Tales from the Great Bazaar

Game Master Patrick Curtin

An attempt to build a canonical Planescape campaign from the ground up. Starting as young teens living in the streets of Sigil and ending....?


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Female "Fire" Gnome
Mothman wrote:
Annabelle Ember wrote:

I plan on going a combo of sorcerer and summoner mostly summoner though

been working a lot for a couple of days, will try and finish everything as soon as I can.

I actually am having trouble deciding where to go with friends and rivals. since Annabelle is new to Sigil she probably didn't have much time to make any close friendships

That's right, I forgot you were going summoner.

Can I ask why you decided to go adept at first level? Seems like a fire blood line sorcerer or similar might be a good fit and give you a few more options?

I wanted to experience the "building up" as I progress. slowly realizing her powers and abilities. it really is a role playing thing.

also it adds Cure Light Wounds (as well as other divine spells) to my spell list for using wands and such.

Also I wanted to see if playing an NPC class at level 1 is doable and actually be useful.

there are some other reasons but those are not quite important right now.


Female "Fire" Gnome
Patrick Curtin wrote:
Annabelle Ember wrote:

I plan on going a combo of sorcerer and summoner mostly summoner though

been working a lot for a couple of days, will try and finish everything as soon as I can.

I actually am having trouble deciding where to go with friends and rivals. since Annabelle is new to Sigil she probably didn't have much time to make any close friendships

You can skip that if you don't feel like she'd have made any friends/enemies. I use this exercise as a springboard to incorporate ideas into the narrative. Several of the allies/enemies my other Planescape game set down have gone on to play major roles in the adventure.

I have some ideas floating around on this but I am not sure where Annabelle would be starting. is the St. Cuthbert's Lodging for the Lost an orphanage or is it more like an asylum? or just a lodging house?


Female "Fire" Gnome
Patrick Curtin wrote:

So, now that we are getting closer to having the characters up and running, it's time to discuss what sort of adventures are preferred.

Now, the overall theme is growing up in Sigil. I am thinking a set of challenges met, then we will have 'Down time' where characters can upgrade or work on skills offstage (I have to do a little homework in the Ultimate Campaign book).

My question is: is there anything that anyone would like to see? Edward,
you are interested in gaining that clockwork you had mentioned, we could do a story arc on that. If anyone wants a specific pet, familiar, mount we can run through that as well. Entry into a faction, gaining a particular skill, even membership in a guild or club (Sigil has thousands of different ones). Post any thoughts.

Would definitely like that. I also have some ideas concerning getting her ediolon when the time comes as well.

I want to allow the adventure/story actually help drive Annabelle's advancement. hence why I like the NPC class at level 1


DO NOT STICK FINGERS IN CAGE
Tollard Grimm wrote:

I am still adding to background and the requested questions. Allies are up, and enemies are forthcoming. Here is the background, still subject to editing:

** spoiler omitted **...

Looking good!


DO NOT STICK FINGERS IN CAGE
Annabelle Ember wrote:
Patrick Curtin wrote:
Annabelle Ember wrote:

I plan on going a combo of sorcerer and summoner mostly summoner though

been working a lot for a couple of days, will try and finish everything as soon as I can.

I actually am having trouble deciding where to go with friends and rivals. since Annabelle is new to Sigil she probably didn't have much time to make any close friendships

You can skip that if you don't feel like she'd have made any friends/enemies. I use this exercise as a springboard to incorporate ideas into the narrative. Several of the allies/enemies my other Planescape game set down have gone on to play major roles in the adventure.
I have some ideas floating around on this but I am not sure where Annabelle would be starting. is the St. Cuthbert's Lodging for the Lost an orphanage or is it more like an asylum? or just a lodging house?

It is an orphanage, but also a hostel. Sigil has no laws concerning child placement, so children and youths that find a spot there are expected to perform some service to pay their rent. The Cuthbertian Order is very lawful, and the majority are neutral, with a sizeable minority good. They do not as a rule take advantage of their charges, and in fact teach them trades by way of them doing chores. Often the children living there are also apprenticed to tradesmen in the Great Bazaar. However, the brothers shed no tears if one of their charges falls off the righteous path. there is always another ready for a safe bed.


DO NOT STICK FINGERS IN CAGE
Annabelle Ember wrote:
Patrick Curtin wrote:

So, now that we are getting closer to having the characters up and running, it's time to discuss what sort of adventures are preferred.

Now, the overall theme is growing up in Sigil. I am thinking a set of challenges met, then we will have 'Down time' where characters can upgrade or work on skills offstage (I have to do a little homework in the Ultimate Campaign book).

My question is: is there anything that anyone would like to see? Edward,
you are interested in gaining that clockwork you had mentioned, we could do a story arc on that. If anyone wants a specific pet, familiar, mount we can run through that as well. Entry into a faction, gaining a particular skill, even membership in a guild or club (Sigil has thousands of different ones). Post any thoughts.

Would definitely like that. I also have some ideas concerning getting her ediolon when the time comes as well.

I want to allow the adventure/story actually help drive Annabelle's advancement. hence why I like the NPC class at level 1

I try to run my games to include other's plans and desires. Those who have played with me before can attest to that. I want us all to craft the narrative together. This is our game, not mine. As such I want these characters to develop organically, so when at level 3-4 you start taking steps outside the Cage you will feel that these are fully realized people, not just stat collections.


DO NOT STICK FINGERS IN CAGE
Mothman wrote:
Tollard Grimm wrote:

I am still adding to background and the requested questions. Allies are up, and enemies are forthcoming. Here is the background, still subject to editing:

** spoiler omitted **...

I like the background CH.

** spoiler omitted **

Thanks for the vetting eyes Mothy. I liked seeing Thorn in Alyse's backstory..:D

Scarab Sages RPG Superstar 2009 Top 32

1 person marked this as a favorite.

Slowly getting there. It's been a bit slow at work, so I've been putting ideas together, ready to implement when I get home. :)

Liberty's Edge

Male Mothman Expert 5
Annabelle Ember wrote:
Mothman wrote:
Annabelle Ember wrote:

I plan on going a combo of sorcerer and summoner mostly summoner though

been working a lot for a couple of days, will try and finish everything as soon as I can.

I actually am having trouble deciding where to go with friends and rivals. since Annabelle is new to Sigil she probably didn't have much time to make any close friendships

That's right, I forgot you were going summoner.

Can I ask why you decided to go adept at first level? Seems like a fire blood line sorcerer or similar might be a good fit and give you a few more options?

I wanted to experience the "building up" as I progress. slowly realizing her powers and abilities. it really is a role playing thing.

also it adds Cure Light Wounds (as well as other divine spells) to my spell list for using wands and such.

Also I wanted to see if playing an NPC class at level 1 is doable and actually be useful.

there are some other reasons but those are not quite important right now.

No worries, I was just wondering. Carry on!


Female Dwarf Cleric 1st
flash_cxxi wrote:
Orla Pentastone wrote:
Celestial Healer wrote:
You could drop Dex down to 14. Then you can bump Cha up to 13 and qualify for all your feats.
Yea looks like unless I wanna change the race this is gonna be the best solution drops my AC a little, but we all gotta make sacrifices.
Nah, don't change you race just for that. I agree with CH, either leave it as is, or get it to 13. If you want your character to be a Dwarf, then make her a Dwarf. Don't sacrifice story and character for stats and numbers. When creating a character, I always look at story first, stats second. Doesn't mean I still don't try and optimise as much as I can, but I play a lot of slightly sub-par character concepts because of it and it doesn't bother me at all.

Lol No I was just saying if I wanted to get a way better Cha then Changing races would be the only option. Guess I could have been more clearer with that statement. No I'm sticking with my Dwarf. DWARVES RULE! *Chugs a pint of mead*

Mothman wrote:
Heh, I started creating my character with a 15 point buy before Pat said to go with a 25 point buy - so an ability score of 13 or 14 is a bonus in my book! Dex 14 is pretty good for your average cleric.

I know I shouldn't be to greedy with my stats, but like I said before I like to play a Cleric that can be in the middle of the fight so she can do more than just healing. Because of that I don't like my Dex and Con to be to low. Which means she needs FOUR high stats which is driving me insane! Like I said you have to make sacrifices your character can't do everything -_-. Thanks for the advice though! I see your opinion is thought of very highly around here. Thanks for taking the time to advise someone who is just an alternate.

Liberty's Edge

Male Mothman Expert 5

No worries Theta. I actually share your thoughts on ability scores when it comes to clerics - on the face of things they are pretty straight forward, you just need high Wis for spells and most of your abilities ... but then you want high Cha for channeling, and a good cleric should hold their own in a fight, which means decent scores on all your physical abilities.

Liberty's Edge

Male Mothman Expert 5

Patrick, a question regarding double hit points at first level - is it just the dice amount that we double, or any bonuses as well? I see that some of us have gone with the former interpretation, some with the latter. I assume just the dice, but want to be sure.


Female Dwarf Cleric 1st
Mothman wrote:
Patrick, a question regarding double hit points at first level - is it just the dice amount that we double, or any bonuses as well? I see that some of us have gone with the former interpretation, some with the latter. I assume just the dice, but want to be sure.

Patrick,

Yes I was wondering this myself since I'm trying to wrap up my character's stats. How is this suppose to go?

Also not to dump to much on you at once, but I would like to know if I could pick up part of an archetype but not the whole thing. I'm not trying to min max here it is purely for roleplaying purposes here.

Hidden Priest

If you don't have time to read it or not I'll give a quick run down, my reasons for wanting part of the archetype, and lastly why I don't want the other half of it.

Basically I would like to give up one of my level 1 domain powers (probably the healing domain power) so that my character can disguise her holy spells as alchemy. While she is in Sigil since she has no idea how, in this strange alien world, people will react to her casting holy spells so I feel like she would hide it. It also plays into her backstory since she is also an herbalist and midwife. She had to learn how to help people outside her spells because she couldn't cast enough for everyone everyday.

I however would not like the second part of the archtype as it would replace one of my two higher level domain powers and I would like to keep both. It allows me to cast silent still spells once per day and more at higher levels, but I don't see it as that much of a roleplaying tool for my character.

If I have to choose I will probably stick with the vanilla Cleric, but I think this would be a good character quirk for her. Please let me know what you think. (Or anyone else actually)

Scarab Sages RPG Superstar 2009 Top 32

Orla Pentastone wrote:
DWARVES RULE! *Chugs a pint of mead*

lol... You'll be happy to note that I am still tossing up whether or not to take Ancestral Grudge as an alternate trait. ;)

Orla Pentastone wrote:
I like to play a Cleric that can be in the middle of the fight so she can do more than just healing.

Have you considered a Warpriest?

Silver Crusade

Male Celestial Cleric of Myself 10/Radiant Servant of Me 10
Mothman wrote:
Tollard Grimm wrote:

I am still adding to background and the requested questions. Allies are up, and enemies are forthcoming. Here is the background, still subject to editing:

** spoiler omitted **...

I like the background CH.

** spoiler omitted **

Right you are on the extra skill rank. Fixed it.

And yes, I had to do a double-take on the Stealth mod, too. Without his armor check penalty it would even be 1 higher!


Female Dwarf Cleric 1st
flash_cxxi wrote:
Orla Pentastone wrote:
DWARVES RULE! *Chugs a pint of mead*
lol... You'll be happy to note that I am still tossing up whether or not to take Ancestral Grudge as an alternate trait. ;)

Lol okay but I don't think my character has ever met a Drow and was raised by both Humans and sruface Dwarves. I highly doubt she would know why you hate her and would just be confused. As in "What's her deal? Did she sit on a hot screw or something?" Though I'm sure it would be hilarious for my character to be clueless about it. ^o^

flash_cxxi wrote:
Orla Pentastone wrote:
I like to play a Cleric that can be in the middle of the fight so she can do more than just healing.
Have you considered a Warpriest?

I've thought about it but I think I would just be a decent fighter with mediocre healing abilities. I think the Warpriest is a better healing alternative for a Paladin rather than a fighting alternative for a cleric. Even though it is a hybrid class of the Cleric and Fighter.

Though honestly looking at the party composition Y'all (I'm from Texas shut it) might still need a front line tank or another ranged person. Either way I could change Orla to fit those roles with a Warpriest or a Zen Archer. I think I'm gonna stop with the stats for now, work some more on her background, the other list of things Curtin wanted, and then wait till the rest of the party is filled out to finish her class details.


DO NOT STICK FINGERS IN CAGE
Mothman wrote:
Patrick, a question regarding double hit points at first level - is it just the dice amount that we double, or any bonuses as well? I see that some of us have gone with the former interpretation, some with the latter. I assume just the dice, but want to be sure.

Double the dice is the correct interpretation one bonus per level :)


DO NOT STICK FINGERS IN CAGE
Orla Pentastone wrote:
Mothman wrote:
Patrick, a question regarding double hit points at first level - is it just the dice amount that we double, or any bonuses as well? I see that some of us have gone with the former interpretation, some with the latter. I assume just the dice, but want to be sure.

Patrick,

Yes I was wondering this myself since I'm trying to wrap up my character's stats. How is this suppose to go?

Also not to dump to much on you at once, but I would like to know if I could pick up part of an archetype but not the whole thing. I'm not trying to min max here it is purely for roleplaying purposes here.

Hidden Priest

If you don't have time to read it or not I'll give a quick run down, my reasons for wanting part of the archetype, and lastly why I don't want the other half of it.

Basically I would like to give up one of my level 1 domain powers (probably the healing domain power) so that my character can disguise her holy spells as alchemy. While she is in Sigil since she has no idea how, in this strange alien world, people will react to her casting holy spells so I feel like she would hide it. It also plays into her backstory since she is also an herbalist and midwife. She had to learn how to help people outside her spells because she couldn't cast enough for everyone everyday.

I however would not like the second part of the archtype as it would replace one of my two higher level domain powers and I would like to keep both. It allows me to cast silent still spells once per day and more at higher levels, but I don't see it as that much of a roleplaying tool for my character.

If I have to choose I will probably stick with the vanilla Cleric, but I think this would be a good character quirk for her. Please let me know what you think. (Or anyone else actually)

I don't mind this Theta, but speaking on role-playing angle, Sigil has more temples in it than many worlds do. The nature of the city is that believers from every plane end up building a temple there. For the powers, it's both a prestige and a ambassorial thing. No God has truly 'made it' until they have a spot in the Temple District. The Lady of Pain's strict neutrality stance means that even the Abyssal Lords and Other evil sects have open declared temples.

Now, you could do something like this if you were aiming to join the Athar faction at some point. They are militant atheists who believe the gods are no more than charlatans with powers. Being a cleric in their midst could be a tricky proposition worthy of hiding.

Scarab Sages RPG Superstar 2009 Top 32

Pat, I sent you a PM.

Feel free to tell me to pull my head in. :)-


DO NOT STICK FINGERS IN CAGE

Replied!


female, catfolk rogue (U0 1/sorceress 1 | HP 19/19 | AC 13 (17), FF 10 )14), TAC 13 | CMB +0, CMD 13 | F +3, R +5, W +1 | Low-light vision; Per +3 (+4) | Special Attacks: Sneak Attack 1d6 | Spells: 1st 4/4

There, fixed my hit points, I was one of those who doubled their bonus as well as the dice. Also, I got my init modifier filled in.


Female Dwarf Cleric 1st

Is there anything like an information broker type thing in Sigil? I'm sure there is, but what is the specific name if any, is there anything different about them from their non-Sigil counter parts, and can one easily find one to work for?

Also what is like the MAX number of people that can suddenly appear in Sigil without a lot of attention being drawn?

Lastly

Patrick Curtin wrote:

I don't mind this Theta, but speaking on role-playing angle, Sigil has more temples in it than many worlds do. The nature of the city is that believers from every plane end up building a temple there. For the powers, it's both a prestige and a ambassorial thing. No God has truly 'made it' until they have a spot in the Temple District. The Lady of Pain's strict neutrality stance means that even the Abyssal Lords and Other evil sects have open declared temples.

Now, you could do something like this if you were aiming to join the Athar faction at some point. They are militant atheists who believe the gods are no more than charlatans with powers. Being a cleric in their midst could be a tricky proposition worthy of hiding.

Okay I can see how keeping a secret might not make the most sense, but think about it from the POV of someone who's never been to Sigil. Someone who can't believe that all of these different religions can get along without some bloodshed. Also maybe she was hidding it before she arrived on Sigil? Maybe the town she grew up in didn't exactly hate magic, but that science was more effective? I did place it close to Numeria the land of crashed starships and advanced technology.

I don't see her trying to join that order unless they have something to do with her missing townspeople. Idk then maybe she would join to try and recover them?

Your thoughts and ideas are always appreciated!


Stats:
Init +2; Senses darkvision 60 ft.; Perception +12 || Fort +2, Ref +2, Will +2 || Skills Disable Device +14, Perception +12, Sense Motive +4, Stealth +18
Status:
HP:10/10 || AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
Patrick Curtin wrote:

FAIR WARNING FOLKS!!!

There is a lot of interest (and alternates) for this game. If you have been chosen as a player, please at least have a character profile up and posted by Friday. It doesn't have to be completed, but there has to be a good faith effort. Anyone who fails to do so will be put on the alternate list and an alternate will be promoted to their spot. Alternates who are serious about playing should have a character ready to go. I give preference to preparedness:)

Also, with all the customization and odd characters I would ask you all to (nicely) evaluate each other's builds. I am not the greatest at rules evaluation (as I have mentioned) so I don't want any hard feelings if someone gets something past me. Any concerns, please post it politely. If you feel uncomfortable with that, you can always PM me.

I am on vacations, and with the pool, beach and drinks constantly calling me it is hard to concentrate :D

I have most of my character idea thought out though. I should have some time to post the details, but only on Saturday or Sunday ;)


DO NOT STICK FINGERS IN CAGE

That's fine Albion. You are on the alternate list for now anyhow


M Jotun (Stone) Jotun Paragon 1 -- HP 20 : AC 16 CMD 16 TAC 12 FAC 14 : slam 1d20+4; 1d6+4 : grapple 1d20+9 : F+5 R+2 W+0 : INIT+4 Perc+4 CMB+5

Does my sheet look fine?


DO NOT STICK FINGERS IN CAGE
Tsun wrote:
Does my sheet look fine?

I love your backstory, and your math looks good to me. Well done!


M Jotun (Stone) Jotun Paragon 1 -- HP 20 : AC 16 CMD 16 TAC 12 FAC 14 : slam 1d20+4; 1d6+4 : grapple 1d20+9 : F+5 R+2 W+0 : INIT+4 Perc+4 CMB+5
Patrick Curtin wrote:
Tsun wrote:
Does my sheet look fine?
I love your backstory, and your math looks good to me. Well done!

Good to hear! I'm excited to get this game started.


Female "Fire" Gnome

Ok Annabelle's story phase 2

wall of text:

----------------------------------------------------------------
Corvis. “City of Ghosts,” they call it. about 100,000 souls call Corvis their home, and more arrive every day. Corvis is an island of civilization in the roughest part of northern Cygnar in a world known only as The Iron Kingdoms.

So, are you wondering why they call Corvis the “City of Ghosts?” There are as many stories about that as tavern keepers and old gossip mongers. They say the dead don’t rest well in Corvis, maybe since the shifting soil makes it hard to sanctify graves. A lot of people died in bad ways in the early days of Old Corvis, and those ghosts linger on. Many folks believe anyone who drowns in the canals or the harbor is doomed to walk the city for eternity. The dead are also said to walk about openly in the Undercity—one more reason to stay out, if you ask me. Any way you look at it, there’s nary a soul in Corvis who hasn’t seen a shade at one time or another—or so they claim. Stay here long enough and I wager you’ll see one too.

This is where Annabelle originally called home, well at least for most of her life. Corvis is a city unlike most others in most other worlds. A world where guns and machines mix with sword and sorcery. Some choose paths of the sword, others find magic comes easily to them, but a few, those born outside the norms of society, have aptitude for both.

Annabelle is just such a person. Taken from her parents at birth, she has no idea who they may be nor the exact circumstances of her birth. She was raised in a dwarven section of Corvis.

They tried to raise her as a normal girl, but she always knew that she never really did “fit in” she was not dwarven. She worked hard to be like them, and showed great aptitude for mechanizations she even learned the rudimentary basics of firearms. But Annabelle held a secret that only those close to her knew about. She had an aptitude for magic. She commanded fire magic like a practiced sorcerer even at an extremely young age.

Her skill with magic was kept secret form the rest of the community. They feared she would be taken, by the elites for “experimentation” or who knows what. But Annabelle was more curious about her magic skills, and continued to practice in secret.

Well it was a secret until she accidentally set fire to her home. The fire spread quickly burning her home and several others nearby. Annabelle was thought to have been consumed in the fire, but after the flames were extinguished and people started to sift through the rubble they found an unconscious Annabelle, but completely unscathed by the flames. Her only wound was a cut on her head from a falling wooden beam. Annabelle’s secret was no longer a secret.

Annabelle was taken to an orphanage since her “adoptive” dwarven parents both perished in the fire. But she was not taken to an ordinary orphanage, this one was intended for those that cannot control their magic.

She lived there for several years having concentrated more on her tinkering skills as she became afraid to use her magic. Because of her unpredictable magic she had only one friend, Alexia Ciannor. She was a mischievous human girl that kept getting into trouble, and sometimes dragging Annabelle down with her.

Alexia was much like Annabelle, she had a knack for using magic but she had much better control of hers. Despite the constant pranking and breaking out to cause mischief around the town, Alexia managed to teach Annabelle how to control her magic.

One night, Alexia dragged Annabelle out of bed in the middle of the night telling her about some strange gate that she had discovered. The two snuck out of the orphanage once again and Alexia took Annabelle to an old sewer grate outside the Academy. From there they snuck in through an old damaged trapdoor that was probably long forgotten.

The pair snuck through the halls to a large amphitheater, where there was a large ancient stone archway covered in numerous runes. Alexia looked to Annabelle, you wanna see what this does? she asks with a grin that just screams “we are in so much trouble if we get caught”

Alexia started to recite what she knew of the runes and as she did so several started to glow. As she did her magic thing, Annabelle started to check out the rest of the room. Finding a small wind-up robot bear toy Annabelle started to play with it for a bit.

Annie, check this out, I think it works. It looks like it goes to some other part of the city. Alexia called Annabelle over.

Annabelle headed over with her new toy. Hey Alexia, look what I found. she says showing the toy to Alexia. When suddenly it sprang to life as Annabelle accidentally hit the “on” switch.

As the toy came to life, Annabelle shrieked as the toy’s animation startled her. She stumbled back and fell through the gate. Before Alexia could react the portal closed and several of the teachers of the academy came in demanding what was going on. The last thing Annabelle saw was Alexia being taken by the authorities.

Annabelle soon realized she was no longer in Corvis. She had no idea where she was. She wandered for several days living on the streets of this new city keeping to herself mostly afraid of everyone.

Of course as things would have it, Annabelle meets her first locals, and they are not necessarily the most positive influence. Ashe was a sly tiefling that knew the streets all too well, but at the same time many knew him. He needed a fresh face to be his “patsy”, Annabelle fit the bill rather nicely.

Annabelle’s first run in with Ashe’s little gang was not so pleasant. They harassed her, pushed her around and even took her toy bear. She tried to fight back but she was too afraid to use her magic. She had no idea what would happen.

Ok little girl, you do as I say, and I will give you back your toy. Ashe demanded. Reluctantly in her face wet with tears, she agreed.

Ashe took her to the Great Bazaar. He plotted out this grand scheme to steal a collection of magic pearls, and Annabelle was to take the fall. All went according to plan and Annabelle was nabbed by the merchant. Annabelle got really scared and unleashed a wave of fire on the merchant.

He was not seriously hurt, but the distraction allowed Annabelle to escape. She ran through the Bazaar looking for Ashe, he was her only connection in this place. Eventually she turned down an alley and there was Ashe and the gang.

heh, good job runt, and Ashe always keeps his word, here is your baby toy. Ashe tossed the toy to the ground and stomped on it, smashing it to pieces. Ashe just stood over Annabelle kneeling on the ground trying to pick up the pieces of her toy, laughing; his cronies all laughing with him.

Now, get away from me runt, I grow tired of you. he laughed as he kicked Annabelle in the face sanding her flipping back and lying on the ground bleeding. At that moment everything went black. She thinks she heard the whirling of gears and the sounds of fire. But in her pain and state of semi-consciousness. She had no idea if it was all a dream.

When she awoke she was being carried by a girl heading someplace. She had no idea where. She then blacked out once more.

She awoke again in a bed. There was a blonde haired girl sitting next to her. Hello there, my name is Abigail. I found you in the alley nearly dead. So I brought you here. Welcome to St. Cuthbert's Lodging for the Lost.

Annabelle looked around and on the table beside the bed was what was left of her toy. She tried to reach for it, but was in too much pain. Abigail handed it to her. do you have a name?

Annabelle nodded as she grabbed her toy. Annie, and this is, Patches

From that day on Annie and Abigail were close friends. Abigail showed her around and made sure Annie stayed out of trouble. And for the next few years, Annie had made St. Cuthbert's Lodging for the Lost her new home.

Annabelle has been spending much of her free time working to repair Patches. But finding the parts has proven difficult.

Rivals:
Alexia: she is a rather powerful sorcerer (arcane bloodline) she is very selfish and does whatever it takes to get her way.
Ashe: The Tiefling rogue and his little gang of misfits. Ashe has a vendetta against Annabelle, but Annabelle has no idea why. She was unconscious when everything went down, but that was the first appearance of her future eidolon that chased Ashe away before he could kill Annabelle. Ashe has been a little afraid to confront Annie directly out of fear of what happened before.

Friends:
Alexia yes the same Alexia as in rivals, Annabelle believes Alexia to be her friend nad since she was much younger the last time they were together, Annabelle has no idea of her evil side.

Abigail: she is an Aasimar, probably a cleric or oracle. She helped Annabelle get better acclimated to Sigil and showed her how to make it in the Grand Bazaar, well actually how to make it at St. Cuthbert's Lodging for the Lost. She like to tease Annabelle on her lack of understanding of the local vernacular.

Click-Click: a funny if not eccentric kobold that shares Annabelle’s knack for clockworks. He resides in the basement levels of the lodging. Annabelle has learned quite a bit from him, and Click-Click enjoys her company as well. Though Annabelle can’t notice it, click-click has a crush in Annie.

Motivations:
Annie want to get home, but is still unsure if she would be welcome there. She feels a lot of guilt for what happened and somewhat responsible for the death of her adoptive dwarven family back in Corvis. In the meantime, she hopes to make the best of things here and maybe explore what other things this city has to offer.

Annie is somewhat obsessed with fixing Patches. Maybe even making him better than before.

Annie is oblivious to what happened after she was knocked out all those years ago. Though she has encountered Ashe here and there over the years, she definitely knows he does not like her.
--------------------------------------------------------------------

will add this to the profile soon

Liberty's Edge

Male Mothman Expert 5
Tsun wrote:
Does my sheet look fine?

Where are the rules for the Jotun and the Jotun Paragon from out of interest?


M Jotun (Stone) Jotun Paragon 1 -- HP 20 : AC 16 CMD 16 TAC 12 FAC 14 : slam 1d20+4; 1d6+4 : grapple 1d20+9 : F+5 R+2 W+0 : INIT+4 Perc+4 CMB+5
Mothman wrote:
Tsun wrote:
Does my sheet look fine?
Where are the rules for the Jotun and the Jotun Paragon from out of interest?

The words Jotun and Jotun Paragon in my header are links.


Not much there yet, but I will be adding to it throughout the day and then finalizing and formatting this weekend.

I will also update the link when I finalize the name. Currently a toss up between Congruence and Variable.

My modron PC

Sorry, rough and not much there yet. I have had some really fun ideas for the flavor, but have been going back and forth on figuring out the best mechanics to fit that flavor. But like I said, by tonight, it should be far closer to finished and include the background and NPCs. (Got it all pretty much settled in my head, just gotta get it on paper.)


DO NOT STICK FINGERS IN CAGE
Ken Marable wrote:

Not much there yet, but I will be adding to it throughout the day and then finalizing and formatting this weekend.

I will also update the link when I finalize the name. Currently a toss up between Congruence and Variable.

My modron PC

Sorry, rough and not much there yet. I have had some really fun ideas for the flavor, but have been going back and forth on figuring out the best mechanics to fit that flavor. But like I said, by tonight, it should be far closer to finished and include the background and NPCs. (Got it all pretty much settled in my head, just gotta get it on paper.)

Excellent Ken. Thanks for the update!


DO NOT STICK FINGERS IN CAGE

I contacted rknop via PM, and he said he was interested still, but I don't see any action. If you see this, please post up by today, otherwise I'll have to put you on the alternate list and promote an alternate to the active roster.


DO NOT STICK FINGERS IN CAGE

Players and their characters :

Edward-Annabelle Ember
Mothman Alyse Shade
Rknop
Drogoney-Myriana
Celestial Healer-Tollard Grimm
Flash Calita Survension
Tanner-Tsun
Woran Sara Moyna
Ken Marable Modron

Alternates and their alternate characters :
Albion the Eye
Almafagor
Theta Thief-Orla Pentastone
Imortalmage
batpony


Female Asura-spawn Thiefling Inquisitor of Shelyn | HP 27/27 | AC 18, T 13 FF 14 | Fort +5 | Ref +4 | Wis +6 | Percept +8 | Darkvision | Init +4

Profile up to date. Have not found images yet.
Had a stressfull week. Need sleeeeeeeeeeeeeeeeeeeeeeeeep

Still looking forward to this!!!!!!!!!!!!!!!!!!!!!!!!!!!

Scarab Sages RPG Superstar 2009 Top 32

Hi guys,

Toying around with my character background and wanted to have my character come from my own Homebrew setting, so I dug out my old setting material and had a fiddle with some of the old racial stats I had done (I made everything waaaaay pre-Advanced Race Guide).

So I've come up with this, based off the Drow, which fits in with the setting much better than straight Drow does.

Feel free to pick it apart and veto if you wish, but Pat said I have to get your OK to play it. :)

Dusk Elf Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Dusk Elves are nimble and mercantile but their nimbleness means that their bodies are somewhat frail.
Elf: Dusk Elves are humanoids with the elf subtype.
Medium: Dusk Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dusk Elves have a base speed of 30 feet.
Darkvision: Dusk Elves can see in the dark up to 60 feet.
Elven Immunities: Dusk Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Dusk Elves gain a +2 racial bonus on Perception checks.
Poison Use: Dusk Elves are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: Dusk Elves possess spell resistance equal to 6 plus their class levels.
Spell-like Abilities: A Dusk Elf can cast detect magic, feather fall, and levitate, once each per day, using her total character level as her caster level.
Weapon Familiarity: Dusk Elves are proficient with the hand crossbow, whip, and Skar (short sword).
Languages: Dusk Elves begin play speaking Elven and Common. Dusk Elves with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Auran, Common, Draconic, Dusk Elf Sign Language, Gnome, or Terran.


Agender Exiled Modron Paladin 1 (Chosen One)

Ok, settled on Congruence, but I will take the weekend to be absolutely sure.

Added the background. I have handwritten notes on 5 friends, 5 enemies, etc. I will get those typed up and his stats finished & formatted this weekend.

Congruence, Paladin of Primus


Male Halfling Oracle (Dark Tapestry) 1

Dark, unkempt hair frames the angular face of this brooding halfling. He gazes off into the distance through unseeing, cloudy eyes.

Background
Tollard grew up in The Hive, that foul cesspool of Sigil where the unwanted accumulate with the trash. Like so many who grow up in the slum, he was orphaned at a young age and grew up on the streets. His older sister Pireen was the only family he knew. She grew hard, falling in with a gang of petty drug pushers (or at least pushers of what pass for drugs in The Hive, often cut with sawdust or worse and sold for a few coppers on the street corner). Young Tollard comforted himself with books. There were two volumes that were his mother's: one was a collection of sentimental poetry, and the other was a romantic tale about a gallant knight. He read these volumes repeatedly, along with any other material he could acquire.

To get by, he joined up with a group of thieving urchins led by the cruel Madam Gershna, a tiefling who could be at turns merciful and sadistic. Tollard teamed up with another halfling lad by the name of Herrin. Together, they made money for Gershna as catburglars: Herrin was a talented lockpick, while Tollard was adept at moving about unseen.

Then came an ill-fated burglary that changed Tollard's life forever. While most of their jobs were in more affluent parts of Sigil, Tollard and Herrin were sent to an unassuming residence in the Hive. They were looking for gems, but Tollard was quickly distracted by a compact but intriguing library of ancient tomes. Unable to resist himself, he began looking through them and found himself drawn to a mysterious black tome covered in eldritch symbols. He opened it, and a force from beyond the veil reached out and gave him a glimpse of what lies beyond the infinite seas. Tollard was instantly stricken almost blind, and his mind was forever twisted by what he had allowed inside. The mysterious powers from beyond granted him divine powers. The unknown owner of the library heard the commotion and chased them off, although Tollard knows nothing of him other than his voice.

That was about two years before the start of the campaign. Having fled the urchins, Tollard fell to begging on the streets of the Market District. One day, a passing marid by the name of Qurdar saw the young beggar reading a volume of poetry that a diner had left on a cafe table, and was intrigued by this literate street rat. He employed Tollard as an assistant to care for his library of poetry and literature. Tollard has taken to this position as an improvement over begging, but still struggles to keep the madness at bay. He occupies a bed at St. Cuthbert's Lodging for the Lost, although as he has taken up employment he will be expected to move out in the near future.

Personality
It is only because of the remarkable resiliency of the halflings that Tollard maintains any semblance of his old personality. Growing up in The Hive, he survived by his wits and personal charm, and despite all that has happened since, he has not lost these characteristics. He has a cutting wit that he often deploys as a defense mechanism in times of anxiety. Having grown up on tales of heroic exploits and great romances, he has a deeply sentimental streak, and longs for a life where he can be a hero like the ones in the stories - where good and evil are discreet, and events drive toward a purpose, rather than the senseless succession of chaotic events that has been his life.

Even so, it is impossible for him to get away from the visions waiting just beyond his conscious mind - visions sent to him by an unknowable force beyond mortal comprehension. At times, these overcome him and he becomes fatalistic and dark. Those close to him recognize these moments and understand the importance of keeping them in check.

Although people often refer to him as blind, he is only nearly blind. He can see sufficiently at close range to read and do other ordinary tasks. His other senses are often able to compensate for his clouded vision, and his eyes, such as they are, actually seem better suited to seeing in darkness than in light. The impression of blindness is given by his inability to see much of anything at a distance, and his tendency to look off into space while conversing with people, as he derives little from watching their faces.

Allies:

Qurdar (male marid): Qurdar is a larger-than life aesthete and gourmand with a small villa in the Clerks Quarter. He projects an aura of wealth, but his residence in a bourgeois neighborhood belies that image. He converted his cellar to a bath, where he spends most of his time when he is not entertaining guests at his sumptuous salons. He is particularly proud of his collection of poetry from every corner of the multiverse, particularly erotic poetry when he can get his hands on it. On his own, he struggled to keep his books dry and in good condition, so he considers the hiring of a librarian a brilliant stroke. He believes he can trust Tollard because he cannot conceive of a blind halfling robbing a genie.

Herrin (male halfling rogue): Herrin and Tollard largely parted ways after the ill-fated burglary that led to Tollard's affliction. However they were loyal friends for a number of years, and Herrin has protected him from retribution from the urchin's guild, of which he remains a member.

Pireen (female halfling rogue): Tollard and his sister Pireen are generally estranged, but he is always concerned about her welfare, consorting with drug dealers. Pireen is still fond of her little brother, although they rarely cross paths anymore.

Galina (green hag): Galina the hag was one of the only people in the Hive who took any interest in young Tollard. While she is possessed of a cruel streak characteristic of her kin, she has an almost maternal interest in the young halfling. She is the first person he sought out after being afflicted with blindness, but she was unable to help him. Still, she is intrigued by his experience and how it is changed him. She peddles herbs and salves in a squalid corner of the Hive.

Kemmen (male sylph bard): Tollard met Kemmen at St. Cuthbert's. The shy, effeminate sylph generally tried to keep to himself, but felt more able to open up to the blind halfling. The two have become friends, and Tollard enjoys Kemmen's knack for storytelling.

Rivals:

Gershna (female tiefling rogue): Madam Gershna leads a band of urchin-thieves in The Hive, amassing enough wealth to impress impoverished orphans, although with sufficient perspective her operation is rather trivial. She is extremely possessive of her charges, and unforgiving when a job is botched. She likely feels there is an unsettled score with Tollard, who never returned to her den after the fateful burglary.

The owner of the Black Book (male ?): Tollard was struck blind when he opened the black book, so he only knows the voice of the owner of that library. The voice was clearly angry at the intrusion, and the frightened halfling took off immediately, leaving the book behind. It remains to be seen whether the owner is still angry at Tollard for meddling in matters beyond his comprehension or sees some larger purpose in the opening the would-be burglar made to the Dark Tapestry. All that is known about him is that he keeps a very low profile in a remote corner of The Hive, where one would not expect to find a trove of arcane lore.

Istrina (female ifrit sorcerer): Istrina is a frequent guest at Qurdar's salons. She disdains Tollard for reasons he cannot ken - whether it is distrust, or some knowledge of Tollard's connection to the Beyond, or simple snobbery, he is not certain. But the ifrit sorceress seems to go out of her way to belittle Tollard and disparage him to Qurdar (who generally dismisses what she has to say, much to her irritation).

Gurron (male human brawler): Gurron is a petty bully and thug in The Hive. When Tollard was younger, the brutish young man pleasured in terrorizing the tiny halfling youth. Tollard has not encountered Gurron in some time, but he knows he still stalks the alleyways of the slums, looking for vulnerable marks to abuse.

Personal Goals:

Tollard has two paths before him: sanity and madness. It remains to be seen which wins out in the end. Many people would be shattered by the visions Tollard was exposed to, but the hearty resilience of the halflings was strong in him and he managed to endure the experience with his personality mostly intact. Still, visions of eldritch horrors persist on the periphery of his consciousness and constantly threaten to overwhelm him.

Assuming he keeps the nightmares at bay, his main goal is to keep learning. The more he uncovers, the more he seeks. While the Black Book frightens him, there is definitely a part of him that would like to know what is in it, and what being from beyond the Tapestry is granting him his powers.

A different part of him yearns for the simplicity of the time before the Black Book - the joys of friendship, food and drink, heroic tales and romantic endings. He feels a draw to anything that will enhance these areas of his life.

Of course, if the madness wins then all bets are off.

Loot Goals:

Wand of cure light wounds - this would be a huge help early on.
Charisma-enhancing item
Scrying devices, such as a crystal ball
Pearl of power


Female "Fire" Gnome
Tollard Grimm wrote:

Dark, unkempt hair frames the angular face of this brooding halfling. He gazes off into the distance through unseeing, cloudy eyes.

Background
Tollard grew up in The Hive, that foul cesspool of Sigil where the unwanted accumulate with the trash. Like so many who grow up in the slum, he was orphaned at a young age and grew up on the streets. His older sister Pireen was the only family he knew. She grew hard, falling in with a gang of petty drug pushers (or at least pushers of what pass for drugs in The Hive, often cut with sawdust or worse and sold for a few coppers on the street corner). Young Tollard comforted himself with books. There were two volumes that were his mother's: one was a collection of sentimental poetry, and the other was a romantic tale about a gallant knight. He read these volumes repeatedly, along with any other material he could acquire.

To get by, he joined up with a group of thieving urchins led by the cruel Madam Gershna, a tiefling who could be at turns merciful and sadistic. Tollard teamed up with another halfling lad by the name of Herrin. Together, they made money for Gershna as catburglars: Herrin was a talented lockpick, while Tollard was adept at moving about unseen.

Then came an ill-fated burglary that changed Tollard's life forever. While most of their jobs were in more affluent parts of Sigil, Tollard and Herrin were sent to an unassuming residence in the Hive. They were looking for gems, but Tollard was quickly distracted by a compact but intriguing library of ancient tomes. Unable to resist himself, he began looking through them and found himself drawn to a mysterious black tome covered in eldritch symbols. He opened it, and a force from beyond the veil reached out and gave him a glimpse of what lies beyond the infinite seas. Tollard was instantly stricken almost blind, and his mind was forever twisted by what he had allowed inside. The mysterious powers from beyond granted him divine powers. The unknown owner of the library heard the commotion and...

interesting story... have you read Annabelle's I see a little bit of similarities that could be combined.


Female Dwarf Cleric 1st
Congruence wrote:

Ok, settled on Congruence, but I will take the weekend to be absolutely sure.

Added the background. I have handwritten notes on 5 friends, 5 enemies, etc. I will get those typed up and his stats finished & formatted this weekend.

Congruence, Paladin of Primus

Is a Paladin of Primus different from a regular Paladin? If not are you using the Pathfinder Paladin?

Because if you are using the Pathfinder Paladin you get Smite Evil 1/day and Detect Evil at will under special abilities.


Male Halfling Oracle (Dark Tapestry) 1

Annabelle, I think they could easily be acquainted from their time in St. Cuthbert's. And given similar backgrounds with thieves and the fact that Tollard is fairly approachable (at first glance) I could see a scared young girl seeing him as a possible friend in the place.

You refer to her as somewhat of a child. Is she still very young as gnomes reckon such things?


female, catfolk rogue (U0 1/sorceress 1 | HP 19/19 | AC 13 (17), FF 10 )14), TAC 13 | CMB +0, CMD 13 | F +3, R +5, W +1 | Low-light vision; Per +3 (+4) | Special Attacks: Sneak Attack 1d6 | Spells: 1st 4/4

I grew up at St. Cuthbert's also so it's likely we all three know each other already.


Orla Pentastone wrote:
Congruence wrote:

Ok, settled on Congruence, but I will take the weekend to be absolutely sure.

Added the background. I have handwritten notes on 5 friends, 5 enemies, etc. I will get those typed up and his stats finished & formatted this weekend.

Congruence, Paladin of Primus

Is a Paladin of Primus different from a regular Paladin? If not are you using the Pathfinder Paladin?

Because if you are using the Pathfinder Paladin you get Smite Evil 1/day and Detect Evil at will under special abilities.

Nope, it's a standard paladin. For Detect Evil, that's a goof. I was typing things up quickly from handwritten notes and the "1/day" must have been for whatever was next to it. Smite Evil, however, is delayed to 2nd level for the Chosen One archetype. Chosen One paladins come into a couple of their abilities slightly later as they are just discovering their destiny.

But my stats definitely need some checking and clean up. I am settled enough on my choices that I am working on finalizing all the numbers now. I will post when it's done and definitely need some double-checking. Thanks!!


Female "Fire" Gnome
Tollard Grimm wrote:

Annabelle, I think they could easily be acquainted from their time in St. Cuthbert's. And given similar backgrounds with thieves and the fact that Tollard is fairly approachable (at first glance) I could see a scared young girl seeing him as a possible friend in the place.

You refer to her as somewhat of a child. Is she still very young as gnomes reckon such things?

I would nit saw a child any more than the rest of the group. I had her in St. Cuthbert's for a few years.

One thing that I was also thinking, I have a rival named Ashe and his small gang he could have been working for or even related to Gershna.

Annie's age is about 42 min age for a gnome is 40 which is equivalent to a 15 year old human.

a 17 year old human is about 47 for a gnome.

Liberty's Edge

Male Mothman Expert 5
flash_cxxi wrote:

Hi guys,

Toying around with my character background and wanted to have my character come from my own Homebrew setting, so I dug out my old setting material and had a fiddle with some of the old racial stats I had done (I made everything waaaaay pre-Advanced Race Guide).

So I've come up with this, based off the Drow, which fits in with the setting much better than straight Drow does.

Feel free to pick it apart and veto if you wish, but Pat said I have to get your OK to play it. :)

Dusk Elf Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Dusk Elves are nimble and mercantile but their nimbleness means that their bodies are somewhat frail.
Elf: Dusk Elves are humanoids with the elf subtype.
Medium: Dusk Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dusk Elves have a base speed of 30 feet.
Darkvision: Dusk Elves can see in the dark up to 60 feet.
Elven Immunities: Dusk Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Dusk Elves gain a +2 racial bonus on Perception checks.
Poison Use: Dusk Elves are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: Dusk Elves possess spell resistance equal to 6 plus their class levels.
Spell-like Abilities: A Dusk Elf can cast detect magic, feather fall, and levitate, once each per day, using her total character level as her caster level.
Weapon Familiarity: Dusk Elves are proficient with the hand crossbow, whip, and Skar (short sword).
Languages: Dusk Elves begin play speaking Elven and Common. Dusk Elves with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Auran, Common, Draconic, Dusk Elf Sign Language, Gnome, or Terran.

Looks pretty balanced against drow or aasimar - into the 'advanced' range according to the Race Builder, but not at the top end of this range. Looks fine to me.

Does the Skar have the same stats as short sword or is it different in some way?

What's the background of Dusk Elves? Are they an offshoot of drow, or of standard elves? Are they underground dwellers?

Scarab Sages RPG Superstar 2009 Top 32

Mothman wrote:

Looks pretty balanced against drow or aasimar - into the 'advanced' range according to the Race Builder, but not at the top end of this range. Looks fine to me.

Does the Skar have the same stats as short sword or is it different in some way?

What's the background of Dusk Elves? Are they an offshoot of drow, or of standard elves? Are they underground dwellers?

Thanks Moth.

The Skar has the same stats as a short sword. It's kind of a ritualistic large knife in their society.

My Homebrew setting is primarily an aerial setting. The ruling classes of the 4 continents are all airborne races, and the ground based races are all subservient to them. One of the continents is ruled by winged Elves (I had originally called them Avariel, since at the time of my writing, I was basing the world heavily off aspects of the Forgotten Realms, but I am probably going to revise that name now). This society was split into two cultures, the Avariel of the lowlands and forests, and the Dusk Avariel of the mountains. Avariel had Elves as their primary servitor race, and Dusk Avariel had Drow as theirs.
Looking at my old setting material now, I can see a lot of room for improvement on what I had created, including the personalisation of some aspects of each society. The Dusk Elves are one example of this, as on my world (Conchord), they aren't deep dwellers. They do live underground, but closer to the surface, in large complexes inside mountains (very similar to Dwarven culture, although the entrances to the mountain complexes are high up, rather than at the bases). They are also the public face of the Dusk Avariel, with a large percentage of them being diplomats and merchants.
Psionics are also found on Conchord, one of the major races (the Ssintex, kind of winged snake men of my own creation) are heavily psionically attuned. Hence my use of Mindblade is also a valid choice from a fluff perspective.


DO NOT STICK FINGERS IN CAGE

Players and their characters :

Edward-Annabelle Ember
Mothman Alyse Shade
Theta Thief-Orla Pentastone
Drogoney-Myriana
Celestial Healer-Tollard Grimm
Flash Calita Survension
Tanner-Tsun
Woran Sara Moyna
Ken Marable Modron

Alternates and their alternate characters :
Albion the Eye
Almafagor
rknop
Imortalmage
batpony

Theta Thief you have been promoted to active player. Rknop, I am sorry, but I haven't seen any posting from you, so I'm going to put you on the alternate list for now. Alternates if you are interested in a spot in the game, I choose those who are the most prepared. TT had a character ready to go, so they got the nod.

Players I will be writing up intros over the weekend. Hopefully we can get the ball rolling quickly. Stay tuned


Female "Fire" Gnome

ok added back story to the alias.

also I am unsure on wanted magic items right now


DO NOT STICK FINGERS IN CAGE
Annabelle Ember wrote:

ok added back story to the alias.

also I am unsure on wanted magic items right now

That won't be an issue for a while yet. No hurry


1 person marked this as a favorite.

Got a background I'm working on, doing a narrative background and will have crunch after that. Have a full concept, just getting everything right is taking a little bit.

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