DM Ithe's Crypt of the Everflame!

Game Master Ithe

Young Adventurers set out to recover the Everflame.

Map of Kassen/Nirmathas
Trail Map



Crypt of the Everflame Recruitment

Preface

I want to play an AP. That is the short version. Expanding on that, I have played DnD/Pathfinder for 15ish years but have only DMed a couple sessions. I’ve gotten into PbP over the past couple years and I think it enhances my roll play and I've enjoyed that. I’ve got a couple friends that would also like to do another PbP game. With my desire to do an AP, it means that if I really want to have a chance, I need to DM because there are lots of us looking to play one. That said, an AP is an intimidating prospect for me and whoever plays with me so I thought, I’ll start with a shorter module first and see how it goes. So, this…

Crypt of the Everflame

Will be a try out of sorts. It will give some people who don’t know me a chance to get to know me and vice versa. It will also let me build some DMing muscle. So the Goal is to get through this module and then to see how everyone feels about the group.

So, with that out of the way, let’s get to character creation.

Background:

I’m not looking for a novel. I’ve thrown together a Player’s Guide which is mostly just pulled straight from the book for this module. A couple short paragraphs explaining your connection to 2ish people (including a mentor) in town plus some personality traits would be sufficient. Everyone should be a current resident of Kassen’s Hold or live in the nearby area seeing as this is a rite of passage for the young people of the town.

Crunch:

Level: This module starts at level 1 and will only go up to level 3 max so don't work to hard planning very much.

Races: Most common would be Core races, specifically human with a smaller population of elves, dwarves and halflings, but all Paizo races if you can make it work Background wise

Class: All Paizo classes allowed. We’ve got one Cleric already but I have no real worry about class balance except I will mention that it will be helpful to have a trapfinder...

Traits: 2 with the option of a drawback for a 3rd.

Alignment: Any non-evil

Hit Points: Max HP first level

Ability scores: 20 pt buy

Gold: average for class

No need for an alias but I’d like final submissions all in one post for ease of viewing even if it means repeating information. I’ve got 1-2 players already lined up and I’m looking for 2-4 more with a goal for a total of 4-5.

Posting expectations: 1/day is ideal. Weekends can be hard and work schedules sometimes are difficult to work around. At least check in to let me know you're busy and don't have time.

Dead line: May 15, 9:00PM

I reserve the right to close recruitment early in the unlikely event that the number of submissions becomes overwhelming.

Please ask any questions you would like.


My last game of Everflame petered out. I've never gotten further than the first room in the crypt.
Could I try again?

Here's the character
Jilhanna Meadbottom


CrystalSeas wrote:

My last game of Everflame petered out. I've never gotten further than the first room in the crypt.

Could I try again?

Here's the character
Jilhanna Meadbottom

Fine by me but that link seems broken.


Let's try again:

Jilhanna Meadbottom


For your consideration, I would love to play a brawler (shield champion) in this group: Sig Velik

Sovereign Court

Hey, so I'm coming at this from the other end, so to speak. I've been playing PBP games on and off forever but I'm still learning Pathfinder. If you're willing to drag a total noob around I'd love to tag along. Going over the mentors offered I'm just wondering if and how non-humans and non-Core Classes fit in the picture (though I'm currently looking at a plain old human anyway, possibly a Sorcerer, but I wouldn't be adverse to some of the non-Core classes which is why I'm asking).


@crystalseas & medvejonok: looks good! I might have some questions on details if I pick you but nothing huge.

@Victorion: elves/halflings/dwarves/gnomes would be treated as normal. Half orcs and other races with unsavory backgrounds would be frowned upon, charisma would probably be a good indicator of the degree. Other strange races you could pretty much decide for yourself. You (and your family if there is one) would probably be the only one so sound me out on any ideas you have.

Non-core classes: I’m thinking just pick a mentor that is kind of close to what you do. For instance, a war priest might have connections with the cleric or the guard captain or both. Is that a satisfactory answer? Also, noob is fine, we’ve all been there. Just ask all the questions you want.

edit: Victorion, just reread your question and I'm not sure if I actually answered it. Non-human doesn't really HAVE to have an effect on your mentor unless you want it to.


Anyone else considering putting forward a character?


I'm interested, but I've also recently applied for a couple other campaigns. If by some miracle I get into both of them, I don't think I'd have time for this one.

I should find out by Sunday.


Ever_Anon wrote:

I'm interested, but I've also recently applied for a couple other campaigns. If by some miracle I get into both of them, I don't think I'd have time for this one.

I should find out by Sunday.

Sounds fine. should be plenty of time to throw something together.


I would but I played this a while ago. Granted it was somewhat unenjoyable due to the character I was playing (the group was all wizards and I decided to roll up with a gnomish firearms wizard... on paper it looks fun but trying to manage ammo with a wizard's starting gold and in an AP where ammo is nowhere to be found is beyond hamstringing) and it has been far enough ago in my past that I don't remember much about it... but would rather have someone else play that hasn't had the privilege before.


The Emerald Duke wrote:
I would but I played this a while ago. Granted it was somewhat unenjoyable due to the character I was playing (the group was all wizards and I decided to roll up with a gnomish firearms wizard... on paper it looks fun but trying to manage ammo with a wizard's starting gold and in an AP where ammo is nowhere to be found is beyond hamstringing) and it has been far enough ago in my past that I don't remember much about it... but would rather have someone else play that hasn't had the privilege before.

Well, keep an eye out, I may need another player, who knows.

Sovereign Court

So I've given this a little thought and I'd like to keep it simple for starters and offer you a plain sword & board Fighter. I wanted her to be the smith's apprentice (or at least helper) but the smith mentioned in the document is the Barbarian mentor. Is that an issue? He could always complain that she's too even-tempered and clumsy while making her lug around heavy things with her 18 STR.

Edit: Here she is.

Note that I took the "Dual Talent" Alternate Race Trait to replace the Bonus Feat and Skillpoints with a +2 to a second stat (CON) but it's nothing that can't be undone.


@Victorion: All of that is fine. There are several different character building options out there.

Yet Another Pathfinder Character Generator is nice if everything you want to do is supported. It’s support is ongoing so it has a lot of stuff in it. It’s nice if you don’t want to worry about keeping track of all your mechanics yourself but customization is not very simple to me.

Pathfinder Autosheet is nice because you put in all your bonuses yourself and I found customization easier but you need some excel skills to alter things.

Those are just options. If you would like to do everything manually, that is fine as well. Just thought I’d mention them since you said you were new to pathfinder.


I have this guy, Not sure what class to be yet, but something roguish is obviously the choice, so likely either a unrogue, an investigator, a bard, or some other some such.

Sovereign Court

DM Ithe wrote:
@Victorion: All of that is fine. There are several different character building options out there.

Thanks. I've been using the Pathbuilder App which allows me to map a character through their levels. It does however include information from (as far as I can tell) every sourcebook in existence so it's not always obvious if an option is 'legal'. Never mind that not all Feats or Traits are created equal to begin with and I could imagine that some are considered to be in bad taste so I'd rather keep checking back.


@Victorion

Interesting, I don’t have any experience with that one.

@ Derick

I’d like a complete character even if it’s just a 1st draft.
.

Grand Lodge

I have a few Ideas. Thinking I could do a couple of ideas. Might try an Arcanist, or a Shaman.


Still here, still running a Core Rogue


Jilhanna Meadbottom wrote:
Still here, still running a Core Rogue

In pathfinder, I've not played Core or unchained rogue but my understanding is that unchained rogue is better. If you want core for some reason, that’s ok, but if you’d like to do unchained, it shouldn’t be much work to switch.


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Critzible wrote:
I have a few Ideas. Thinking I could do a couple of ideas. Might try an Arcanist, or a Shaman.

I’ve not even played with either of those, this will give me an excuse to research!


I'll take a look and let you know if I change the character sheet


I've got

CrystalSeas with Jilhanna Meadbottom-Rogue (possible UnRogue)
Medvejonok with Sig Velik-Brawler-Shield Champion
Victorion with Janissa Sigrune-Fighter
Rorek55 with Derick "Dart" Valindir (Needs to decide Class)
Ever_Anon Interested
Critzible Interested


I'd like to throw my interest in. At work at the moment so can't send a full sheet and background yet, but I'm thinking Human Ranger, hunter for the village. I'll get a sheet and full background tonight when I get home.

Sovereign Court

DM Ithe wrote:
Victorion with Janissa Sigrune-Fighter

And her Crunch should be all done unless I screwed up. I'll make her background a bit more flowery when I get around to it.


I ended up building a human sorcerer. Build and backstory below; please let me know if there are any issues.

Character Build:

Statistics:
Spoiler:

Isabella Vargidan
Female Human Sorcerer 1
CG Medium Humanoid (Human)
Init +6; Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex.)
HP 8 (1d6)
Fort +2, Ref +2, Will +2 (+6 against charm and compulsion effects)
--------------------
Offense
--------------------
Speed 30ft
Melee Morningstar -1 (1d8 -1, 1x2)
Melee Dagger -1 (1d4 -1, 19-20/x2)
--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11

Special Abilities:

Spoiler:

Feats:
Combat Casting: +4 bonus on concentration checks for casting defensively
Eschew Materials (class bonus): Cast spells without material components
Improved Initiative (race bonus): +4 bonus on initiative checks

Traits
Affable (Social): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Skills:
4 skill ranks per level (2 class, +1 Int., +1 Human)

Knowledge Arcana [1]: +5
Knowledge Local [1]: +5
Spellcraft [1]: +5
Use Magic Device [1]: +8

--------------------
Class Features - Phoenix Bloodline
--------------------
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Bloodline Powers: At 1st level, you gain detect magic and read magic as spells known.

Spells Known (CL 1):

Spoiler:

Cantrips:
Acid Splash: Orb does 1d3 acid damage (+1 with acid flask focus)
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch
Mage Hand: 5-pound telekinesis
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.
Spark: Ignite flammable objects

Level 1 (4/day):
Burning Hands: 1d4/level fire damage (max 5d4)
Mage Armor: Gives subject +4 armor bonus.

Equipment:

Spoiler:

Combat Gear:

Silken ceremonial armor: 30gp
Morningstar: 8gp
Daggers (2): 4gp

Other Gear:

Explorer's Outfit - Free
Acid flask: 10gp
Backpack (Common): 2gp
Bedroll: 1sp
Belt Pouch: 1gp
Chalk: 1cp
Collapsible plank: 4sp
Crowbar: 2gp
Hammer: 5sp
Mess kit: 2sp
Oil (1 pint): 1sp
Pitons (10): 1gp
Pole: 5cp
Rope: 1gp
Soap: 1cp
Trail Rations (10): 5gp
Traveler's Outfit (x2): 2gp
Waterskin: 1gp

Remaining gold: 1gp, 6sp, 3cp

Character Background:

Isabella is just one of many children in the Vargidan family. Living with almost a dozen siblings, no mother, and an eccentric (at best) father doesn't make for an easy life. Luckily Isabella is optimistic by nature. Having trouble getting your father to say anything about the strange powers you all share? No problem, just convince Holgast's latest beleaguered apprentice to let you read some of his books. Getting lost in the crowd of nearly-indistinguishable Vargidan children? Hang out at the Seven Silvers, talking and laughing with people until you're Isabella, not "just another one of those Vargidan freaks."

Isabella's best friend in town is Asina Silvers. There's an age difference of several years between them, but Isabella considers her to be closer than a sister. (Especially considering how terrible some of Isabella's sisters are!) Ever since Asina's mother passed, Isabella has become even more of a staple at the tavern and helps out whenever she can. She worries about Trelvar, but also tries to convince Asina not to give up on her dreams for the sake of her father.

Isabella herself isn't sure what she wants to do. She loves the town of Kassen and the people in it, but also longs to travel. Somewhere in a far-off land might lie the arcane secrets her father has always kept from her. One day maybe she’ll find out.


Cleric!

character background:
Galin Thid: 3 ft tall; Gnome, age 38 has pale skin, with wild black hair (no facial hair) and bright grey eyes.

Galin grew up in a gnome settlement several miles to the south of Kassen. His parents were sure he was going to be a priest because of a strange birthmark on his arm shaped like a lotus. Galin studied hard, but when it became clear he took an interest in metalwork over religion, his parents knew he would have to go to the city to pursue his dream. Galin has been working as apprentice to Braggar Ironhame doing menial labor that Braggar couldn’t be bothered to complete while working on his masterworks. Galin in exchange for his work is housed in a small room of Braggar’s house and sometimes earns a little coin when he contributes anything of value.
Galin has been living there since age 30 and gets along well with Braggar while at work due to his focus for the craft. Galin steers clear of the surly dwarf when at play because his hijinks are unlikely to win him any favor there. Galin enjoys the company of Jimes Iggins and has learned some to be sneaky. Galin is prone to hijinks in good fun, but does not appreciate the pranks inflicted upon Golfond Kir, and this has created somewhat of an adversarial relationship between him and those who do. Galin doesn’t have any particular affinity for Golfond, but doesn’t think it’s in good fun or good sport. While Galin has a background in religion, Rantal Prast can’t seem to stand him. After Galin started going to the temple Rantal would bend over and hear the sound of his pants tearing, but no fabric was torn.
Galin enjoys history though it is not one of his fortes. Galin has a tendency to get immersed in an activity, and asked for a few days respite from his work with Braggar for a few days prior to the adventure. Galin went shopping, spending more than he had ever spent on anything. When he finally came out, he a flag to rally his fellow adventurers around! A craftsman, he may be, but a tailor he is not… When asked what is on his flag, it’s the local flag but with the tree eternally on fire.


Ok all, recruitment wraps up tonight. I know I said 9:00 but I’m going to be honest, I won’t decide tonight so if you’ve got an idea, you can throw it together and I’ll check back on in the morning and go based on who is finished when I check.


OK, Ever_Anon, Victorion and CrystalSeas, head over to Discussion with your characters. Thanks all for your interest.


Well, our group of 4 adventurers is down to 3. One of our party has dropped off the grid and we’re looking for a replacement. Trapfinding abilities preferred but not required. We have

male dwarf Paladin (stonelord)
female human sorcerer (Phoenix bloodline)
male gnome cleric

Character creation guidelines from original post still in effect. Feel free to check out our gameplay thus far. I would like to have a replacement within 7 days.

Questions?


Here is my submission for a Half-Orc Rogue.

Background Morgh-Half Orc Rogue:
Recently let out of prison for theft, Morgh has chosen to settle in Kassen. Morgh was a scout under Sir Dramott's command, and for his service he was given a lighter sentence for his crimes. Once released though, Sir Dramott wanted nothing to do with him. Morgh found employment from the only place that would hire him, the Seven Silvers. Trevlar Silvers was not aware of Morgh's past when he hired him, he was just grateful that he had scared away some grifters that showed too much interest in his young daughter. Trevlar offered Morgh a position as door man in the evenings when the town guard is thin and the crowd is rowdy. Jimes was aware of his past however, and had heard of his skills of acquiring things. Eager to have a partner he quickly seconded the idea. Morgh has been a loyal employee for a few months now, but is ready to move on to something better.

Morgh-Half Orc Rogue stats:
Morgh
Half-orc rogue 1
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised)
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +7, Will +1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee sap +1 (1d6+1 nonlethal) or
short sword +1 (1d6+1/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Deft Hands
Traits deft dodger, militia veteran (any town or village), scrapper
Skills Acrobatics +5 (+1 to jump), Appraise +7, Bluff +5, Disable Device +10, Escape Artist +5, Intimidate +1 (+2 to demoralize opponents), Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste, +6 to avoid being surprised), Sleight of Hand +7, Stealth +5, Survival +6; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Common, Gnoll, Orc
SQ avarice, orc blood, trapfinding +1
Other Gear hide shirt, sap, short sword, backpack, bedroll, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, orc trail rations[UE], waterskin, 2 gp, 9 sp
--------------------
Special Abilities
--------------------
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


I'll re apply derick here. Unrogue.


Well, since Dart expresses interest before, we’ll take him. Finish up any last minute stuff and head to discussion. We’ll figure out how to work you in.

Thanks for the interest Maho Tsukai, maybe next time.

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