RoW: Let's Thaw the Frozen Stars! (Inactive)

Game Master Daxter

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I was pretty astonished at the fourth month thing also.

Will be submitting a bard with northern ancestry -- (He's half-Ulfen, tends toward that body type, has been very obsessed with studying that part of his parentage [instead of the icky part he grew up with], so much so that he's a Savage Skald archetype] -- intended as a skill monkey and support character.

Crunch is done, just need to work up the backstory beyond that extremely short-form version into something useful.


I have two different pbp APs, both approaching the end of the 2nd books, and we've been playing for a year.

The characters are pretty good about daily posting, weekends are hit and miss, and we haven't tried to rush. I thought we were doing pretty well (and I realize that by many standards we are) with the pace and consistency, but 4-6 months is just an amazing feat.

Yeah, if I am lucky enough to get into this game, let's do that! :)


And that's why I think most GM's choose the module or scenarios only to keep people interested, since finding a replacement halfway through sucks.


One of these days I'm going to write a Do's and Do Not's of PbP.

One of the most important things about a strong PbP is momentum - it's the lifeblood of PbP. Resist the urge to slow things down or cater to the slower posters in your game. Energy is infectious in a PbP and a game with a couple strong steady posters will drive everyone to post more (even if they complain about it). A game that slows to the lowest common denominator goes into a state of torpor that's hard to recover from.


I think you're right Ancrym.

I've had to replace several players along the way, in both games, and it didn't seem to affect us too much. What really seems to kill the game, imo, is the GM disappearing or losing interest.

Obviously if the players leave or lose interest en mass, that'll kill things as well, but that seems to happen much less often than a lackluster GM.

I feel I should also say that I don't mean to sound like a jerk, because I completely realize RL happens and can completely take someone's reality and turn it upside down. When the S hits the F, gaming often is one of the first things to stop, and rightly so. Ok, jerkiness explained. :)


I have the advantage of taking Skill Focus - Profession: Homemaker for the next 6 months as my wife finishes her Master's degree.

Plenty of time in the middle of the day to post post post.


Because I can't make the character and link you to it, here's all the necessary info a Half-Elf Ranger known as Seylan.

Feats and Features:

+2 against enchantment spells and effects
Immune to sleep effects
Low-Light Vision
Keen Senses
Multi-talented
Restless Wayfarer
Tracker of the Society

Skill Focus (Survival)
Weapon Finesse
Point-Blank Shot
Favored Enemy (Human)
Track
Wild Empathy

Skills:

Climb [2]
Craft Arrows [6]
Handle Animal [5]
Heal [6]
Kn: Dungeoneering [2]
Kn: Geography [7]
Kn: Nature [6]
Kn: Local [6]
Perception [8]
Profession (none) [2]
Ride [4]
Spellcraft [2]
Survival [9]
Swim [2]

Combat:

Initiative +5/Base Speed 30 ft.
AC 17/Touch AC 14/Flat-Foot 13
Fortitude +2/Reflex +6/Willpower +2
Melee mod +3/Ranged mod +5/CMB to attack +3/CMD +17
Shortbow - 1d6/Crit x3/Range: 60 ft./Arrows: 40
Longsword - 1d8/Crit 19-20/x2
Club - 1d6/Crit x2

Equipment:

Studded Leather Armor - +3 AC/Max Dex: +5
Backpack
Bedroll
Winter Blanket
Vial x3
Waterskin
Trail Rations x6
Torch x2
Flint and Steel
Sack x2
Cold-Weather Outfit
Snowshoes
Cleats
Light Pick
Shovel
Blackfire Clay

Background & Personality:

Seylan was born to a Human mother and Elven father, growing up in a humble town far away from the frozen north. Her father left his old home to be happy with his new wife, and tried not to bring the kind of discrimination his daughter would face for being of mixed blood. She grew up happy, and developed into a warm, cheery tomboy. Usually picking on the boys and being faster than them, and a better shot with pebbles.

She grew up around nature for her whole life, learning how to track and hunt down game for food. As well as how to take care of herself if she got caught in a storm, or cornered by a beast thanks to her father. He actually was an ex-Ranger, one of few who lived to see retirement. And he passed on his knowledge and skills to Seylan when she was old enough.

When she was 26, Seylan decided she wanted to use her handed down knowledge and skills to help people. She would regularly hear tales of those who got lost in the forest, or nearby mountains whenever they headed to the neighboring city. Both of her parents were worried when she brought it up, particularly her father. Since he knew how dangerous that kind of life could be. And while neither parent agreed, they didn't stop her from joining the Rangers and becoming a Tracker. Tasked with finding lost folk and protecting towns and settlements against encroaching monsters.

Her first mission had her sent to the far north, the town of Heldren. At first, she was looked upon with suspicion and distrust because of her half nature, and just appearing out of thin air to help. But even in that cold, dark region of the world, her friendly smile and down-to-earth attitude helped warm things over with the populous, and they eventually accepted her help.

Two years have passed since she began. She has yet to stray from the village of Heldren, and has yet to meet anyone willing to venture out into this world with her. She couldn't blame them; These Winterlands were harsh and unforgiving. But, she was curious what was out there. After helping fend off minor monsters and make sure all heads were counted for each night. She wanted to know what could live out here, and if there were any other towns like this one she could visit.

On the subject of posting habits; Since I work early morning shifts, between 5-10 AM, I'm pretty free to post at anytime past that. So, afternoon to evening is just fine for me.

Dark Archive

For your consideration:
Magnus Olafson Human (Ulfen) Magus (Hexcrafter)

Magnus Olafson:

Magnus Olafson
Male Human (Ulfen) Magus (Hexcrafter) 1
CG Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Magus (Hexcrafter) Spells Prepared (CL 1):
1 (2/day) Grease (DC 14), Frostbite
0 (at will) Read Magic, Detect Magic, Light
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Rime Spell, Toughness +3
Traits Magical Lineage (Frostbite), Northern Ancestry
Skills Climb +7, Intimidate +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Perception +1, Spellcraft +7
Languages Common, Draconic, Hallit, Skald, Varisian
SQ arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Mess kit, Mirror, Signal whistle, Signet ring, Silk rope, Soap, Spell component pouch, Trail rations (5), Waterskin, Whetstone, 64 GP, 9 SP, 4 CP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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

Background:

Born the son of a former member of Grand Prince Stavian's Ulfen Guard and a failed Winter Witch apprentice who fled Irrisen after rebuffing her master's advances and feared for her life of his reprisal. Magnus grew up training with both sword and spell and was able to blend his two passions into one seamless whole.

I'll flesh out his background when the Muse strikes me


Background is under construction and will be completed tonight, but I'll add that i'm online just about every day and can post from work or home.


Mez, you already know about my frequency of posting.

Dark Archive

Looking through this thread there seem to be some very interesting characters! No matter how it plays out it looks like a group I would enjoy playing in and if not picked I am sure you will all have a blast!

Sven, could you add me to your google doc please?


Avora:
I wanted to ask you about that. Does your recent news impact your desire to play in this game? If things are tenuous at home, not sure I'd want to add more to your plate.


MEZ ONLY:
No, not at all. In fact, gaming is a lifeline for me right now. :) I helps keep me sane and from doing something I would likely be arrested for. I have been wanting to play Reign of Winter and wasn't picked for the other game from which you are getting a lot of applicants, so I thought that I would try my luck here.


Added Seylen, Magnus, and Rath.

Dark Archive

Thank you Sven!


I present to you Brynjar Kilaanti; his crunch is over and done with and I am currently in the middle of writing his back-story, I'll let you know once its complete.


Here is Kalt Ísson, an Ulfen ranger (guide), born to the frozen wilds of Icemark, and now a bit adrift in Taldor, having fled his homeland and failed to get into Taldor's Ulfen Guard.

It sounds like we've got similar gaming backgrounds, and a similar commitment to regular PbP posting and role-playing. I'm in 9 active games at the moment, and am a very regular, involved poster in all of them. I can typically post throughout the day (I'm on the West Coast), and on weekends as well, with the caveat that occasional work trips may affect that some - but sometimes that means I have more time to post. I enjoy focusing on the relationships amongst the PCs, as I find it makes the game much more rich and fun, and is more interesting than a bunch of individuals trying to be the biggest bad-ass.

That said, I appreciate the amount of detail and clarity in your recruitment post (though the 150 gp limit made it tough to keep the chain shirt in my story), and the quality of your writing in some of your PbPs (I peeked), and I'd love to play in this game.

Kalt’s tale:

“You ask how I came to be here, a son of the Icemark, here in the soft lands of the south? Well, I’m not much of a tale-spinner, but the wine here’s cheap, I’ve enjoyed talking with you so far, and the rain pounding down outside makes it damn unlikely I’ll have a paying customer looking to travel tonight, so you’re in luck.”

“As you’ll have guessed from looking at me, there are some who say I’m touched by the fey – though I don’t believe it. Fey folk have magic, and fear the touch of iron, and neither is true of me, and I can grow a beard when I choose. Though I can’t claim to not be a bit different from most folk. Cold doesn’t touch me, never has – and that’s how I came to leave the cold lands of the north.”

“My mother – Gunhild was her name - was older, past the age where she could expect to have a child, and full of sadness for the lack of a little one to love, but she was a beauty for the skalds to sing of. My father was younger by some years, mad with love for her and filled with rage – I think he wanted only to make her happy, and he blamed their childlessness on himself. That is what I was told, at any rate, by my uncle Kjartan, my sister’s elder brother, for that was all before I was born. And about that, I know nothing, for I am a foundling.”

“My mother used to tell me the story of how she found me. How she was out walking one day, having told my father she was going to look for spring herbs, though winter had not yet begun to relinquish its grip and no herbs were to be found on the snow on that bitter, icy day. I think she just wanted to be alone with her sadness, though she never said as much to me. In any case, she discovered my tiny body, even paler than you see me now, on a patch of ice in the shade of a great soldier pine. A woman who wanted nothing in the world more than her own child, she could not fathom how anyone could leave a babe out to die on the ice. She picked me up and to her amazement, pale and cold as I was, I cried out. And so did she, in joy and amazement, that she held a child, and at the thought that the child could be her own.”

“She wrapped me in her shawl and carried me quickly home, and her joy must have filled my father’s heart with gladness, to see her smile and laugh so at the change in her fortune. I guess they were happy for some years, though my mother much more so than my father. He had wanted a son of his own line, and one not so scrawny and…well, fey. Children left by the fey folk are not uncommon near Elfmeet, in the west of Icemark, not so very far from my home, and he came to believe more and more strongly that I was one of them. Though I’ll say again, I may look it, but I don’t believe I’ve got a drop of fey blood in me. But that’s not the tale we’re telling here, is it? My mother was happy, and loved me dearly. My father took good enough care of me when I was just a boy, though there was little love between us. As I grew, that little love became less. He felt I had taken his place in my mother’s affections, and resented me, and as I grew older, we fought. With words, I should say, at least at first. We would argue and shout and he would threaten, but before he could lay a hand on me, I would vanish into the wild, into the cold.”

“As I said, the cold doesn’t really touch me, and I took to disappearing into the woods and mountains – just for a few hours at first when I was very young, even walking out the door barefoot, in need of the peace and well-being I could find in the cold woods, where few others ventured and I could be alone. I hunted as a boy with my uncle, and he had seen I had some gifts in that regard, and that I would stick to a task until I saw it through, and he came to regard me kindly, perhaps even love me. He taught me what he knew of woodcraft and survival, and I built upon that.”

“As I grew, I travelled further and longer, and came to see I was not alone in the cold. The beasts of the frozen plains and the Iceworm Hills came to be my companions and my fascination. I would track and study them, moving through the hills without a sound, learning their ways and weaknesses, their secrets and strengths. Some I learned to avoid, some I failed to avoid and had no choice but to fight them to survive – though my study of them helped me in those fights, no doubt. Other creatures I was able to come to an understanding with, more so than with many people, and the cold wilds truly became my home.”

“My mother ever worried about my rangings, and her concern, and my lack of it, were the death of her. In my 15th winter, after a bitter argument with my father, I snatched up my pack and my weapons and set out on a long trek. I was gone for nearly two weeks, longer than ever before, when my mother took it upon herself to look for me. She was ill-prepared for such an outing, and told no one, leaving the house crazed with worry about me. She got lost, or gave up, or something, and was gone overnight, and found by my father after some days, frozen to death – and of all this I knew nothing. When I returned home, my father attacked me – and this time not with words. He said I was no son of his, and called me a son of the ice, for I had been born to the ice, and now had made my mother ice as well.”

“Forgive me, I need a moment. I have never told this entire tale to anyone, and it was not so very long ago.”

“Where was I? Ah yes, a son of the ice. That is now my name, Ísson, as I‘ve no wish to carry my father‘s name, and it reminds me of what my carelessness and selfishness did to my mother.“

“So, my father and I fought, both fueled by sorrow and rage, and to my surprise, I bested him. I had been hardened by my ranging and my instinct for studying my prey had taught me much about my father, though I never thought to use it. As I say, I bested him, and would have killed him had not my Uncle Kjartan come running into the house and stayed my hand. He told me that my mother had loved us both, son and father, and would not wish us to harm each other. I saw he was right and, for my mother‘s sake, I stepped away from my father, who promptly snatched up a wood-axe and tried to kill me. My uncle held him off while I made my escape, for I knew my father would fight me to the end, and there is only one way for a fight to end when one man is unwilling to kill the other.“

“I left my home that day, some four winters ago, to place as much distance as I could between myself and my father, who I fear still seeks some strange vengeance on me. I had heard tales of the Ulfen Guard, who serve the Grand Prince of Taldor, and thought I might join them. On that feeble notion, I made my long way south and east, learning the ways and dangers of new lands and beasts. “

“Happily, I learned that at the end of an Ulfen Guardsman’s service, he is allowed to take as much treasure as he can carry from the royal treasury. Unfortunately, I also learned this means they’re not inclined to take on many stray Ulfens who come to collect on such a prize. I’ve gotten to know a few of the Guards, but they have not yet invited me to join their ranks. So now I use my skills as a woodsman to guide travelers and hunters, and scrape together a living in these warm lands. And, here where there are so many more people than in the frozen north, I study my fellow man as I once only studied the creatures of the wild, noting their strengths and weaknesses, the good and ill of their ways. It is a fascinating study. And when that study turns my mood too dark, I set out and find the coldest place I can, as much as that is possible in this part of the world, away from people, to seek quiet and peace.“

Appearance and Personality:
Kalt Ísson - “Ice-son“ in his native Ulfen – is, in several senses, a creature of the frozen wilds. Found on the ice by his mother, somehow still alive after spending a night out in biting cold, his appearance marked him out as different, even when he tried to fit in. Now a grown man, he is tall like most of his Ulfen brethren, though where they tend to be broad and bulky, Kalt is lean and sinewy. He has extremely pale skin, hair so blond it is almost white, and eyes of a crystalline ice blue, all of which combine to make him seem a walking vision of winter’s chill. This effect is enhanced by his attire – a shirt of chain links, the steel of which is a silver color so light it looks more like shade-dappled snow than metal, and surcoat, leggings, and boots of a dull white leather. Over this he wears a long cloak, pale white on one side and darkest black on the other. The hilt of a long blade protrudes over his left shoulder, and a pale ash bow can be seen over his right.

The silvery-white chain shirt Kalt wears was a gift from his Uncle Kjartan, before Kalt fled home to escape his father’s wrath. Kjartan gave it to Kalt to protect him should his father come seeking him, which seemed all too likely, given the killing rage Kalt’s father was in when Kalt fled home. Kjartan had worn it in his own ranging days as a young man, but having grown old and stout, he felt no one deserved it more – nor was likely to need it more in his life – than his frosty nephew, as he set out into the world.

Kalt has never connected easily with his fellow man. He is kind enough, and interested in the people around him, but he is a poor communicator of this interest, often seeming cold and distant by virtue of his appearance and awkwardness. At times, this bothers him, and he struggles against it to make friends. At other times, when he seeks the solace of wild places, or the solitude of a frosty winter night, he feels that he needs no one else. He is generally able to maintain his good cheer well enough by keeping a balance between these two moods, though it is a lonely life. His solo travels have put him in many hard situations where he has had only himself to rely on, and he has come to be a swift decision-maker, and a daring one. He doesn‘t hesitate in the face of danger. In fact, he has been known to take the riskier route, just for the adventure in it.

Crunch:

Kalt Ìsson
Male Human Ranger (Guide) 1
CG medium humanoid (6’, 4”', 200 lbs)
Init +2; Senses Perception +6

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor +2 Dex)
HP 13 (1d10 +2 Con +1 favored class)

Saving Throws
Fortitude: +5 (+2 level, +2 Con, +1 trait)
Reflex: +4 (+2 level, +2 Dex)
Will: +2 (+0 level, +2 Wis)

OFFENSE
Speed 30 ft.

Melee Longsword, 2H: +4 (1d8+6/19-20/x2)
Melee Longsword, 2H with Power Attack +3 (1d8+7/19-20/x2)
Melee Light Mace: +4 (1d6+3/20/x2)
Melee Dagger: +4 (1d4+3/19-20/x2)
Ranged Dagger, Thrown: +3 (1d4+3/19-20/x2/10' increment)
Ranged Sling: +3 (1d4+3/x2/50' increment)

STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1, ; CMB +4; CMD 16
Feats Power Attack, Cleave
Traits Armor Expert, Northern Ancestry

Trained Skills (Ranks per level = 6)
Intimidate: +4 (1 rank, +3 class)
Knowledge (geography): +4 (1 rank, +3 class)
Knowledge (nature): +4 (1 rank, +3 class)
Perception: +6 (1 rank, +3 class, +2 Wis)
Stealth: +5 (1 rank, +3 class, +2 Dex, -1 armor)
Survival: +6 (+7 to track) (1 rank, +3 class, +2 Wis)

Untrained Skills
Acrobatics: +1 (+2 Dex, -1 armor)
Climb: +3 (+3 Str, -1 armor)
Diplomacy: -1 -1 Cha
Heal: +2 (+2 Wis)
Sense Motive: +2 (+2 Wis)
Swim: +2 (+3 Str, -1 armor)

Languages Common, Ulfen
Other Gear 14 GP | Longsword, Dagger, Light mace, Sling (20 bullets), Chain shirt, Pathfinder's Kit (backpack, bedroll, belt pouch, mug, 2 fishhooks, flint & steel, sewing needle, signal whistle, 50’ string, 50’ thread, 2 water skins, whetstone, 7 days rations), Rope, 50', 3 torches

SPECIAL ABILITIES
Ranger’s Focus: 1/day, select 1 enemy as swift action, gain +2 attack and damage
Track: add ½ level to Survival roll to track (+1)
Wild Empathy: improve initial attitude of an animal, works like Diplomacy skill, add ½ level to roll (+1)
Damage Resistance, cold (2)

RACIAL TRAITS
Heart of the Snows: treat cold climates as one category less severe; +2 on Fortitude saves vs effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions.


Oh, and I should mention that I can post several times a day.


Dotting for interest. I'm going for a cleric, likely a crusader.
I'll post the details lateron this today (01:02 atm, hence), since it goes better on a pc than a portable device.


Here's the crunch for Kaelifax, the Half-Ulfen (not to be confused with half-elven) Skald -- however, the full history and appearance background will be up tomorrow at the latest.

(Just wanted to make sure I was on the list).

As I said, skill-monkey/support/face-type character.


I am in process of building a Human or Half-Elf Zen Archer. I need to get the players guide to go along with this, to build out the fluff a bit. Hopefully should be able to post background and such in a few hours.


Ok, Kaelifax's background (and future plans) are done.

More than happy to answer any questions that might come up.


GM Mezegis wrote:
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.

I understand the work PC restriction, which is why I asked. There are a few things I can't access from work, which is where I do a lot of my posting. I use Powerpoint to make my maps, post them on Flikr, then link them in thread. Sadly, I'm VERY visually oriented. Even playing tabletop I end up often asking where everything is, distances, locations, shape, if I can't see it.

I post frequently, and fully believe in the idea that the players drive the GM, and vice-versa. If all are motivated then the story maintains a good pace.

Sadly, I can't help but feel TOO much of a rush can tend to lose a little something in the interplay between characters and the game world. To me, it's just like the people that rush to get max level in MMO's. Sure, you may have finished in incredible time, but did you really have the opportunity to become engrossed in the world around you and the quests you were involved in, or were they only a backdrop in racing to just reach the finish? Role-playing isn't about getting to the end, it's about truly enjoying the scenery and journey along the way.

Sorry, just my perspective.


I am also in the process of building a human summoner (no archetype).
Man summoners get pathetic class skills :P I am deffently going to have to shore those up with traits. I am thinking intimidate and deplomacy as the skills that I want him to have are deplomacy (to preach about dragons), intimidate (because a prophet of dragons should be a little unsettling and scary), knowledge arcana (because you have to actually KNOW what you are preaching about) and sense motive.
My two starting feats will be extra evolution and toughness (because he is a tough old coot).
Still working on him!


I agree something might be lost by rushing but that's not a danger in PBP.

And you don't get to see any scenery if you never make it past the driveway. =P


Mez, I'm going to drop out of the running. I just remembered I promised my wife I'd cut back on online gaming! I think what we have going with our other group will be enough, and when my other games wrap I'll see where things stand.


Could you explain how it's not a danger? Is it just because you can go back and read it after the fact? If the scene has passed due to expedience, but a player wasn't done with it, wouldn't they feel that they were forced to move on whether they wanted to or not?

I understand the need to get out of the driveway, but speeding isn't the only other option. As a GM, I'd rather all my players were still with me and had a chance to participate, than just try to get through the scene. As a player, though, I do wish people would post more often amongst each other instead of just getting through the scene. A novel I want to get to the end and rush to see what happens. In RPG's I'm a part of the story, and like to be able to be truly immersed in it so that I feel like I'm a part of the story.

I'm not trying to be argumentative, I just don't get how close to 9000 posts in only 4 months allows for much immersion beyond rushing scene to scene, and fight to fight.


Mez this is Ebon's alt. mostly crunch, I'll add backstory an personality tomorrow. getting sleepy.
As you know , I generally post at least once per day, tho not much more than that. And I don't mind being DMPC'd as needed.


And I almost forgot.....
XD


Part of the magic of PbP is that a scene is never really passed. If it's just social interaction and RP that you're participating in, things don't have to occur in 100% chronological order and it doesn't make sense to grind the game to a halt waiting on one or two people to chime in on a given subject. Is it worth killing the game for everyone to enable the minority? Would you cancel a face to face game because one guy couldn't make it or had to bail early?

You'd be surprised how immersive a game moving at a strong pace is. I've seen, and been a part of, too many games that stalled and died waiting for the guy that can only post once every two days. How immersed is anyone when the game goes dark?

It's not about racing to the finish. PBP aren't a race, they're a test of endurance. It's about moving at a pace that lets you finish the marathon.

Liberty's Edge

PbP gives you the freedom to jump back and forth between scenes, too. You can simply separate two scenes with a spoiler or some dashes and have the PCs be interrogating the captured thief at the same time as they go shopping for spelunking gear.

I do agree that 4-6 months is a crazy fast pace though. :)


For the pbp rush conversation, anyone else here use flextime in their games?

As a GM I love it. People want to keep a scene going? Great. Others want to move things along as they're not primary participants in the current scene? Not an issue.

I don't see it used too often, but I think it gives impressive flexibility in the quest to complete an adventure and have a fun and immersive RP experience.

2cp.

*EDIT* Ninja'd by Alice! What she said. :)


I think we were just talking about that. =P


And my edit was ninja'd by Sven! Man I can't win for losing... ha.


Here is Revedimir Wolfhearth, the boreal sorcerer i would like to submit to your AP. I beleive i followed your requests for character creation but if something is amiss let me know.

As for posted habbits this is my first PbP campaing. I have done an adventure before and posted once every three days (which is when our DM would post). If you are posting daily then i will be able to as well. Once a day minimum should be no trouble for me with more on days i dont work.


Alright, here is Brutus Tarsi, my Human Zen Archer:

Background:

Brutus Tarsi was a Varisian slave for most of his life. His parents along with a number of other Varisian families were traveling through Isger were their caravan was attacked. Brutus was only three at the time, a boy who was learning the steps to the ceremonial dances of his people when the bandits burst into their camp. His father, Toral came from their wagon with a quarterstaff, and a few other men from the caravan were able to respond, but the bandits were too numerous, and their surprise too great an obstacle to overcome. In the end, all but one of the men lay dead, and all the rest of the Varisian caravan, adults and children alike, were bound and tossed into the back of one of the wagons.

The bandits made it back to their camp, and Brutus and his family group were added to a large group of slaves headed and bound for Elidir. During the trip, a few of the mothers tried to free as many of the children as they could. Two of the girls got away, but when Brutus' mother, Eliza, was working on his own knots, the guards realized what was happening. None of the women survived the encounter. The only thing Brutus can remember of his mother was warm eyes and a loving smile, thankfully, the rest was blocked out.

Brutus grew up in slavery, and as a child slave was often given mundane chores like sweeping the floors, caring for pets, cleaning the table after meals, and cutting and collecting firewood. His favorite chore was the firewood, because it was the one that got him out of the houses he was staying in the longest. Often, when he went out to cut the evenings supply, he would make a break for it. He developed a reputation as a rebellious child who needed a number of good beatings to keep him in line. After bouncing between owner after owner in Elidir, finally, his last owner had had enough. She contacted a slave caravan that was headed east and sold him.

Out of the city in which he had spent most of his 14 year old life, Brutus was lumped into a group of slaves headed for Taldor. Someone, somewhere, was looking down on Brutus that day. He could have been sold to any number of slavers or bandits that populate Isger, but he was sold to this particular slave train, one that was forced to cross the Andoran countryside. The slavers weren't thrilled with it, if there was one place they were hated, it was Andoran, but the pay off was worth the risk and so they started across, under cover of night, in hopes of making it through Andoran unnoticed.

Little did they know though, that their route was one that had been watched. Reports of bandits and slavers using the route led a group of adventures to keep it under surveillance, and even to set an ambush in the Eastern portions of the Andoran landscape, near the Verduran forest. The slavers had no idea what hit them, and they were quickly and quietly subdued. The group of vigilantes consisted of a few local woodsmen, a ranger who was intimidating with her bow, and a man who ran unarmed and unarmored into the fray but dealt crushing blows with his hands, feet, elbows, and knees. The woodsmen took the bound and defeated slavers away to be tried, leaving the task of freeing the prisoners to the monk, a man named Eronus, and the ranger, a woman named Viltae.

In that particular caravan, there were 26 slaves. Most of them had been somewhat local, either from the western edge of Andoran, or travelers in Isger like Brutus' family more than a decade ago. Though most were relatively local, there were a few who came from much more distant regions. Brutus' olive skin and long black hair set him apart as an obvious foreigner on the Andoran landscape. When Viltae finally got around to questioning Brutus, she found out that out of all the slaves, he was the only one who truly was alone with no home or family to return to. Not only that, but she realized that what she saw before her was a young man who was filled with anger, bitterness, and rage. The spirit that had led him to escape numerous owners, the stubborn streak that had earned him so many lashes and beatings, was obvious during that first interview, and something about that attitude worried Viltae. She realized that unless that spirit was molded, it would soon turn the enslaved child into something evil himself. The rage and bitterness would overtake him, and who knows, maybe in a few years, she would find herself on the Andoran landscape one night trying to stop him and his evil actions. She couldn't take that risk.

So Viltae decided to take him in. She lived in a secluded cabin in the Verduran forest. There she brought Brutus, and there she provided and cared for him, and taught him all that she knew. Three or four times a week, the monk Eronus would come by as well, and would teach the boy the ways of Irori. Over time, their generosity, their compassion, their mercy, and their love wore down his defenses. His rage and bitterness begin to subside, and he begin to see the need for discipline and the ability to master his anger and his emotions.

It took a few years, but soon, Brutus, using the techniques that Eronus taught him, was able to harness, control, and direct his emotions how he saw fit. From Viltae, he learned of Erastil, he learned of the hunter who gifted humans with the bow. He learned how to shape wood to form bows and arrows. He learned to survive in the forest, to move quickly and quietly, how to stay alert, and how to hunt and shoot. From Eronus, he learned how to control his emotions, to seek discipline, and the ideal of perfection in mind and body. He upheld the ideals of Irori, in practice at the very least, but the philosophy of Erastil, of living simply, of being good, and protecting those you care about resonated in his being. From these two, Brutus learned what it meant to be good, and from each individually, he learned something different, which he combined into a unique whole. He took up the practices of the monks of Irori, and joined it with the philosophy and weapons of Erastil. He became a monk of Erastil, dedicated to protecting those he loved as well as those who couldn't protect themselves from the evils of this world. Evils that he had been saved and redeemed from, and evils he sought to redeem others from. He transformed his once raging emotions into crystal clear focus and discipline. He was capable of setting a focus and a purpose and carrying that purpose with pinpoint accuracy, and if his purpose called for violence, often his enemy never even saw his judgement coming.

He lived with Viltae till he was 18, then he roamed the woods, putting what she had taught him into practice. He lived on his own, visiting his rescuers often, over the next 3 years. But within him was a desire to see what he had never seen. He wanted to see the kingdoms of Golarian, he wanted to worship in the temples of Erastil, and he wanted to bring freedom from the evils of this world to those who needed it. Viltae and Eronus understood his desire, and they blessed him on his trip. So taking with him his simple clothes, his bow and arrows, and a staff he used as a walking stick, Brutus left, and headed east. He spent much of the last year visiting small hamlets and villages in Taldor. He arrived in Heldren a week ago, and has been staying at the temple of Erastil. He is intrigued by the difficulties the village is facing, and is more than willing to offer his help in their defense and their aid.

Character Stat Block:

Brutus Tarsi
Male Human Monk (Zen Archer) 1
LG medium humanoid
Init +3; Senses Perception +7

DEFENSE
AC 16, touch 16, flat-footed 13 (+4 armor +2 Dex)
HP 9 (1d8 + 1 Con)
Saving Throws
Fortitude: +3 (+2 level, +1 Con)
Reflex: +5 (+2 level, +3 Dex)
Will: +5 (+2 level, +3 Wis)
OFFENSE
Speed 30 ft.
Melee Unarmed Strke: +1 (1d6+1 20/x2)
Melee Unarmed Strike, Flurry of Blows: +0/+0 (1d6+1, 20/x2)
Ranged Longbow (Composite +1): +3 (1d8+1 20/x3 110' increment)
Ranged Longbow (Composite +1) Deadly Aim: +2 (1d8+3 20/x3 110' increment)
Ranged Longbow (Composite +1) Flurry of Blows: +2/+2 (1d8+1 20/x3 110' increment)
Ranged Longbow (Composite +1) Flurry of Blows & Deadly Aim: +1/+1 (1d8+3 20/x3 110' increment)

STATISTICS
Str 12, Dex 16, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0, ; CMB +1; CMD 16
Feats: Point Blank Shot, Precise Shot, Deadly Aim
Traits: Restless Wayfarer, Poverty-Striken

Trained Skills (Ranks per level = 4 +1 (Favored Class), +1 human)
Craft (Bow): +4 (1 rank, +3 class)
Climb: +5 (1 rank, +3 class, +1 Str,)
Knowledge (history)
Knowledge (local) +1 (+1 Restless Wayfarer)
Knowledge (religion): +4 (1 rank, +3 class)
Perception: +7 (1 rank, +3 class, +3 Wis)
Stealth: +7 (1 rank, +3 class, +3 Dex)
Survival: +8 (1 rank, +3 class, +3 Wis, +1 Poverty-Striken)

Untrained Skills
Acrobatics: +1 (+2 Dex, -1 armor)
Diplomacy: -1 -1 Cha
Heal: +2 (+2 Wis)
Sense Motive: +2 (+2 Wis)
Swim: +2 (+3 Str, -1 armor)
Knowledge (geography): +1 (+1 Restless Wayfarer)

Languages Common, 2 more (Restless Wayfarer)

Other Gear 150 gp (Will purchase if chosen)

SPECIAL ABILITIES
AC Bonus
Flurry of Blows
Perfect Strike
Improved Unarmed Strike

To add, a bit about me, I have been playing D&D 3.5 mainly for about 10 years on and off again. I enjoy the table top game and love sitting down with a group of friends and doing epic things, however, I think I enjoy pbp games a bit better, as it seems there is a bit more freedom for roleplaying and interaction between characters. I am a daily poster, usually at least twice a day, and during the work week normally more. I am relatively new to these boards, and to the world of Golarian, but I have enjoyed doing the research for this character and am excited at the chance to play this particular AP.

Side note: Brutus isn't 100% complete, as I am not certain on languages, and I wanted to chat with the GM about crafting and such before spending my gold. If chosen, I can take care of that stuff pretty quickly though. Thanks again!


Well here is Joseph bonkers character :)
Its just the majority of the crunch and an alias but I figured I should get him up here anyways :)

Dark Archive

I for one think that the speed this may take on is exciting. It makes you stay focused and involved if you care at all. Also, getting through an AP in 6 months instead of the 2 years it takes my table top group would allow me to see more AP's!

I'm ready for this!


Here's Wade, cleric crusader in service of Sarenrae.

Not so much focused on dishing out, but more on enduring and aiding his allies.
Think of him as an armored battlefield medic.

Spoiler:
http://paizo.com/people/WadeIrwin#newPost

Background will be added in a couple of hours.
To add, i can post multiple times per day.


Lots of exciting looking entries again. As a note I fixed several typos/errors in my character sheet after submitting.


A black skinned tiefling with a pair of mismatched eyes and a cruel looking set of horns enters the room and begins to nod approvingly at all of the meat shields gathered before him.

This is excactly the group I need to be a part of.

Background:

Galganis, or “Lucky” to his friends, was born to a female worker living in Fort Clearwater, a small and relatively unknown outpost on the edge of the Worldwound. Because of his appearance at birth he was instantly shunned by his family and handed over to the crusaders that called the fort their home. Not knowing what to make of the birth, the soldiers brought the child to the attention of Ylyda Svyn, an alchemist of note who had spent her life struggling with the forces of the Worldwound and protecting the borders from further incursions. Ylyda felt a pang of sorrow for the child, knowing it would find no acceptance in a place so driven by conflict with the very creatures that it owed its appearance to. So she kept the child, and raised him within her home. What was indeed unknown to the majority of the fort was that Ylyda herself had become so obsessed with finding a solution for the neverending tide of demons that flowed from the Worldwound that she had begun to experiment on her own people. In time, Galganis would learn this as well.

It was obvious from an early age that Galganis was bright, exceptionally gifted was the term Ylyda used when referring to him. He had an almost insatiable curiosity when it came to lore and history, and she fed this with countless books and tomes on all manner of subjects. He learned about the creatures within the Worldwound as well as those in the rest of the land. He also learned a trade from Ylyda, picking up the fundamentals of alchemy as easily as a fish learns to swim. As he grew he also learned how to survive, shadowing the crusaders that made the fort their home and watching them go about their daily routines and training. Always the outsider, his curiosity would not be held back and he took the muttered comments and quips about his heritage well, knowing that he would be his own man in time. He also began to understand that the experiments that Ylyda was working with were wrong, and he began to distance himself from her. Not before too much exposure to the wild forces left him a bit scarred and unstable in the process.

In time, when Galganis was a young man, he felt the tug of the wide world beyond the fort pull at him, and he knew in his heart it was time to make his way in the world, taking with him all he had learned and finding his calling. He also knew that to stay any longer would be a great risk to himself, as he began to suspect that Ylyda had fallen from the path and was becoming something much worse than the caregiver he knew. He wanted to retain at least a small shred of the good memories he had, and that meant leaving forever. So without any fanfare or pageantry he set off south from Fort Clearwater to follow his own path.

In the years that followed he found himself teamed up with three different groups of adventurers. The first was a group calling themselves “The Band” who had agreed to a mission to plunder the remains of an ancient Thassalonian ruin. After not more than thirty steps into the ancient grounds the party encountered the guardians of the place, stone statues that came to life. Every member was lost except for Galganis, who managed to beat a hasty retreat from the ruins and scramble back to the surface. He reported back to their sponsor that all hands were lost during the adventure, which did not please the man who promptly had him chased from the village. A second group, going by no specific name, came to be formed in the village of Sandpoint. Their quest was to uncover the reasons behind a rash of recent goblin attacks. After the party set out it wasn’t long before they discovered the seemingly abandoned goblin village. In reality these goblins had been laid claim to some rare devices that the goblins proceeded to use against the party, once more killing all but Galganis. He made his way back to the village to report the outcome, and was treated to some rather sour looks. The final group, “The Dawn’s Edge” were a more hardy bunch, having some success until the encounter with the strange being in the woods that ended up luring them all into a hidden pool of quicksand. Galganis, ever wary, was not so quick to follow the light that bobbed through the dark wood and kept his distance. When the party vanished into the muck he did his best to save them, but to no avail. When he reported this to the society that hired the group they called him “Lucky” for surviving the mess and his previous encounters, and the name stuck.

Since then Galganis has been somewhat of a transient, working in places that would have him and keeping his eyes peeled for the next bit of adventure that he might find himself thrown into. His recent travels have taken him to Heldren, where he has been working as an assistant to Tessaraea Willowbark at the Willobark Apothacary while planning his next move. It was only when the recent news of the strange weather out of the Border Woods came that he realized that this might be his chance for another adventure…

Description:

Not all that pleasant to behold, Galganis is a darkly skinned tiefling of just under six feet in height. He sports a pair of large horns which curve over the top of his bald head. He wears a battered suit of studded leather armor crossed with a pair of bandoliers which hold a number of strange and dangerous looking items, from bubbling vials of liquid to needle sharp darts. He keeps a crossbow at his hip and a quiver of bolts along the back of his belt. He keeps a rust colored cloak attached at his shoulders, the hem showing obvious wear and extensive exposure to the elements.


Added Smaug, Brutus, and Wade. Also sorted the doc by role.

Click me!


I did also (fix some erros, I mean) -- I'd had a cut-and-paste issue, apparently that I didn't notice until this morning.


Thank you Sven, I just got off work and was going to update the list for todays applicants.


Diligent ulfen is diligent.

It comes with being a paladin.


Christobal's a bard. Couldn't get everything I wanted as a rogue with these more limited rules compared to divineshadow's game, so I kinda rewrote everything.


Sven Bjornson wrote:

Diligent ulfen is diligent.

It comes with being a paladin.

And having a j in your name?


Sven Bjornson wrote:

Added Smaug, Brutus, and Wade. Also sorted the doc by role.

Click me!

Hmmm. I would have characterized Ned's role as melee/ranged with the great axe/longbow. I hadn't assigned him an ethnicity but I don't have a problem with him being Ulfin, though I may have to change his name.


I also am far more of a skills/support based character than a ranged/support based character. Don't be fooled by the crossbow and darts, I'll never be good at ranged combat. :)


Oladon wrote:
Sven Bjornson wrote:

Diligent ulfen is diligent.

It comes with being a paladin.

And having a j in your name?

"Hey! I represent that! Now now, I'll have none of that!"

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