Serpent's Skull AP (Inactive)

Game Master connortheconman

https://the-skull-of-the-serpent.obsidianportal.com


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Looking for a good group of people for a PbP (or maybe MapTool if you guys prefer) run-through of the Serpent's Skull Adventure Path. I'm working on an Obsidian Portal page for the campaign, so let me know if you guys are interested. I'm looking for four more players, I already have one.


What kind of character do you already have? I played this character in a Serpent's Skull game until the DM disappeared. He was made with a 15 point-buy. Obviously, I would reduce him back to first level if he were picked.


I've never used maptool, but I'm willing to use it and learn it.
I'm interested, I just need to know the character creation rules to get something together.


Agreed with the above, I haven't used Maptool either, although I have heard about some people using it. Would enjoy playing in a Serpents Skull AP, once character creation guidelines are set.


The one player I have is looking at several builds, so I'll have him post his ideas here once he gets something good together.

As far as character creation rules, I'm going by the heroic stat generation method. Roll 2d6 and add 6. For character options, all classes are open, including the ones from the Advanced Class Guide if you have a playtest packet (or if not you can get one free in the store site).

As far as Maptool/PbP goes, my previous campaign was done via Maptool since several of out group were friends from out of state, so I'm not opposed to it, but it may be difficult to get everyone together on a semi-regular basis to play. So PbP may be an easier option that way.


roll for stats. I prefer buy, since people don't complain, but I'll roll.


stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11
stats: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stats: 2d6 + 6 ⇒ (1, 1) + 6 = 8
stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11

I'm thinking a Dwarven Ranger with this. Unless you have rules about what can go above or below my character looks like this

11 Str
18 Dex
18 Con (16+2)
11 Int
13 Wis (11+2)
6 Cha (8-2)

Dark Archive

I am interested in a Serpent's Skull. Perhaps a Drunken Master or a Gravewalker Witch


DoubleGold wrote:

[dice=stats]2d6+6

[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6

I'm thinking a Dwarven Ranger with this. Unless you have rules about what can go above or below my character looks like this

11 Str
18 Dex
18 Con (16+2)
11 Int
13 Wis (11+2)
6 Cha (8-2)

That's totally fine, I have no complaint.


Hello all! I am the one player DM Connor spoke of. Right now I'm looking pretty dead-set on a swashbuckler built to be nigh-untouchable in combat. (First 5 levels are looking like 3 levels of swashbuckler and 2 levels of monk)

I haven't an alias or details worked out, but this is my plan of attack at the moment.


What about races? I have a goblin wizard I'd like to submit, if that's OK.


Rolls for Stats:

stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stats: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stats: 2d6 + 6 ⇒ (6, 1) + 6 = 13
stats: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Wow that hurts. Ok.


stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stats: 2d6 + 6 ⇒ (1, 1) + 6 = 8
stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14

I would like to join as well. I will be making a character after I know the rolls.

hmmm looking at my rolls I might be making a monk or some other mad character.


2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11

wow that sucks, I don't even think there is a single class I want to play that can use those stats. Might have to drop out.

EDIT: Those stats are roughly equal to a heroic NPC's stats, or just above the stats you can get with a Point Buy of 10.


I have no restrictions on race Sarpadian, nor anything else really. If it follows the rule of cool, I'm ok with it. As to characters, I'm going to accept the first four fully-fledged characters either here or in my PMs. So if you guys are interested try and get your characters done asap.


Hopefully you can take my magus into consideration.


stats roll: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stats roll: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stats roll: 2d6 + 6 ⇒ (3, 2) + 6 = 11
stats roll: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stats roll: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stats roll: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stats roll: 2d6 + 6 ⇒ (5, 1) + 6 = 12


stats roll: 2d6 + 6 ⇒ (5, 3) + 6 = 14
stats roll: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stats roll: 2d6 + 6 ⇒ (3, 6) + 6 = 15
stats roll: 2d6 + 6 ⇒ (1, 4) + 6 = 11
stats roll: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stats roll: 2d6 + 6 ⇒ (2, 5) + 6 = 13
stats roll: 2d6 + 6 ⇒ (6, 2) + 6 = 14

I did not roll very well. Please consider the more lucky applicants.


stats: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15
stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
stats: 2d6 + 6 ⇒ (5, 2) + 6 = 13
stats: 2d6 + 6 ⇒ (4, 2) + 6 = 12
stats: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Depending on my stats and if selected, I would be interested in playing a Dwarven cleric of Angradd, with War and Fire as my domains, with an emphasis on offense on top of my healing. Thanks.

EDIT: As it turns out, rolls weren't too bad.

Stat distribution would end up as follows:

Str 12
Dex 12
Con 15 (13+2)
Int 12
Wis 17 (15+2)
Cha 15 (17-2)


Trying my luck
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
A well this is really crappy. I follow Gm Tribute


Rolling for stats:

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 5) + 6 = 14


I hope I would make it into the group :D

Stat Rolls:

2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17

Hmm given my rolls, I think it would fit a Summoner quite nicely since he's more dependent on his summons. Let me know if that's fine with you.


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Since everyone seems to be getting very unlucky rolls, I'm going to change stat generation to a 25 point buy. If you've already generated your stats by rolling and want to keep them that's fine, but I don't want people crippled by crappy rolls. Alternatively, you can point-buy using your existing stats and get them more to your liking.

Also, to everyone who's asking about selection, I'm gonna go off of the first five people who can message me a word doc of their completed character sheet or message me from their character's completed profile.

1. Mighty Beowulf's As-Yet-Unnamed Swashbuckler 1
2. Kevorin Chorster - Level 1 Magus
3.
4.
5.


I'll be out of this one, so others can have a chance.


Putting my character together now. I will be keeping my previously rolled stats, as it would take 29 points to get what I have now. Be back shortly.


well seeing how it is 25 point buy now I fixed some of my dump stats that I rolled.


Annabel Flint at your service.


The slots so far:

1. Annabel Flint - Human Swashbuckler
2. Kevorin Chorster - Human Magus
3. Gudbjörn - Dwarf Cleric
4. Open
5. Open

It's coming along, guys. The three people here, expect campaign details in your inboxes to help with character background.


I will adjust Joll's stats to a 25 point buy. Considering the lot of miscreants that you have chosen, it will be necessary to have an officer of the law (torturer, actually) to see that that don't degenerate into a Pathfinder version of Lord of the Flies.

*crosses fingers that the DM will buy this tripe of an argument*


Joll wrote:

I will adjust Joll's stats to a 25 point buy. Considering the lot of miscreants that you have chosen, it will be necessary to have an officer of the law (torturer, actually) to see that that don't degenerate into a Pathfinder version of Lord of the Flies.

*crosses fingers that the DM will buy this tripe of an argument*

wow a torturer this is going to be an interesting party.

The Exchange

Here is my Drunken Master


dot


Hey guys I actually filled up on spots, and actually accepted one more than I originally planned on. As of now, I'm not accepting any more applications. The lucky few are:

1. Annabel Flint - Human Swashbuckler
2. Kevorin Chorster - Human Magus
3. Gudbjörn - Dwarf Cleric
4. Mordack Dunstar - Dwarf Ranger
5. Joll - Human Inquisitor
6. Ginganinja's character, once I receive the right link.

You guys will get campaign info tomorrow afternoon (EST America) and hopefully within the next day or two the campaign begins.

Sczarni

I had this character especially for this campaign in mind, but alas I am too late (pb15 though). Enjoy.

Horizon Hunters

people here probably can't see that there is a post in gameplay or an update until they click that section, so game is up.
Thought I'd let people know.


So guys I had a few people drop out of my game after we got underway, although we didn't get far. So I'm going to reopen this recruitment thread. Currently we have one player staying on for sure, waiting for responses from the others. But I'm going to need a minimum two more players. Character creation rules are as follows:

1. 25 point buy for stats. It was originally set up for rolls, but people got really awful rolls and it was changed to buy.
2. 3 traits, one of which must be a Serpent's Skull campaign trait.
3. No limits on classes from Paizo-published content, including the ACG playtest material. Third party material may be allowed on a case-by-case basis, with preference to Dreamscarred Press' psionics material since it's the only material I own.
4. Races are pretty open, although some stranger races like Tengu and others need to have a compelling backstory for them to be in this area of the world.
5. 150 starting gold.
6. I like to reward a well-written backstory, so you may get a few goodies for preparing such.

I'm going to keep this open for a while to allow for a decent volume of submissions, although once I reach about ten or so I'm going to close it.


I have this elf lore warden fighter, intended to progress into wizard and then arcane archer/Eldritch Knight (mostly because I've never played that combination before). He's currently built with a 20 PB and two traits but a 25/3 is easy enough to change.

Bayani Crunch:

Bayani Nishou
Male Elf Fighter (Lore Warden) 1
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3 (+2 circumstance bonus vs. hot weather), Ref +3, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee chakram +2 (1d8+2) and
. . rapier +3 (1d6+2/18-20)
Ranged longbow +4 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 16, Wis 10, Cha 7
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits boarded in the mwangi expanse, clever wordplay
Skills Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nature) +7, Perception +3, Spellcraft +7, Swim +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Polyglot, Sylvan, Varisian
SQ arcane focus
Combat Gear cold iron arrows (20), cold iron blunt arrows (10), alchemist's fire; Other Gear wooden armor, chakram (5), longbow, rapier, backpack, bedroll, blanket, candle (10), chalk (7), dice, flint and steel, hot weather outfit, ink, black, inkpen, paper (4), spell component pouch, trail rations, travelling spellbook, whetstone, 12 gp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.

Bayani backstory:

Bayani is the son of a Kyonin elf father and an Ekujae elf mother of the Mwangi expanse, who met when the former traveled into the jungle on an expedition of discovery. Aladaer raised his son with Baurini, for a decade, and then wished to return with his lover and their son to Kyonin. She refused, and told him he was welcome to take the boy, whom she had named in the style of her tribe, but declared that the child would always be between two people, two homes.
--------------------
Here's a brief vignette describing some of the relationship between Bayani and his father, and the reasons for being in Mwangi:
--------------------
"You're going to Mwangi?" the older elf asked.
"Yes, father," replied Bayani in a neutral tone.

"Call me Aladaer, we're both adults now. Why are you going back there? You know she won't care that she birthed you."

"You call me an adult, yet assume you know my business as if I were still a 6-decade-old? I want to see DINOSAURS, f...Aladaer. I want to find the ruins you saw a century ago. Certainly it would be pleasant to meet the woman to whom I owe this permanent suntan, but that's not the reason I'm going."

Aladaer frowns, meeting his son's deep black eyes with his own. "It's dangerous, too. You've got some talent, I won't deny that, but are you sure you can handle it? There's a phrase the humans say in Taldan: <It's a jungle out there!>" He falls into the common tongue of Avistan to say the words.

Bayani ponders the situation, then grasps what is underlying his sire's concern.

"I never blame you for taking me away from her, you know." The other's reaction confirms his line of thought. "I've had no complaints about my life, and parents rarely stay together until their child's centenary. Why should it have been different for you? Iadara is my home, and I wouldn't trade this life for one growing up in the expanse -- even if I always begged you for tales of your adventures when I was small."

"I supposed you were trying to find a connection to your mother; that wasn't it?"

"They were exciting! What little boy wouldn't love those tales? Desna and Nethys, father, did you always think when I was asking you for those, I was asking about her?"

His father shrugged sheepishly.

"Ki jan nan kreyòl mwen an?" asks Bayani, changing the subject. How's my polyglot?

"Ou pale li tankou yon natif natal," replies Aladaer. You speak it like a native.

"Mèsi. Mwen menm, ale nan Greengold, ak soti nan gen yon vwayaj de-semèn yo Korvosa. Gen yon bato kite pou Mwangi nan espas yon mwa. Vle m 'chans, papa." Thank you. Tomorrow I go to Greengold, and from there a two-week journey to Korvosa. There is a ship leaving for Mwangi within a month. Wish me luck, father.

"Good luck, son," replies Aladaer, returning to elven, emotion showing in his normally-placid eyes.


I've been reading your gameplay, and present a substitute to the former paladin you had. I'll take in that I was on the dinner too and thus, awakened in the shore with the others.Here is

Jordi:

Jordi, The Innocent Idealist Avenger
Male Human Paladin of Iomedae 1 (oath of vengeance)
[Favored Class - HP:1 Skill:0]
LG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 16 (+1Dex, +5 armor)
hp 12 (1d10+1 (CON) +1 (FCB)) (Vulnerability +1 damage from cold iron)
Fort +3, Ref +1, Will +3 (+2 bonus against death effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+5 Greatsword 2d6+4 // (PA) +4 Greatsword 2d6+7
------------------------------
Especial abilities
------------------------------
Paladin Spells Known
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 15

Feats 1-Power attack /-Fey foundling(Human)

Skills (2+1 Int+1 human)
Craft +1(Int)
Diplomacy +3(Cha) (1) +3 +1(trait) = +8
Handle Animal +3(Cha)
Heal +1(Wis) (1) +3 = +5
Knowledge (nobility) +1(Int)
Knowledge (religion) +1(Int) (1) +3 = +5
Profession +1(Wis)
*Ride +1(Dex)
Sense Motive +1(Wis) (1) +3 = +5
Spellcraft +1(Int)

*Armor penalty -4

Languages: Common, celestial
SQ [b]
[b]Oath of Vengeance

While all paladins uphold the principals of law and good, sometimes these ideas must have a ruthless and dangerous side. It often falls upon a paladin to bring justice in the form of vengeance upon heinous transgressors against law and good. These oathbound paladins are always on the hunt for those who have perpetrated evil, and are the instrument of Heaven's most definitive and implacable judgment.
Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.
Powerful Justice (Su): At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR. This ability replaces aura of justice.
Code of Conduct: Never let lesser eveils distract you from your pursuit of just vengeance.
Oath Spells: 1st—wrath; 2nd—confess; 3rd—blessing of fervor; 4th—order's wrath.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Gear
MW Greatsword, Scale mail, backpack, blanket winter, flint & steel, dagger, lantern hood, oilx10, warhammer, Holy symbol of Iomedae (silver)
Total weight: 58/86(light) 173(medium) 260(heavy)
GP: 10 SP:0
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
--------------------
Traits:
--------------------
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Get the Cargo Through: Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea floor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned
her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth.
Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.

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

--------------------
Background
--------------------
Jordi has been raised in a temple at Kenabres, and trained since a child to fight against the hordes of the Abyss with discipline and faith. He doesn't remember nothing of his true parents, just knows they where killed when some demons lured somehow into the protected zone by the wardstones, being himself mortally wounded. Miraculously, he was saved by some crusades that come after hearing the cruel slaughter sounds, though some of them swore the child was dead...
Because of that, he has been observed by clerics and inquisitors, and generally accused on any "witch hunt" that takes places as possible demon possessed. Until now, thanks to being cared by a high-rank Knight, he got free of charges, but things change quick; his protector is getting old, and someone seems to have a grudge against him, so he took the decision of departing, not only from the city, but the country, vowing some day will return, to cleanse his name in the next crusade, even if that means he must start one.

Jordi departed from Kenabres, and traveled several months until arrived a port city in Varisia, the city of Magnimar. Once he realized he has nothing to offer except his training and fervor in exchange of incoming, Jordi started to take cargo protection works. With the work he got the opportunity to finish with some outlaws that put in danger the trade routes, so was a mix of vocation and profession that made him feel somehow fulfilled.

His most recent cargo was shipped in the Jenivere, a standard ship for a standard route, so easy work...

or not?

The Paladin's Code
"Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands."
1. Heal those that ask for it, regardless of if they can pay.
2. Mercy must be granted to those that ask for it, or request asylum.
3. Help those that can't help themselves.
"Only respond to violence in kind with swift metal and scorching light."
4. Don't initiate combat if another path seems open.
5. Actively seek out and destroy any cult of Rovagug.
6. Destroy any mindless undead or beasts as well as anything related to Rovagug as they are beyond redemption.
"Each new day brings hope and renewed opportunity. You must not let darkness into your life."
7. Can't knowingly tell a lie.
8. Can't knowingly use poison.
9. Must never own a slave, and must do your best to free those in bondage.
"May the strength of the sun guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter of the law is corrupted or unknown.


Officially checking in on this thread now that it has been reactivated. I suppose either that I could have been on the beach with the others, or that the characters on the ship find me regaining consciousness in one of the cabins. Whichever you think will work out better.


Would new characters be joining the action already in progress, or would the story be restarting from the top? (I know nothing of this AP; pretty new to PBP.)

I could submit the same saurian shaman I had in the other post (which I think the GM said he'd been looking at), or I've started turning over a draconic bloodrager in my mind.

Ghorrin Redblade


Dotting.


dotting... will need to pull down the pdf for SS, I know nothing of the campaign but have heard great things. I am not going to "build for existing hole" or anything, but what are the for certain slots that opened up? (Don't want to submit yet another spell slinger if that is all that has stayed on, etc etc.)

I also echo Redblade8's question of how we would be starting.


dotting for interest. What party members do you have so I know what roles to stay away from.


For the moment guys, it looks like only my ranger is able to stay on. So all other slots are free game. So, it seems I have four slots open, although I'll extend a fifth if I see a particularly exceptional character. As to starting, despite the fact I have only one character staying on I'm not going to start from the top. Some of you will start still aboard the ship, others will already be on the island, while others will have stumbled into the jungle before the others woke up. It'll come down to backstory.

So when it comes to classes I have no compunctions, but we are going to need a healer. And personally Redblade, I'd like to see the Bloodrager. Also Bayani, what translator did you use for Polyglot?


Going to work on a rogue submission then... will be posting soon, stowaway trait going to be incorporated (so likely will be still onboard or waking washed overboard... perhaps he jumped and swam to safety prior to whatever sunk it, will have to read the gameplay).


connortheconman wrote:
And personally Redblade, I'd like to see the Bloodrager.

Twist my arm, hoss. :) Soon as I come up with a plausible backstory, I'll submit.


I'll take healer if you would allow the warpriest class from the advanced class guide. Right now it will have to be the playtest version but I will upgrade him when I get my hands on the advanced class guide.

Horizon Hunters

ready when you are all, dwarf ranger ready to shoot.


I used Google translate, turning English into Hatian Creole. I won't use it on a regular basis during the game, since it can get annoying, and if anyone actually speaks the language in question, it's kind of laughable how bad the translations are. However, it just kinda fit in the little story.


Interested, Terribly new to pbp but willing to learn

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