend, Kalt Isson, is literally torn apart.
In a heartbeat, memories fill his thoughts.
A Spears camp a mile from the Galtan border... While the others mercs are busy celebrating their victory against the bandit's they'd been sent to wipe out, Sven worried over the lucky arrow that was buried in the meat of his shoulder. A pale lanky ulfen approaches and offers a hand. He's awkward and soft-spoken but he has a noble heart. Sven laughs and offers his good hand.
Oppara in a sleepy inn... Sven is the cellar making love to the innkeeper's beautiful young daughter. There's a crash upstairs but the big ulfen is too involved in his rutting to notice. Suddenly Kalt's at the top of the stairs barking a warning. Unhappy about the interruption but glad for to have the Isson at his back, Sven runs for the cellar exit.
The docks of Cassomir amid the sailors and freebooters of the Salty Mermaid... Kalt and Sven enjoy a drink while a roomful of unconscious sailors suffer the consequences of the brawl at the two ulfen's feet. A one-eyed bartender grumbles his complaints as he goes about cleaning up the mess. Sven proposes traveling Heldren in search of something greater that mercenary work. Kalt agrees with a nod.
Ankih's rage snaps Sven back to reality and his own grief.
With a roar oddly similar to the shape-changed Avora, Sven throws himself at the troll with axe in both hands. "Your bastard. He was my brother!"
The axe bites home deeply. The beast staggers slightly, trying to maintain his consciousness, but the wounds are too much for it to bear and it slumps to its knees. Even as the beast collapses, Avora and Sven can see the natural regeneration of the Troll trying to begin pulling it self together around the scorch marks from Ankih’s divine flame.
His crossbow slips from nerveless fingers and clatters to the ground as the beast takes Kalt apart. He watches numbly as Sven and Ankih finish the foul beast off. Without even realizing it the small gnome runs over to the fallen monster, drawing his small knife as he moves. He quickly casts protoplasm, the acidic spell wrapping about the beasts face, and then starts stabbing the troll with wild abandon.
Not sure how much of that is possible mechanically at this point Mez, so I'll let you decide what rolls are needed, if any.
The fight is effectively over unless you wanted to try and finish off the fleeing guards. Since one has already gotten away, it's less critical. I'm fine with slightly longer actions if it's for more rp.
After about ten bloody stabs, and the gnome makes sure the thing is finished, his small body remarkably covered in gore for one who didn't actually assist in the fight in any fashion. His small, angry eyes deliberately avoid looking at the form of his fallen friend, instead radiating a kind of madness, "Weneedtogoaftertheguards! Weneedtokillthem!" and runs back to retrieve his crossbow.
What do you all think? Stick around a bit longer to clear a few more guys or begin the quest to revive Kalt? I assume that's the plan, correct?
After a bit of mourning, we press on. Minus Kalt, we're almost full on resources. Leaving now wouldn't make any sense.
Once the beast is thoroughly dead, Sven falls to his knees in front of his slain friend. "I'm sorry Isson. I promise I'll make them pay this. For you... for Nadya's daughter... for everthing."
The big man goes about the task of gathering Kalt's remains and wrapping in a canvas bundle.
Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels
"No! Ankih! Heal him! He can't be beyond your help!" Avora refuses to accept the inevitable.
Bugsby forces himself to look at the canvas wrapped shroud of his friend, "Hewassuchagoodone." he laments quietly to himself, a single tear trailing down his cheek. Shaking his head he turns to an ice chute and tries to ascend it -not making it far at all.
Acro:1d20 + 9 ⇒ (8) + 9 = 17
"AnkihorSomeone, canyoutossupthegrapplinghook? There'sfewarchersI'dliketogoafter." he asks impatiently, sounding a little callous and clearly handling the sudden loss poorly.
Sven blinks rapidly to clear his misty eyes and climbs to his feet. The big ulfen affixes the hook to his rope and tosses it up per the gnome's request. "Let's make them pay", he growls.
Bugsby climbs the rope adroitly, and approaches the north rampart door with a critical gaze, running his fingers over it lightly. He also quickly casts detect magic as he examines the door, and casts it down into the area of their battle for good measure, making sure they're leaving nothing behind.
Climb: Take 10 for 13 if possible. Trap Checking:1d20 + 9 ⇒ (6) + 9 = 15
After dealing with the troll and carefully collecting their comrade, the group prepares to chase after the guardsmen who sent the troll after them. It takes a few minutes to scale the ice floes, even with a rope caught on the distant wall. Eventually, the group assembles on the northern rampart and Bugsby begins to examine the icy door for anything unusual. Soon, he declares it safe, but as he does so, the sounds of shouting can be heard from above.
Skald:
Male voice: "You have failed me for the last time!"
Suddenly, a form appears on the elevated aerie above and another is tossed bodily from the ledge. The man screams as he falls the long distance to the ground below, bouncing a few feet before laying there, unmoving. At this distance, it appears to be dressed in a guardsman uniform.
M Human Ranger (Guide) 11/ Horizon Walker 6 | HP 157 | AC 30/16/26 AC 28 | T 16 | FF 24 | CMD 40 (42 vs trip) | Fort +14 | Ref +13 | Will +10 | Init +3 (+lots of favored terrain bonuses) | Perc +24 (+lots of favored terrain bonuses)
Cold resistances:
Cold Resistance (20); treat cold climates as one step less severe
As a representative of the bent-limbed, I object to your slanderous speech!
What's slanderous. He's fairly obviously dead- Truth And Limbs aren't meant to bend that way- Truth. There is no false statement designed to damage a person's reputation. :p
I was hoping he'd survive and turn out to be a defector. =)
Sven feels a bit of misplaced satisfaction as the tower's master hurls one of his men to his death. "Let's go. He knows we're here now. We need to strike before he can organize a defense!"
The big ulfen pushes open the definitely safe door.
male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%
Ankih stares in shock as Sven wraps their friend in canvas, and then ascends the chute after Bugsby.
I thought we would be able to beat anything. With their prowess and my healing...Thank you for revealing my hubris Milady. But at such a high cost! Almost more than bearable... SPLAT!!!!
His descent into self-pity is halted by the sound of a body impacting the ground.
"Sven! Bugsby! Wait don't rush off alone! We can't lose anyone else..."'Looking at the others.."Avora, Gil we must catch up to them. We need to stick together!"
Ankih grabs his gear and runs toward the rope, before stopping and returning to the Ulfen's body.
Dropping to his knees, and laying his holy symbol on the warriors chest...
" May Sarenrae's guiding light lead you to whichever afterlife you prefer, Kalt Isson! Know that your Name and Deeds will NOT be forgotten!
Blessed be Milady!"
The door opens to reveal a switchback staircase that descends toward the ground floor. No sound is heard from within the stair well. However, the stairway is a fairly tight fit, and the group is forced to go single file as they descend. Reaching the bottom, another door is closed and locked.
Bugsby determines that the door is safe, and opens it. The room beyond is filled with steamy air, emanating in lazy wisps from a bubbling pool recessed into the floor of a raised dais surrounded by six pillars of ice. Four foggy mirrors hang from the walls near ice sculptures of helmeted pike wielding warriors. At either end of the hall a glassy pattern of striated, crystalline ice covers the tiled floor in this open alcove, illuminated by a soft, blue light.
The gnome surveys the room with red-rimmed eyes, his gaze quick and distrusting. The usual inquisitiveness and acceptance found there is missing, replaced by the lost look of one who has seen something truly horrific. He quickly casts detect magic and scans all visible area's of the room.
Level 3 Male Tiefling Alchemist (Mindchemist) | HP 25/25 | AC 18 | T 13 | FF 15 | CMD 16 | Fort +6 | Ref +7 | Will +4 | Init +3 | Perc +7 | Sense Motive +1 | Bombs 6/7
Flex because I am late!:
Gilganis takes a moment as the guards flee to gather his thoughts, and reaches the spot where Kalt fell. His eyes roam over the wounds on the fallen man's body and he sighs to himself.
I only just met you, yet I feel that we have lost so much. Too much. May your soul find a better place. One without the evil that infests this land so deeply.
He turns to the group as they each in turn say goodbye to their friend, and realizes suddenly how each of them must feel. He lost his family, and in a sense they have now lost a member of theirs. A resolve grips him once more, a renewed sense of vengeance that had faded somewhat since he had met these travelers.
"Ice or no...this place will burn. And this Radosek will be the kindling. Kalt will know vengeance in the afterlife." the tiefling vows.
Gilganis follows the party along the ice corridor, and watches at the gnome nimbly works the lock and gains entrance to the passage beyond. "One man fell, yet more escaped. I see no sign of them. Should we expect more falling bodies?"
Female Human (Taldan) Druid (Arctic Druid) 16/ranger 1 || HP 93/139|| AC 22/Tch 15/FF 22|| F+21 R +12 W +19 (+2 vs. ice or fire from an elemental creature effects) || CMB +15 CMD 26 || Init +0 || Perc +24 (+32 in cold terrain) || Resist 2 cold, 2 negative levels
Avora sadly follows the others inside. Her bluster is gone, drained from her with her magic. At Bugsby's proclamation regarding the magic in this place, she replies to Sven. "More likely a conjuring/scrying chamber."
Bugsby relates what he knows about the crystalline ice, and the mirrors. "Ithinkthemirrorsarelikethemirrortheguardhad, forcommunication. Justguessing, butIthinkthecrystalstuffiswheresomethingstronggetssummoned..." The gnome takes a quick stroll to the unexplored doors, checking each one for traps and listening for sound beyond. At Gilganis's question he shrugs, "Wecanalwayshope!" he says hotly.
"Wait!" Sven says after a moment of watching Bugsby examine the mirrors. "Maybe these are the mirrors Volan told us about - the way up to the second floor."
The big ulfen looks around, unsure where he's supposed to stand but says the command phrase aloud. "A gathering within the hall, take one, take us all."
At Sven's words, the crystalline matrix ice tiles pulse with power, but nothing happens. Bugsby examines the multitude of doors and finds that the doors to the north and south Into Q4 are completely quiet. However, behind the doors to the west, the tell-tale signs of ambushes being set, positions arranged, and people preparing for combat.
male Human Cleric of Sarenrae 3/Universalist 3/Mystic Thuerge 2 |
stats:
Hp:26/43|0non-lethal| melee+6/ranged+6 | F+5(+10vs cold weather effects due to gear)/R+5/W+9 | Init+2 | perception+9 | AC:18/T:12/Ff:16, Spell fail:10%
After having some difficulty ascending the chute, Ankih glides into the room, just in time to see Sven try the passcode.
KnowArc:1d20 + 6 ⇒ (1) + 6 = 7 "I just don't know enough about arcane magics. Sorry Sven. Plus there are probably many things that guard didn't tell us. Like the daily password..."
He draws his scimitar and dons his shield.
" Pick a direction, Sven. I'm right with you."
It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
The Reign of Winter Adventure Path begins with an exciting new adventure from RPG Superstar winner Neil Spicer! Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga—a quest that will take them through snowbound Irrisen to even stranger lands beyond.
And so we begin!
Character Creation:
- All core sources are allowed. By core I mean a hard back book printed by Paizo. If you want to use something from one of the Chronicles, Companions, etc. you are welcome to do so, but be prepared to fit it into your character through your background, and sell me on it. The exception to this is Ultimate Campaign. Nothing from that sourcebook will be allowed. It's just too new and there is some incoming errata to be sure.
- Standard races are preferred, but others will be considered. I'm not overly fond of the strange races, so you won't be helping yourself by picking one, but I'll give it consideration.
- Core classes preferred. See "How Not to Get Picked" at the bottom for further explanation of this one.
- 20 point buy for stats. This is Reign of Winter! Only the strongest and smartest can survive in the North! Now, having said that, I would highly advise against min/maxing your stats. Not only could it hurt you, but the GM will see through your shenanigans and will likely not consider you.
- Starting gold of 150gp for all characters. Sorry, PFS is just in my head way too much. This number works well for me.
- Good Alignment preferred. I'm not hung up on Lawful vs. Chaotic. If you want to play Chaotic Neutral you will have to convince me why you shouldn't be spending time in a padded cell instead of adventuring.
- Max HP at level one. After that we will roll or you can take the PFS standard HP for the class. You decide before any rolling is done.
- Nothing will be allowed from any publisher other than Paizo.
- Two traits. Preferably one Reign of Winter Campaign trait and one other, but you can take two normal ones IF your backstory would lead you to Taldor and get you motivated to deal with witches.
PCs will not steal from or harm other PCs: I take this one seriously folks. I'm fine with you being a rogue, but you are a part of a group that needs to trust each other with their lives. There will be no excuse for this and it will result in removal from the campaign immediately.
RP Awards: I give these out randomly, and usually around the time that a level is coming or is due. This could be anything from extra gold, an NPC contact, a piece of equipment, or so on. You would do well to remember this and always be striving to better role-play your character.
EXP: The group will level up at the same time based on when I feel it is appropriate within the campaign. I will not be handing out EXP.
Applicants are expected to agree and adhere to the following:
- You must be a daily poster. Preference will be made for those who show higher activity on the boards and a history of PbP activity. I fully expect to complete the scenario as quickly as the players set the pace for. I am online for 8 straight hours during the day (8am-4pm EST) and can move things along rather quickly during that time. On the weekends there may be less activity, but I will likely make at least 1-2 posts, sometimes more.
- If a player fails to post within a reasonable amount of time without notifying the group that they will be unavailable they will be moved to inactive status, removed from the active game, and replaced with another applicant. I am taking this one seriously folks. I fully intend for this PbP to make it through all of the books, and I won't let an inactive player ruin it for everyone else. So understand what you are committing to before you apply.
- You must be willing to ROLE play, not just ROLL play. The GM feeds off of the players, so a good group of role-players helps the game take on a life of its own. You don't have to fill every post with three paragraphs describing how you took your morning coffee, but you should be able to write well and play your character well. If I find all you do is post "I follow Bob, my sword ready" and post a lot of "yug yug, I'm a barbarian" type stuff, you will be summarily removed from the campaign, tied to a hippogriff, and flown over a field of elven archers for target practice.
Your Application should include the following:
- A complete character stat block, hidden in the main post using the spoiler tag or posted as an in-character alias account. If you do not know how to use this tag click on the button below "Submit Post" of your reply that says How to format your text. For a PbP game you should be familiar with all of these tags anyway.
- A character background. This will allow me to RP with your character a little better, understand their motives, and even tailor hints or dialogue to them specifically. I will look upon those characters with a detailed background more favorably than those with two lines of "I was born, my parents were killed, I was an orphan, I want to kill things for revenge". Be creative!
- A brief note of your posting habits or schedule. If you are more available or likely to post on specific days or at specific times, let me know. I'm looking for dedicated PbP'ers who will see this one through to the end.
How to get picked:
1. Write a good background
2. Don't be a power gamer
3. Do something original
4. Make your character memorable
5. Include everything asked for in the application
How not to get picked:
1. Submit a half-ogre barbarian
2. Submit anything having to do with firearms or bombs
3. Submit anything having to do with feudal Japan
4. Be a sloppy poster
5. Disrespect a fellow poster
That's it! I look forward to seeing what the responses are and to finding that special group of folks who will make their mark on Irrisen forever!
About Me:
I've been gaming for over 20 years, having started as a much younger man with the original AD&D Basic set. Since those times I've played and GM'ed in more games and campaigns than I could ever count. I've ran 2nd Ed AD&D, 3.5 and 4e, Pathfinder, Gamma World, Star Trek, Hero System, and many more. This IS my first time GMing on this site, but I am confident in my abilities. I also lovingly borrowed a large portion of this from GM Captain Trips, no need to reinvent the wheel right!
I'm already in a Reign of Winter game, so I won't be trying out for this one, but I'll be keeping my eyes open for anything else you run. I dig your style.
I'm interested Mez, but it might take a couple of days to make a character. Dad just left town, so I can be more active again. This is Ebon by the way. ( not that I was as active as the rest of the crew anyway. XD
I'm checking in, as I didn't get selected for the other Reign of Winter game I was wanting in on. Let me adapt that character to your game and I'll post her stats. FYI, she is an arctic druid.
Color me interested, just got two questions, besides the obvious hints at the classes that will most likely not get picked, will the other base classes have as good of a chance as getting picked as the core classes? Or should I just stick to core, cause I am good either way.
As for my second question, can I roll a character with an evil alignment with a convincing reason to adventure or fight evil snow witches? Or should I go with the better safe than sorry approach and stick to non-evil? If I do roll an evil character or chaotic neutral one I can promise you that no group or campaign disrupting behavior will be seen coming from me, its no fun ruining the fun of others.
Keep me in mind for a spot. I'll work on a character, either a new one or one of the ones you have seen, if you like any of them. (Norine is, at least, 'creative'..., although I do have some shared characteristics - such as the name and dress - among my characters that started as an inside joke.) I also think you know that I am a high-frequency and reliable poster.
What, by-the-way, is the level range for an adventure path? I pretty much only know how to play low-level characters - so far, at least.
Dotting -- I'm a frequent poster in a few other games -- I have no problems with more than one post per weekday (generally avaialble from 9-5 Eastern) -- and can do one per weekend as well.
I've got a few ideas in my head for a character, should be able to post one in a day or so.
Okay, this is Avora Teremocles, arctic druid. Click on her picture for the full stat sheet, but here is her background. I've left in the stuff that the other GM requested; just ignore it if you don't need it, but if you offer me hooks to one of these extras, I'll take the bait.
Avora is neutral, but if that is really going to hurt my chances of getting picked, I'll make her neutral good. I'll probably end up playing her as such anyway.
Born to Taldan serfs in the poor village of Heldren, Avora had always felt out of place. She had an affinity for winter, preferring that season to all others, and suffered mightily during the summer. The North always fascinated her, and she never really understood why. Until, that is, her parents revealed that her grandfather was an immigrant to Taldor from Irrisen. It was then that everything became clear to her, and she knew that somehow, she must make the journey to the land of her ancestry.
She has prepared for this for much of her young life, learning the languages of the peoples that inhabit the region and always making plans for the big journey. But life is what happens while we make other plans, and so it was with Avora. When she was but a child, a mere eight years old, she wandered into the woods alone and was attacked by a bear. The creature mauled her to within a hair of death's door, and then suddenly stopped for no apparent reason. She was found by a druidic initiate, who carried her to his circle for healing. At a loss to explain why the bear had left her alive, the druids decied that she should be initiated into their ranks and trained in the ways of the wild. To this day, she bears the scars of her close encounter.
As she trained in the ways of druidic tutelage, Avora's dream faded from her mind, but it was never far away. She still felt a connection with the North and found herself unconsciously continuing her studies in the languages of Irrisen and focusing her talents on cold-based spells.
At the age of 15, she met a man named Jellico and befriended him. This, too, would prove to be a fateful event. Jellico took her under his wing and taught her things that her tutors did not. From him she learned that no deed was done without a trade of equal or greater value. He was ruthless, but always fair, and Avora aspired to be likewise.
By the time she was ready to leave home and seek her own fortunes, Avora had been fully initiated as a druid and reached the end of her training. Jellico had moved on, though his lessons would never be forgotten. For several years, Avora served Heldren as a member of the circle, using her abilities to enhance their harvests and bringing relief from the elements where needed. But in recent months, old memories of a grand journey have begun to resurface, and once more she feels the longing to journey to the land of her forebearers.
Her decision to leave Heldren was cemented only a few weeks ago. A new temple had been erected on the outskirts of the village, devoted to the god Nethys. The circle was dismayed. For years, the temple in Heldren had maintained a balance, catering equally to all faiths. This new temple threatened to upset that balance. While they met in council to determine a course of action, the brash young Avora took matters into her own hands. Insuring that no one was about, she burned the structure to the ground one night, just before its completion.
The community was in an uproar, but the individual responsible was never caught. Many suspected the druids of the wrongdoing, but they proclaimed innocence. For her part, Avora simply kept quiet and made her plans to set out upon her journey northward.
Appearance:
Avora stands 5 feet, 10 inches tall and weighs 152 lbs. She wears her blond hair long and braids it neatly to keep it out of her way. Her blue eyes and pale skin betray her Northern heritage. Her face and neck are marred by the scars of her encounter with the bear so many years ago, but she has a natural beauty about her that still shines through.
Fears:
One thing Avora fears greatly is that someone will realize that it was she who set fire to the temple of Nethys. She does not speak of the incident to anyone. Her other fear is more deeply-seated; her encounter with the bear has left her uneasy around such creatures. Though she understands that they are part of the natural order of things, and bears no ill-will for the attack, she is frightened of their immensity and power.
Goals:
Obviously, one goal of Avora is to travel to Irrisen, but more than just that, she wishes to truly come to understand the people of the region; to share their connection to the land and to comprehend what it means to be Irrisien. Also, her encounter with the bear so many years ago has left her with a curiosity. She wishes to commune with the great bear spirit, in person, to learn why she was spared. She is frightened by this strange desire, but feels it pull at her soul and knows that she will not rest until she has accomplished this.
Ally:
Jellico is still out there... somewhere. Though he may not be aware of the life lesson that he taught her, the mercenary would almost certainly remember her and would be a helpful ally in a pinch, provided he were compensated, of course.
Neutral:
Grevor, the master of the druidic circle that trained her, remembers Avora as a headstrong, free-willed girl. In true druidic fashion, he would likely not offer direct aid, but might dispense advice that could help or hinder her. Often the lessons that he taught were cryptic and could be interpreted more than one way.
Enemy/Rival:
Maximillian is the only witness to Avora's crime of arson. He has kept his silence because he does not know for sure that she is responsible, but he strongly suspects that it was she who burned down the temple. Avora has no idea that he suspects.
Color me interested, just got two questions, besides the obvious hints at the classes that will most likely not get picked, will the other base classes have as good of a chance as getting picked as the core classes? Or should I just stick to core, cause I am good either way.
As for my second question, can I roll a character with an evil alignment with a convincing reason to adventure or fight evil snow witches? Or should I go with the better safe than sorry approach and stick to non-evil? If I do roll an evil character or chaotic neutral one I can promise you that no group or campaign disrupting behavior will be seen coming from me, its no fun ruining the fun of others.
1: APG classes are fine for the most part. I'm less of a fan of Summoner because everyone I've seen played has been optimized to the point it can solo the game, which makes everyone else feel useless and is no fun.
2: I'm ok with evil if the back story supports it, but I would prefer good/neutral over all.
I present to you Cervin Kelinson, background detail and stat block are in the alias. Cervin's concept is a divine hunter paladin of Erastil. His concept is much like a ranger, but I want the personality and devotion to doing good of a paladin. He's young, headstrong, utterly devoted to his God and ideals, and very much a homebody. He is LG, but his lawfulness is more a devotion to his own code and ideals. He has a great distaste for corrupt authority and the nobility of Taldor.
I think he'd be a great fish out of water character for this campaign. He is utterly devoted to Taldor and wants to spend the rest of his life wandering and learning the land. He's well-travelled, but only in a small area and he is quite naive. I think the impact of being thrust into Irrisen will make him very interesting to play.
Here is a character that I had applied for another RoW with, but didn't get picked. I will need to make serious mechanical adjustments for your PC standards, but the flavor is all there.
I will adjust and repost to this recruitment after I've fixed the numbers to meet your standards.
*sigh* I had this Half-Elf Ranger worked out to apply with, but then Paizo decided to go under maintenance just as I finished her background. I got a sheet worked out, though it's a PDF.
This does sound pretty awesome. I will hopefully get a character together tomorrow and post him up for inspection. Any ideas when you will be choosing a party and beginning?
I'm a strong regular poster that's been holding out for a while for a good DM/group to play this AP. If you run your games anything like your recruitment thread, you're exactly what I'm looking for. =)
I finished Skull and Shackles with a PBP group about ten minutes ago. You can see the game here. We did the whole AP in four months, from start to end. Hopefully that's a good representation of my ability to post well and post often.
I'd like to play Sven, an ulfen paladin. He was in another RoW PBP for a little while but the DM lost interest and bailed on us. The DM for that game had some pretty high-power rules but I'd be happy to scale Sven accordingly if you're interested. The 'soft stuff' should all be there.
In short, Sven is a man's paladin - with a focus on doing right by others, fighting fair, and helping those that can't help themselves. If it's okay, I'd prefer Sven to be a general 'paladin of good' rather than having a specific patron. He's quick to love, quick to put up his fists, but also quick to laugh and quick to forgive.
I can post throughout the day from 8:30am till 12am PST most days and post from my iPhone on occasion.
I have a Human Fighter (Taldan Rodelero Duelist) with an unknown connection to the Northern Lands. I'll get him posted asap. Would love to play this AP.
I present to you, Varmond Strongsword II. Son of a man who was trained to be an Aldori Dueling Master before an incident forced him and his family to flee south the the River Kingdoms. Varmond left his family to see the world at the point of a sword. He does not have the skills his father has, but he did pick up on a few tricks from his old man before he left.
I've been wanting to play this AP since it was announced, I love love, LOVE winter based campaigns and this one fits the description. I can post multiple times a day because I have a pretty loose schedule. Man I hope I get chosen.
I'm definitely interested. This is a druid I made for another RoW campaign but wasn't selected, I will just adjust to a 20 point buy but pretty much everything is set.
May I ask when is the deadline for submission? I've been wanting to try a Mad Dog Barbarian for a while now.
Here is Ned Rodan, an Ranger(guide)/1 for consideration. Regarding his background, he has the same abilities/skill/alignment which ever aspect of his personality is active. The only difference would manifest in roleplaying. Any questions?
I have played RPG's for over 20 years now. I began with Champions then played Rolemaster, Rifts, Shadow Run, White Wolf and many others. I have been playing Pathfinder for approximately 5 years now, or since its release.
I have not played a PbP campaign yet but as my table top group only meets twice a month I would very much enjoy immersing myself in a good campaign here.
I very much like the format and structure you are using in your recruitment and I hope that carries over into your campaign, which I would like to be a part of.
I would love to throw my hat in the ring for this one :)
I had an old Summoner known as "Smaug. Prophet of the Dragon!" that I had to throw out a while ago and I would be tickled at the idea of reviving him as so that he can spread the word of the impending doom of the world by dragons :D
He is far from min maxed as building an eidolon a very specific way leads to overpower, it does not...
He is also one tough old coot and had so much character (at least in my head :P). Ill admit now, I am not great at writing backstories (easily my weakest point, I am finding) but I can work hard at getting something written up for it :P
I post constantly, multiple times during the day and often a big chunk right at the end of the day. I do, however tend to slow down a bit when I am creating characters (as that takes a lot of the focus and I just finished building a monstrous 20th level gestalt). Just letting you know ahead of time!
Ill have to see what I can do about getting him ready :)
Thank you Sven, I was just about to make a list of that myself.
I seem to have left out a bit about how I plan to run combat, so here's the deal on that.
Combat will be Block format, and I will roll initative for everyone. I will also roll saves for spells the NPC's cast and any AoO's they provoke. This will keep the combat flowing and be generally easier all around.
In case there is confusion, my version of Block format is: PCs that beat the NPC init, then the NPCs, then ALL PCs go, then the NPCs, etc... Individual initiatives will not matter beyond if you can go before the NPC in the first round. After that it's done in post order. Some people say this causes initiative feats/traits to be weaker, but that can be solved by just having the PC's work together and communicate their plans. Don't want the Barbarian to charge before you toss a fireball, say something. Think that wizard may be winding up a fireball, delay until after they go so you don't get crisped too.
I actually like that format better, it causes the players to be more reactive and it usually don't lag the combat by waiting for the other to post first before you think of your actions.
I am still trying to determine that Oliver. I know a lot of people use roll20, however my work PC is restricted to IE, which doesn’t play well with that site. I am leaning towards google.doc since it’s accessible on both my home and work computers.
Bugsy is pretty much ready from a crunch perspective. I'll continue to add some more detail along a similar vein as Avora (I really liked some of her ideas).
My daily posting is... often. I usually go the speed of the group because, let's face it, talking to yourself is only fun for so long and then you just look like a nut job.
Right Wilson? Right.
Personality:
Meandering down the street away from the Stoat Bugsby grins as a group of laughing kids race past him (many taller than he is), but he manages to keep the amber liquid in his cup from spilling. Quite pleased with himself he takes another sip, and suddenly his whole body freezes with his face in his cup. Looking down into the glass he appears mesmerized by something. He reaches down with his offhand and plucks a nearby blade of grass and squints into and through the liquid-filled glass, the grass stalk being held just beneath it.
After standing thus for a good two minutes, Bugsby puts the blade of grass in his pocket, and beings searching for, finding, and examining multiple objects through the liquor-filled glass. Small bugs struggle while held in gentle fingers, dogs growl when lips are lifted and teeth peered at, kids protest as hair in examined, an adult rolls her eyes patiently as one of her shoes is studied, and inanimate objects suffer in silence as Bugsby makes his way through town, still moving in the general direction of home, but his steps are about as purposeful as the flight of a butterfly... similar to the butterfly he scrutinized under his glass.
A young boy, Rett, approaches cautiously, "Whatcha doin?" he asks curiously, aware of Bugsby's odd ways. From under the brim of his hat the gnome mutters, "Hmmm? Ohyou'retalkingtome? WELL!! It'smostexciting! I..." The gnome lifts his head suddenly, tilting it back and takes in a huge calming breath, then another with equal deliberateness. Then he lets his head fall forward until he's looking at the boy, "I am examining various specimens through my ale as I've recently discovered doing so could reveal some interesting scientific facts. Would you like to help me?" The excitable gnome seems to be making a physical effort to keep his words slow and clear for the boy.
When Rett nods his interest, together they collect multiple samples for study. An hour and a half later, Bugsby and Rett can both be seen standing over a small patch of ground littered with a seemingly random selection of bits, bobs, and trash. But to the two scientists, both now holding a glass in each hand -one to each eye and looking quite ridiculous- they continue to study and 'learn'. Dirty and disheveled they appear to be having a marvelous time.
Significant NPC's:
Rett - an orphan child in Heldren who'd become an 'assistant' to Bugsby while conducting whimsical and inexpert experiments and studies of nature. A shy child, Bugsby is actually slightly shorter than, and definitely weighs less than, the boy. But their combined innocence and wonder at things new and life in general is a source of great amusement and fondness for most all the townspeople as the two scamper around town. Bugsby has many friends in town, but holds a special place in his heart for Rett and the boy's situation. Getting meals, buying decent clothes and shoes, making sure the boy has shelter, are just a few of the byproducts of their friendship, an unspoken responsibility Bugsby readily accepts and thrives on.
'Mr Featherfoot' - Bugsby only refers to his father by the name Mr Featherfoot. A serious and scholarly wizard of great respect in Oppara. Bugsby fled from the structured life of his strict father, fearing the order and lack of whimsy would drive him to an early grave. His father became this way after Bugsby's mother died unexpectedly, and has begun to steadily grey and age with alarming rapidity. His fathers lifestyle terrifies his son, and Bugsby's chaotic and exuberant approach to life may well be in response to watching his father's zest fade away.
Jasmina Flynflander - This lovely female known is best described as 'the one who got away'. The romance between Bugsby and her was real and blossoming towards full fruition, it's eventual destination likely a chaotic and blissful lifetime marriage and partnership. The death of Bugsby's mother and subsequent brittleness of his father changed all that. Bugsby fled Oppara, fearing life under his father's severity would destroy his soul, but Jasimina wasn't ready to leave her friends, family, and established life in the capital. So Bugsby left her there, sobbing and confused, and wears a neckless that was once hers. It's a copper-wrought Sun and Moon, the two planets artistically linked, and not a day goes by that Bugsby doesn't kiss that necklace. Though years have now passed, the ache is still present in Bugsby's gut, and it's a pain the small gnome wouldn't give up for the world, because to give up that aching pain would be to give up Jasmina from his heart... and he'd rather die.
Stanly Parducci - Bugsby doesn't admit to having any enemies, his positive attitude not allowing such a concession. But the person he avoids the most is a trapper named Stanly, working the game around Heldren. The gnome, in his wanderings, has seen the cruel traps and careless methods used by Stanly. One of the rare half-orcs in the area, Stanly keeps to himself, but the animosity between the two is palpable. Bugsby has gone into the woods, hidden himself, and thrown small rocks from his sling at the half-orc. The life-loving gnome cannot stand Stanly's uncaring disregard for nature and others, and the dislike is mutual. Stanly suspects Bugsby of dismantling traps and releasing caught game... and he's quite correct, though he can't prove it. The two seldom cross paths, and when they do come face to face, Stanly is usually right there with an accusation and Bugsby doing an excellent job of ignoring the 'big orcish oaf'.
Goals & Motivation:
Bugsby hopes to study nature, which to him means to climb tree's, watch the wind-blown snow, observe animals in the natural habitats, and anything else which catches his fancy.
Winter is his least favorite season, but "It's still a favorite!" he often says. There is a serene beauty and perfection to the snow and the wind which fascinates the gnome, but whenever spring comes, Bugsby is notably excited.
He seeks to share his love of things with those around him, sometimes to distraction. But he enjoys entertaining, or trying to entertain, and is very much a socialite. Striving to unify people and groups and to peacefully resolve conflicts is something the little gnome is always striving for.
He enjoys coming up with unusual experiments to either test outrageous theories or just because it seems fun at the time. Sometimes innocent and unsuspecting people are the subject of his study and don't find out until their laces are tied together, their hair is dyed blue, or they wake up to find Bugsby staring intently down their nostrils.
GM Question:
I chose the Adaptive Magic Trait, which I think fits a gnome sorcerer very well, but I'm also considering Northern Ancestry. Mostly Northern Ancestry would be to help the survivability a bit, but as it's mostly a mechanics choice I am shying away from it. Any opinion here? Also any other thoughts on the character or ways to improve it would be appreciated. Thanks!
I'm a strong regular poster that's been holding out for a while for a good DM/group to play this AP. If you run your games anything like your recruitment thread, you're exactly what I'm looking for. =)
I finished Skull and Shackles with a PBP group about ten minutes ago. You can see the game here. We did the whole AP in four months, from start to end. Hopefully that's a good representation of my ability to post well and post often.
Four months!? that is seriously just awesome and deserving of applause. Nicely done!
I'm a strong regular poster that's been holding out for a while for a good DM/group to play this AP. If you run your games anything like your recruitment thread, you're exactly what I'm looking for. =)
I finished Skull and Shackles with a PBP group about ten minutes ago. You can see the game here. We did the whole AP in four months, from start to end. Hopefully that's a good representation of my ability to post well and post often.
Four months!? that is seriously just awesome and deserving of applause. Nicely done!
Both would be good, I can see the debate. I usually build for defenses, and then try and add flavor where I can, but it tends to leave me with less exciting characters. Which one you should take, is really up to you, flavor v crunch is an eternal debate.
Sven: 4 months is a very impressive clip. I have a penciled in goal of 1 book a month, which would make it roughly 6 months overall.
May I ask you when you plan on picking applicants?
Also, I know you said "no Ultimate Campaign", but would you consider some of the traits (and just the traits) from it on a case-by-case basis? Some of the traits are really cool and unique and flavourful, but I understand if you'd prefer to avoid them for now.
Mex, GM DW here with my submission for a switch-hitting paladin. Nothing too fancy, but a touch off the beaten path. Definitely not your detect/smite type, but ready to lay the smack down when the time comes.
And doing one book/month would be impressive! I'd love to give it a try.
I have no strict time table for picking, but I doubt it will go much past the remainder of the week, if that. I know a few people requested a few days to make characters, which I'm fine with allowing.
I'd like to avoid UC, traits and all. I don't own the book, and the errata will probably change things from there more often than I'd like. You are welcome to use it if you want. Just make sure you explain the trait to me. I might be convinced to allow it if really does make the character blow my mind.
Hell, just finishing an AP is pretty incredible around here. Most APs end up falling apart. =/
Too true, most have a flurry of activity in the first few weeks, and then things peter out. My goal is to get most of the way through each book during that flurry, and then ride the "we're almost done!" thrill for the remainder of the book. Depending how many people I chose, I may adjust the encounters, which may add some time to fights and stretch things out more, we shall see.