The Shining Hosts - Way of the Wicked Gameplay (Inactive)

Game Master Dennis Harry

The Horn

Lower Caverns

Initiative:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 + 1[/dice]
Aurex [dice]1d20 + 2[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+4[/dice]
Havelyn [dice]1d20+2[/dice]

Perception:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 - 1[/dice]
Aurex [dice]1d20 + 5[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+7[/dice]
Havelyn [dice]1d20+10[/dice]


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I have ONE spot available for Way of the Wicked. This is a game I took over on as DM so character creation rules are as follows:

Background on Talingarde:

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

Character creation - Crunch:

1) You will start at 1st level in two classes, as noted in the gestalt rules.

Thereafter, you will pick 1 Class as your primary class as the game will not be run as Gestalt. The Gestalt levels are a Legacy from the initial DM left in place for the benefit of the Players who spent so much time crafting their characters. Thus, you complete submission will be 2nd level.

2) 25 point buy

3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.

4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.

5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those interested in playing.

6) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.

7) Starting Gold as a 1st level max as the break out has already taken place in the campaign.

8) All characters must be LE or NE. No CE exceptions.

Crime Traits:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

A one to two paragraph background which fits into your crime will be sufficient.

I will keep Recruitment open until Friday April 15th at 7:30 PM.


Dotting. I will make a character soon.


Is the Anti-paladin allowed provided it's LE or use the Archetype they made for it?


Teiidae wrote:
Is the Anti-paladin allowed provided it's LE or use the Archetype they made for it?

If it is an Asmodean Anti-Paladin I am fine with that, you can use the class and not the Archtype.


Alright, sounds good to me.


I have always wanted to play this one. Is there a role your group feels that needs to be fill.


Deaths Adorable Apprentice wrote:
I have always wanted to play this one. Is there a role your group feels that needs to be fill.

No, make something you would want to play.


Hi again. I did not know it was you. I am in And Madness Followed.

I would like to go with a Witch with the gravewalker archetype as the main class. For the other single level I was thinking a Spiritualist. For my trait I am wanting the grave robber one. The bonus will not help with anything but I love the flavor. I was thinking the loss of a loved one either a spouse or a child is the body she was digging up. That person is the bits that make up the witches poppet. This cause the Phantom of the Spiritualist to be there.


Deaths Adorable Apprentice wrote:

Hi again. I did not know it was you. I am in And Madness Followed.

I would like to go with a Witch with the gravewalker archetype as the main class. For the other single level I was thinking a Spiritualist. For my trait I am wanting the grave robber one. The bonus will not help with anything but I love the flavor. I was thinking the loss of a loved one either a spouse or a child is the body she was digging up. That person is the bits that make up the witches poppet. This cause the Phantom of the Spiritualist to be there.

Sounds good, looking forward to seeing the submission.

I use a different alias for the 8 games I run here on the boards, makes looking back at what I already posted easier.


You said the breakout already has happened in you game so do I need to fill in how she got out of the prison? And the gold is the max of one of the class or both combined?


Deaths Adorable Apprentice wrote:
You said the breakout already has happened in you game so do I need to fill in how she got out of the prison?

Nope, assume that you were on the road to the prison and somehow you managed to escape the caravan due to the assistance of a mysterious benefactor.

I will leave the details of how that went down up those who submit!


Would starting off as say sorcerer//rogue then progress sorcerer before going into Arcane Trickster be ok? Accomplished Sneak Attacker increases sneak attack to 2d6 to make this possible.


oyzar wrote:
Would starting off as say sorcerer//rogue then progress sorcerer before going into Arcane Trickster be ok? Accomplished Sneak Attacker increases sneak attack to 2d6 to make this possible.

Sure.


I find the first post a bit ambiguous, will we have 1 or 2 levels in our primary class?


oyzar wrote:
I find the first post a bit ambiguous, will we have 1 or 2 levels in our primary class?

Level 1 Gestalt,

Level 2 and thereafter Normal progression in a single class.


is the max of one of the class or both combined or do we get the second level amount? Also would a crafter be ok? I as primarily because I would eventually like to turn the Poppet into a Soulbound Doll. If that is something you do not want deal with then I will not plan for that. But Golems are fun.


Max first level Gold only.

Sure Crafter is ok with me, I am very flexible with character creation, I believe players retain interest longer when they can be more creative with their PC's.


Cool I have never had a chance to try and play a crafter and the soulbound doll sounds fascinating.

Ok so here is almost all of the fluffy bits that are not so fluffy. All that is missing is the escape and I am struggling a little there. Would it be reasonable that she is rescued from her fate be the caravan being stopped for a reason I have yet to figure out maybe a broken wheel or a spooked horse and that this benefactor picks the lock and lets her out. I assume any gear I have would be in a bag handed to her and then she is told to go where ever I would meet the others assuming I get to play.

Also would my PC be branded before getting to the prison?

Anyways here is the not so

fluffy bits.:
Morana was raised in a home devoted to Pharasma. Her mother was a midwife and deeply devote. Her father was a quiet and haunted man he spent his time presiding over funerals and tending to the bereaved. She grew up is a somber and mostly silent home. The grief her father dealt with weighed heavy on him. Her mother was in constant flux from joyous at a happy and safe birth or sullen and moody when a birth went badly. Her parents loved each other deeply and their moods effected the other's frequently.

Seeing the devotion they had to each other Morana new that she wanted a deep love for herself but despite growing up in a deeply religious home she abhorred the Lady of the Graves. Thinking her a cold and unfeeling entity. Believing that if her parents were not so devote they would have had more time for her. Their work left their only child on her own frequently. Fiercely independent and rather rebellious Morana spent many of her first years after reaching womanhood searching for love.

She found it in an older boy named Vedran Soto, an apple farmer from just outside of the city. Those dark brown eyes and the deep tan over strong muscles earned by spending years outside working were what first caught her attention. His kindness was what kept her coming back to the market to find him. Dropping the other boys she had been flirting or more with for the sweet farmer. Spring turned into summer and they were in love. Near the end of summer she realized they had not been as careful as they thought and yet unlike any other boy she had been with the idea of a child was exciting instead of terrifying.

Not sure who she dreaded telling more Vedran or her parents. But it was only fair so she told Vendran first and never one to disappoint his darling. He smiled and asked her to marry him. Her parents were not as happy as the children but since Morana was expecting they gave their consent so long as her mother could deliver the baby.

Morana and Vedran married a two weeks later when she was 16 and he as 19. She moved into his little home that he had on her families land. Seven months later they had a little boy they named Drago Soto. He was so small and their whole world. They had it all. Unquestionable love for each other and their son and all the apples they could want. Years rolled by and their baby became a little boy.

The only real problems they ever had was from Vedrans younger brother, Birati. These problems tended to come in the form of Birati needing money for a debt. And this was a common occurrence. One of the only things Morana and Vedran fought about. Refusing to not help his brother the young couple was never able to set money aside for themselves since Birati always seemed to need help and they had a young and growing son.

Morana's happy but poor world came crashing down on her a few months after their sons ninth birthday. Birati had been arrested for dueling. He killed the other man. Vedran was inconsolable. His little brother was going to be beheaded. Leaving his wife and son home Vedran for a long walk in the orchard. While he was gone some friends of the man Birati killed showed up. If they couldn't make Birati suffer someone would. Hearing the screaming of his family Vedran ran as fast as he could to find a group of men in his home. His home a wreck everything was broken and his wife and son lay bloody on the floor.

The sunlight woke Morana up the next morning. Her whole body ached. He little boy was dead next to her. Sobbing and calling out for Vedran. Picking up Drago and slowly limping outside. There was her husband. Those monsters hung Vedran from a tree. Collapsing from the pain, both physical and mental Morana laying on the ground sobbing onto her dead child just below her husband.

The next day one of Vendrans friends, Radovan, came to check on his friend in the morning. Finding the gruesome scene and once discovering that Moranna was still alive he quickly attached his horse to the Sotos apple filled wagon. Setting Moranna as safely and securely as possible in the wagon he went as quickly as possible to the city to get her the care she needed.

Three days of fever left Moranna trapped with the healers for over a week. Despite her parents and friends attempts Moranna was inconsolable. She could give a description of the men who killed her family but she did not know them. They wore fabric over their faces.
Once physically healed she was again living in her parents' home only now she was the quiet and somber one. Each night while her parents both slept Moranna fled the house of her youth and went to the graveyard. Slipping though the gate and walking to two still fairly new graves, Vedran Soto and Drago Soto. Sobbing and collapsing onto the ground. Moranna cried until she finally succumbed to sleep. Her father would find her each morning and take her home. This went on for five nights.

On that sixth night in a moment of grief fueled madness Moranna began to dig into the earth separating her from her child. There was a noise she had to get to him. Digging until she hit the wooden coffin and clawing at it with bloody finger. The noise were louder. Climbing out of the hole she made and finding a big enough rock to break the wood. There he was unmoving and rotting. Something scratched at her mind. Not sure of what was doing but acting on what the murmuring encouraged. Pulling her child apart and remaking him into a tiny little form that resembled a person. Filled bits of her precious little boy she sat there staring at it and never noticed that the sun had risen and that people moved in the graveyard.

She was found and arrested. To Brandscar she would go. They took the poppet away and threw her into a cell. Alone and shaking she could hear a voice this time clear in her mind telling her to be calm. That soothing voice so familiar telling her that they will be together always. When she woke up the little poppet was at her side again. All was right in the world. She lose her head like that bastard who caused all of this and then be with her family again. Though vengeance would be better. The men who did this, the guards who failed to find those murders, and all the other guilty. But how?


A picked lock is as good a way as any to escape, the lock would be picked by a beautiful woman in a beautiful dress, a odd choice of rescuer.

No, the brand is administered at the prison only so you would have no brand.


Cool by me. She has enough marks on her I imagine. I will work finishing her background up and the crunchy bits as well. Is there anything I need to know about where she would have sent me?


Deaths Adorable Apprentice wrote:
Cool by me. She has enough marks on her I imagine. I will work finishing her background up and the crunchy bits as well. Is there anything I need to know about where she would have sent me?

Nope, if selected, then we will get into tying the submission to the story.


That is reasonable. She should be done tomorrow


Please see the following submission for the game and your consideration: Pink Eye an half stone giant/half aasimar (law bringer) Cleric 1/Barbarian 1


Dotting


I am thinking that a Slayer/Mesmerist may be interesting....


Ok, since I have never drawn up a Gesalt character, where might I find instructions, as to do this correctly?

Thank you.


Dorian 'Grey' wrote:

Ok, since I have never drawn up a Gesalt character, where might I find instructions, as to do this correctly?

Thank you.

Gestalt Build Concept. Its 3.5 but the concept is correct as I understand it.


This is Dorian Grey's--work-in-progress--submission.


Oops!

I shall fix it. I did think that combining numbers was a bit....much....lol.


Dorian 'Grey' wrote:

Oops!

I shall fix it. I did think that combining numbers was a bit....much....lol.

Don't worry, I will not be checking any work until pencils are down for Friday night.

I will make the selection Saturday unless I am feeling particularly energetic after I run my table top game that night.


Javell DeLeon wrote:

I got this guy: Morthos

His gestalt build is below the dotted line. He's currently not built up to specs mechanically but this is the gist of him. I'll get that taken care of over the next couple days.

What's up, Dennis?! Long time no see, bud.

Hey, how are you doing Javell? I miss that thread, wish we had the steam to finish the adventure, I really wanted to nail that Demon! :-)


Dang you are quick, bud! :)

Yeah me too, my man. That was such a good game.

I'm not so sure I'll make the deadline so that's why I deleted the post in case you're wondering. It's a bigger "fix" than I thought mechanics wise. Didn't want you to waste your time looking through a submission if I can't get him up to date. No point in that.

I'll give it a shot though.


Javell DeLeon wrote:

Dang you are quick, bud! :)

Yeah me too, my man. That was such a good game.

I'm not so sure I'll make the deadline so that's why I deleted the post in case you're wondering. It's a bigger "fix" than I thought mechanics wise. Didn't want you to waste your time looking through a submission if I can't get him up to date. No point in that.

I'll give it a shot though.

Sounds good.


Ok. After some research i am thinking Ranger [trapper/divine tracker] 1/ Mesmerist 1.

He is a worshiper of Malacoda.

His main class will be Mesmerist. I would like to try it out.

I will update him after work...if you approve?


Dorian 'Grey' wrote:

Ok. After some research i am thinking Ranger [trapper/divine tracker] 1/ Mesmerist 1.

He is a worshiper of Malacoda.

His main class will be Mesmerist. I would like to try it out.

I will update him after work...if you approve?

Go for it!


Thank you. After reading a bit about Mesmerist i find it intriguing. I want him to have some martial ability along with trapping and mind conteol powers...mahwahaha....

The Exchange

Are you okay with the unchained rogue being applied to the ninja?

Liberty's Edge

I'm interested but I've got a few questions.

What are you posting expectations? What sort of tone are you taking with this campaign? What type of evil are you looking for?


Barebates wrote:
Are you okay with the unchained rogue being applied to the ninja?

Can you show me how that would work?


Feral wrote:

I'm interested but I've got a few questions.

What are you posting expectations? What sort of tone are you taking with this campaign? What type of evil are you looking for?

The posting rate is slow but we have flurries now and then with a number of posts in a day.

The group appears to be fine with any type of evil though the suggestion of more heinous acts being finished off scene appears to be the preference of the group.

Liberty's Edge

How slow? Less than a post per day?


Feral wrote:
How slow? Less than a post per day?

Yes.

Liberty's Edge

Bummer. I'm going to bow out. Thanks anyway.


I assume since it is only gestalt for the first level that we go back to regular rules after that? Are any languages not allowed?


Deaths Adorable Apprentice wrote:
I assume since it is only gestalt for the first level that we go back to regular rules after that?

Correct.

Deaths Adorable Apprentice wrote:
Are any languages not allowed?

Any languages are fine though I would stay away from regional languages as I do not plan on using them.


What are the common ones in the area?


Deaths Adorable Apprentice wrote:
What are the common ones in the area?

Stick with Common as the adventure takes place in its entirety on an Island Kingdom.


hehe so the common languages are common? I can get behind that.


Would I be able to take the Attached drawback trait? I would assume the item would be the poppet or a piece of jewelry that she somehow held onto. Either by hiding it or sympathy from the guards. I was thinking her wedding band or a necklace that has sentimental ties to the husbands and child.

And with that drawback I would like to pick up Marked by Unknown Forces. If you think you would like to deal with that and have an idea for the symbol.


Ok. This is Dorian Grey's submission. I just need to figure out my spells and actually type in his backstory.

A stylish martial, trapper, suave liar....gentleman.

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