The Dragon's Untitled Campaign (Inactive)

Game Master The Dragon


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A shadow looms over Riddleport. The blot, recently appearing in the sky, has drawn the attention of scholars and cyphermages from all over varysia, who has arrived to investigate this new phenomenon. The inhabitants have wasted no time in robbing the new arrivals blind, as befitting of the way of life in Riddleport. This is not a story of scholars and tomes, however.
Our story, like all proper adventures, begins in a tavern. For the first time in a decade, the Golden Goblin Gambling Hall draws a crowd. With their great event, "Cheat the Devil and take his Gold" the Golden Goblin offers customers a chance at a grand prize; they might even get their souls back...

I'm recruiting four player characters for a second darkness game. I'll be picking players based on the quality of their applications, and on the need for a somewhat balanced party. Recruitment will probably run for two or three weeks.

Backgrounds:
I'd like to know what you're doing in Riddleport. You should end up just outside the Golden Goblin casino on the evening we start our game, with the intention of going in there.
Please include a personality, and your character's outlook on the world.

Crunch:

25 point buy for stats. Most NPCs will be generated on a 15pb.

Races allowed will be any from core or the ARG below 15 RP. While psionic races are unavailable, characters with a psionic favored class get the option of extra pp as if they had psionic races.
I will be more inclined to pick characters with core races than non-core, if the quality is otherwise equal, though. Note that drow aren't allowed.

For sources, anything official paizo goes, as does psionics by dreamscarred press and path of war from dreamscarred press. For other 3pp and 3.5e material, feel free to ask.

Characters will start out with average starting gold for their class. In addition, they will start with 25gp in coinage that they may or may not be planning on spending at the Cheat the Devil and take his Gold tournament.

Evil is mildly discouraged; so are paladins.

A note on railroading.:
There's lots of railroading going on in this AP. If you don't stick to the rails, it won't be Second Darkness, but rather the Dragon, freestyle, which is fun, but not really what we're aiming for here. That said, I will of course adapt to creativity. I love creativity.


I might just make something for this. Let me see what I can pull out of my bag of wonders. More to come.


Will have something that works up. Need to dig through my characters.


Dotting...


I submit for your approval, Ruhk the Dandy.


Looks good.

I forgot to mention: you get two traits which can't be from the same category. One of them can be a campaign trait, if you've access to the 2nd darkness player's companion.


Well may I introduce myself! My name is Mortimer "Moustache" Masterson,
the well known and widely respected barber of Riddleport. Fabled for his wonderful moustache, his clean shave, his mastery of the tongs to make your toothache go away and his precious potions. Come in sit down, let me get my ladder and I will promise your wife will love you twice as much, cleanshaven, sweetsmelling and respectable!
Tossing my hat in the ring. Gnome alchemist(Bomber). Has his business in riddleport as a barber and is more ridiculed than respected. Mainly because he has to use a ladder to reach his normal customers


interested, be back later


I will submit Tierney Quade for AP. The reason that I did not post with his profile is that I might want to make him into a PFS character. If so, I would not be able to delete the profile after having posted with him.

Right now Tierney is a 20 point character with an only partially completed background. I will have him fleshed out by tomorrow, at the latest.


On the subject of railroading, I was wondering how you're planning to deal with that, since you acknowledge it's there. Will you be making changes or giving suggestions on characters or motivations? I heard that

Spoiler:
playing an elf helps somewhat as far as the plot goes later on for example. To the point where one person running said they should have the chars be elves or at least half-elves

Also I skimmed the start of the AP a while ago. Not in any serious depth that would alert me to any of the minor details, and I didn't play the AP before, but I'd want to know if it bothers you some.

If I play, I'm thinking cleric or bard, but that's subject to change.


I think I'll run it as is, warts and all. If you decide to get off the rails, I'll make stuff up, and supply with the scripted events you do choose to interact with. I have side-quests and stuff you can do in the mean time. Certain events happen at certain places in time however, which you have little to no control over. If you're not in the right places at the right time, bad stuff can happen.

Then we'll take it from there. It'll be a huge thing for me to do, however. The story won't really be second darkness any more, it'll just contain some of the trappings.

On the subject of being

Spoiler:
Elves; iy can make things interesting, add a personal relationship to the events. I don't see being elves as crucial for the plot, however.

Edit: Having read the AP is fine. I'd prefer if people who're applying didn't start reading it just now, but having read it in the past doesn't disbar you from enjoying the game. I honestly expect a good deal of the applicants to have either played or read part of the AP at some point in the past.
Obviously, I trust you guys not to act on meta-gam knowledge.

Grand Lodge

i would like to apply and create something for the beginning of the week


Here is GM Niles' wizard, a budding cyphermage and linguist.

Nalun is a Chelxian born in Korvosa. Nalun was born to common parents but his propensity for magic led them to enroll him into a small school. They could not continue his training so he left the school at a fairly young age. Nalun felt a call to venture north into Varisia after he learned of the Ancient Kingdom of Thassilon. He was fascinated by the Cyphergate of Riddeport and wanted to travel and study it more. During his first travels he met a Varisian Cleric of Desna and he found himself attracted to Desna's teachings of freedom. He drifted around studying the monuments and Thassilon until he heard of the blot and the need for someone to find out what was happening.He arrived in town several days ago and had some issues with security and safety at several inns before he finally settled on the Gold Goblin; he has been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given him a pass to attend the gambling tournament he’s about to throw—he isn't sure how into gambling he'll be, but perhaps there’ll be some visitors from out of town he can talk to about the strange shadow in the sky


Dotting interest if still possible to get in?


Making a half-elf ranger. Been awhile since I played a ranger and I think one would fit this campaign.


Like I said, recruitment will run for a few weeks. The add has only been up for something like five hours.

You've got plenty of time to submit something.


Submitting one gunslinger, if that's okay.


Sure. Fix your stats, write a bio, seems to be fine.


The Dragon, how does an Elven Oracle Ancient Lorekeeper sound? The racial archetype is from the Advanced Race guide. The character would specialize in as many knowledge skills as I could afford, plus would have reasonable skill in diplomacy. It's either that or I modify a kitsune trickster I once used in a game.


Go ahead on the lorekeeper if you want to. Props for making an elf, that'll be useful later on.

Reading through this stuff, I'm actually tempted to scrap book 1 and two entirely, starting things off with book three. That's wonky as well, though. Nah, let's run it this way, thematic difusion be damned.


As I am unable to find the info, what level are we starting at?


first level, start of the AP.


Another question, how would you like us to calculate HP?


How about an Elven wizard(Shadowcaster-Specialization School:Illusion[Shadow])


Hp is max at lvl 1, roll afterwards.
If your roll is less than half the number of sides on the die, you take that number instead.
I'll be rolling for npcs, they get max hp at first pc class level as well.


Would you allow the ACG playtest classes, updated once the book releases? I'm specifically looking at making an Elven or Half Elven Slayer who eventually becomes a Lantern Bearer. It's an idea I've been walking around with for quite some time.


Yes, ACG is fine. I'll probably be using it myself from time to time when making NPCs.


Ok, so I have changed one of Ruhk's traits for a campaign one.
It did not alter him in any way except for giving him a better tie in.


Hey Dragon, this is me dotting in from the other thread. I probably won't have time to start putting something together until after the weekend, but obviously I am very interested in this since it was me who started the thread. I am very pleased that your recruitment thread had garnered so many responses!

I'll try to put my all into my character as I would be seriously depressed if I didn't make the cut, haha.


Definitely Interested. Be back later with a Concept


Just to confirm this. We are using 3.5e D&D?


No, pathfinder. Although not terribly clear from the op, it was noted in the thread title.

Much 3.5e material is allowed upon request, however. Stay clear of setting material and notoriously broken stuff.


Please take notice: A houerule my group usually runs with that I like will be in effect for this game.

Everyone will get one extra feat. This is mainly to help out people who want to run feat intensive builds like mounted archery, crossbow archery or two-weapon fighting.


That opens up a lot of options indeed. Thanks!


Will definitely be submitting something, though what, I'm not sure. I'm just intrigued by the AP.


Lem Nevercor, halfling cleric of Norgorber

Background:
Lem Nevercor's given name was Gruckalus, with no surname since slaves need none. He was born in Corentyn, the hereditary property of a sprawling extended family of halflings in service to the noble house Crispin. His people have been slaves to the Crispins since before the Thrune Ascendancy.

Gruckalus always chafed under the rules of the house and suffered the masters' harsh punishments more often than any two of his cousins. Luckily for him, he was particularly blessed with a charming personality, a piercing insight, and quick fingers. This latter was especially prized by his owners since he became a valued dealer at his masters' frequent card games- faro being his particular specialty.

His grandfather was the one who brought him into the secret brotherhood of the Reaper of Reputation, having noticed Gruckalus's precociousness and deciding that the young man needed to have a purpose or he would get himself killed. Unfortunately for his grandfather, Gruckalus had as much respect for Norgorber as he did for Asmodeus, and while he studied the canon and said all the right things, he never really believed and was never blessed with their god's divine blessings.

Being in Corentyn was central to his eventual escape plan, as the city hosts dozens of non-Chelaxian flag ships at any given time. He planned escapes as a matter of course, but it wasn't until a particularly harsh beating that he ran away, stowing away on a ship bound for Kintargo. He had been palming coins at the tables for years and managed to build up a moderate purse, which he used to bribe a ship's quartermaster.

He changed his name and his appearance and eventually wound up in the city of Riddleport after his ship to Magnimar was waylaid by pirates. The halfling managed to convince the pirates that he was a cleric of Besmara, managing to conjure up divine magic for the first time in his life under the stress of grievous bodily harm and while working under a double false name. His current theory is that his name change and quick thinking under pressure convinced Norgorber that he was worthy of a place in his priesthood. Lem still doesn't quite revere his deity the way a cleric is expected to, but likes to think he makes his god proud through his daily actions.

Lem found Riddleport to his liking, especially the gamehalls, and settled there to live the rest of his life. He spends most of his time gambling and gossiping in just about equal measures and is just starting to gain a reputation as somebody to go to when you need information.

While he hates slavery, he's not the type to go out of his way to free slaves or overthrow the institution. He's mostly happy he found a place so amenable to his preferred lifestyle, and if he ever thinks of his family back in Corentyn it's with a great deal of sadness, and if he's being honest with himself, not a little contempt that they accept the yolk so readily.

A couple of questions before I start on crunch.

Spoiler:

1) Would you allow the Knowledge Devotion feat from 3.5?

2) Would you allow the Theosophist archetype?


Yes on both counts, provided your diety has the knowledge domain, if you're making a cleric. No swapping domain powers for devotion feats, in case you were wanting to do that.

I'm wondering why you'd want knowledge devotion on an archetype that just traded out combat ability, but go right on ahead, plenty of ways to make it work.


Running into an issue. The campaign trait Researching the Blot has the following text:

Researching the Blot wrote:
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

This ability is now included in Spellcraft under the Pathfinder rules. What should we do about it? I like the fluff text, but the mechanical benefit is rendered moot. What kind of bonus would you like to make it into instead?


I updated this profile to include the 25 point-buy and the additional feat and I altered his background slightly to tie him into Riddleport and the Blot.


My character:

Crunch:
Corelliana Treestrider
Ranger/1; AC: 17; HP: 12/12; F: +3, R: +6, W: +2; Init: +4; Perc: +8
CG Half-elf
Deity: Calistria
Init +4; Senses Low-light vision; Perception +8
XP:
Fame: 0
Prestige:
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13
hp 12 Current: 12/12
Fort +3, Ref +6, Will +2
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft. (25 with weight)
Melee Short sword +2 (1d6+1)
Ranged Longbow +5 (1d8)
Special Attacks
--------------------
STATISTICS
--------------------
Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 10 (+0)
Base Attack +1; CMB +0; CMD +0
Feats Skill Focus, Point Blank Shot, Precise Shot
Traits Scouting For Fiends, Killer
Skills Heal +6 (1 rank), Knowledge (dungeoneering) +6 (1 rank), Knowledge (nature) +6 (1 rank) Linguistics +3 (1 rank), Perception +8 (1 rank), Sense Motive +3 (1 rank), Stealth +8 (1 rank), Survival +9 (1 rank)
Languages Taldane (Common), Elven, Infernal, Abyssal, Undercommon
Combat Gear Longbow, 20 arrows, short sword, studded leather
Other Gear Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)

Weight: 56
Coin:
PP:
GP: 80
SP:
CP:
--------------------
SPECIAL ABILITIES
--------------------
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from in the Pathfinder RPG Bestiary—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. (Chosen: Outsider (evil))

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Skill Focus: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Survival chosen)

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

--------------------
SPELLS
--------------------
Spells Per Day

Spells Known

Fluff:

Corelliana is a rare product of an elf mating with a human. Her mother did not survive childbirth, and her father tried his best to raise her and her siblings with both of her heritages in mind, even though his experience of humans was limited. But despite that, he immersed her in the local culture of Varisia as best as he could.

Corelliana spent much of her youth out in the wilderness, learning to track and hunt. Unlike her brothers, she took to it rather well and sometimes would spend days following beasts. This got her in trouble when she was very young, as she had wandered away from the group and was ambushed by an imp. A lucky strike ended the imp's life and saved her's, but her face still bears the scars from the creature's claws. She emerged from that incident with a newfound focus in tracking demons and devils, determined to eliminate them if they intend harm.

Once she hit adulthood, Corelliana was given the option of joining her father's ranger group. But first, she was given a test: Go to Riddleport, investigate a casino there, and determine whether or not the rumors of it being a demon haunt are true. And if so, do her best to assess the demonic threat and, if in her power, eliminate it. She was given extra spending money, with her father whispering the group didn't think it was anything more than a theme and she was being given an excuse to celebrate her adulthood by visiting a casino.

Corelliana is determined to prove the trust in her is not misplaced, but she also is willing to have a good time.

Morality:
Corelliana likes to tell herself that she would never work with a demon and has no capacity to tolerate evil.

In truth, the young ranger would not even hesitate to ally with a demon if it served the greater good, and she has no problem with evil as long as it serves to defeat greater evil. That said, she will not take any action she believes is evil without justification that it serves the greater good, and refuses to allow herself be swayed to darkness.


Dice roll to determine gender. Yes I know that I may choose. I wanted this to be random as I previously always picked. 1 or 2 is female, 3 or 4 is male.

Random roll for gender: 1d4 ⇒ 1

Female it is!


This sounds interesting...I think I'll make myself a rogue for this!


Grand Moff Vixen wrote:

Running into an issue. The campaign trait Researching the Blot has the following text:

Researching the Blot wrote:
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.
This ability is now included in Spellcraft under the Pathfinder rules. What should we do about it? I like the fluff text, but the mechanical benefit is rendered moot. What kind of bonus would you like to make it into instead?

Make it a +3 bonus to identify items with spellcraft.


Here is my character for submission. He is a human rogue. I'll work on a backstory tonight. If his crunch is in any way inaccurate (I am human, I can make small mistakes) please let me know.


The Dragon wrote:
Grand Moff Vixen wrote:

Running into an issue. The campaign trait Researching the Blot has the following text:

Researching the Blot wrote:
You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.
This ability is now included in Spellcraft under the Pathfinder rules. What should we do about it? I like the fluff text, but the mechanical benefit is rendered moot. What kind of bonus would you like to make it into instead?
Make it a +3 bonus to identify items with spellcraft.

Many thanks. I am mostly done with a background. Once done, I will post it for you to read. I'm not going to post the crunch until you have read her story first.


Also, I'm guessing two traits as usual? One for the adventure and one from anywhere?


Yeah. If you don't have access to the player's guide, (this one costs actual real world money) you can just grab two from anywhere.


Any problems with my character build up above?


The Dragon wrote:

Yes on both counts, provided your diety has the knowledge domain, if you're making a cleric. No swapping domain powers for devotion feats, in case you were wanting to do that.

I'm wondering why you'd want knowledge devotion on an archetype that just traded out combat ability, but go right on ahead, plenty of ways to make it work.

Oh, damn. I got Knowledge Devotion mixed up with the archivist ability Dark Knowledge, thinking I could use it as party buffing. Kind of rusty with the 3.5 rules, sorry. Yeah, that's not all that useful for somebody who's not making a lot of attack rolls.


MagusJanus wrote:
Any problems with my character build up above?

Doesn't seem to be the case.

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