GM Inara's Mummys Mask featuring The Falcons with Jamie (Incomplete, Book 3) (Inactive)

Game Master inara14

Mummy's Mask maps and Information
Pteminib's Necropolis Map
Loot List
4th Gozran 4714- Lottery day
Current date - 27th Gozran 4714


151 to 197 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>

somehow you ended up listing my submission Khefu twice.

Under different Aliases: Roward Armstead( under partial) and Geriatric_ (complete)

just to help clean up a bit ;)


1 person marked this as a favorite.
Sahba al-Xemestra wrote:
I changed the Campaign Trait to Sphinx Riddler

Edited! I saw that just forgot to edit the list :)

Thanks Geriatric!


Hi GM, you left my trait off (Resurrected).

All these submissions look great! Really excited to see who gets picked!


My apologies! Clearly I had a long day at work after all these errors!

Definitely many exciting submissions! Its gonna be a tough job.

Silver Crusade

Rastaf's crunch and fluff are all double checked and updated. He's good to go.

Liberty's Edge

GM Inara wrote:
I think I will close this a couple of days early

Thank you, it will shorten the anticipation period ;)


1 person marked this as a favorite.
GM Inara wrote:
Definitely many exciting submissions! Its gonna be a tough job.

I certainly don't envy the decisions you must make. The PbP veterans can smell a good recruitment thread, and we come out like a swarm of locusts to fill the spots. Whoever gets picked, it is sure to be a hell of a game.


Yep - who ever gets picked is going to be in a fun game I'm sure!


CampinCarl9127 wrote:
GM Inara wrote:
Definitely many exciting submissions! Its gonna be a tough job.
I certainly don't envy the decisions you must make. The PbP veterans can smell a good recruitment thread, and we come out like a swarm of locusts to fill the spots. Whoever gets picked, it is sure to be a hell of a game.

In my case, came as a swarm of scarabs (pun intended, considering my submission is a swarm shifter!)


3 people marked this as a favorite.

22 complete submissions!

8 Humans
4 Half-Elves
4 Half-Orcs
3 Dwarves
1 Gnome
1 Sylph
1 Catfolk

Martial
(1) Grumbaki- Ankhef Bonesplitter - Dwarven Divine Tracker Ranger Corpsehunter- Undead Crusader
(2) Anthorg - Canetor - Half-Orc Slayer - Devotee of the Old Gods -
(3) The ArchLich - Layla Kheper Human Swarm Shifter - Undead Crusader
(4) Robert Henry - Ratal DierHuman Ranger (Coprsehunter/Divine Tracker) - Undead Crusader
(5) Pathetic Wretch Khafra Almaktoum Human Bloodrager - Sphinx Riddler
(6) Veltent Khadir Al'Xefon -M Half-Orc Unchained Barbarian
(7) Sha'ir - Teseh Mebret- Human Bloodrager - Wati Native

Arcane
(1) Itzi - Uthe - Female Catfolk Sorceror - Foreign Opportunist
(2) Ellioti - Efni Raan - M Human Sorceress - Blood of the Pharoahs
(3) Rorek55 - Alaros Vattz- Half-elf Occultist - Trapfinder
(4) Mark Thomas 66-Sahba Al Xemestra Spire Defender Magus - Sphinx Riddler
(5) Balacertar - - Amara Kho Female Human Wizard

Divine
(1) Jesse Heinig - Tali the Nomad - Female Human (Garundi) Desert Druid - Mummy Cursed
(2) A highly Regarded Expert - Rastaf of SarenraeHalf orc Cleric of Sarenrae - Undead Crusader
(3) Myriade 99 -Dhakira Menedes V of Erekrus- Dwarf Cleric (Herald Caller) of Pharasma - In post on Page 2 of recruitment - Mummy Cursed
(4) MauveAvengr - Athothes -Male Half-orc Warpriest of Anubis - Devotee of the Old Gods
(5) Solicitor - Kimbia Kudu Ngao M Human Shaman - Mummy Cursed

Skilled
(1) CampinCarl9127 - Atash Rahine -Half-Elf Unchained Rogue (Eldritch Scoundrel) - Foreign Opportunist/Inquisitive Archaeologist
(2) Dragoncat - Jazadi Kimendyne -Half-Elf Archaeologist Bard - Inquisitive Archaeologist
(3) Dorian 'Grey' - Uhe Stonethorn Male Dwarven Bard (Archaeologist) - Trapfinder
(4) Aldizog - Blackspire Thundergloom -Gnome Dirge Bard - Trapfinder (Mummy-cursed/Foreign Opportunist)
(5) Blaydsong - Hesiim MinaiSylph Alchemist - Inquisitive Archeologist.

An amazingly balanced breakdown when it comes to submissions.


Ankhef Bonesplitter: wrote:

22 complete submissions!

8 Humans
4 Half-Elves
4 Half-Orcs
3 Dwarves
1 Gnome
1 Sylph
1 Catfolk

Martial
(1) Grumbaki- Ankhef Bonesplitter - Dwarven Divine Tracker Ranger Corpsehunter- Undead Crusader
(2) Anthorg - Canetor - Half-Orc Slayer - Devotee of the Old Gods -
(3) The ArchLich - Layla Kheper Human Swarm Shifter - Undead Crusader
(4) Robert Henry - Ratal DierHuman Ranger (Coprsehunter/Divine Tracker) - Undead Crusader
(5) Pathetic Wretch Khafra Almaktoum Human Bloodrager - Sphinx Riddler
(6) Veltent Khadir Al'Xefon -M Half-Orc Unchained Barbarian
(7) Sha'ir - Teseh Mebret- Human Bloodrager - Wati Native

Arcane
(1) Itzi - Uthe - Female Catfolk Sorceror - Foreign Opportunist
(2) Ellioti - Efni Raan - M Human Sorceress - Blood of the Pharoahs
(3) Rorek55 - Alaros Vattz- Half-elf Occultist - Trapfinder
(4) Mark Thomas 66-Sahba Al Xemestra Spire Defender Magus - Sphinx Riddler
(5) Balacertar - - Amara Kho Female Human Wizard

Divine
(1) Jesse Heinig - Tali the Nomad - Female Human (Garundi) Desert Druid - Mummy Cursed
(2) A highly Regarded Expert - Rastaf of SarenraeHalf orc Cleric of Sarenrae - Undead Crusader
(3) Myriade 99 -Dhakira Menedes V of Erekrus- Dwarf Cleric (Herald Caller) of Pharasma - In post on Page 2 of recruitment - Mummy Cursed
(4) MauveAvengr - Athothes -Male Half-orc Warpriest of Anubis - Devotee of the Old Gods
(5) Solicitor - Kimbia Kudu Ngao M Human Shaman - Mummy Cursed

Skilled
(1) CampinCarl9127 - Atash Rahine -Half-Elf Unchained Rogue (Eldritch Scoundrel) - Foreign Opportunist/Inquisitive Archaeologist
(2) Dragoncat - Jazadi Kimendyne -Half-Elf Archaeologist Bard - Inquisitive Archaeologist
(3) Dorian 'Grey' - Uhe Stonethorn Male Dwarven Bard (Archaeologist) - Trapfinder
(4) Aldizog - Blackspire Thundergloom -Gnome Dirge Bard - Trapfinder (Mummy-cursed/Foreign Opportunist)
(5) Blaydsong - Hesiim MinaiSylph Alchemist - Inquisitive Archeologist.

An amazingly balanced breakdown when it comes to submissions

Missed me. Add 1 more to the martial list. (though skilled could work as well)

This is exciting indeed, and I'm quite anxious! Inara is in a truly unenviable position.

Silver Crusade

I'd say occultist shouldn't be considered arcane to be honest they are a 6th level caster with limited spell selection. But, I wouldn't know where to put them. Skilled may be better but only due to trapfinding trait


Don't let the Bard class fool you; Uhe is Martial.


My apologies Khefu, it was not intentional!

As for where characters are placed...here is my thought process. Occultists are jack of all trades, who can do just about anything. Want a wizard? There is a panoply for that. Want full BaB with 6th level spellcasting? There is a panoply for that. Want a arcane caster with cleric abilities? There's a panoply. But what pushes them over the edge into arcane for me is their *extreme* amount of magical abilities. No 9th level spells? They can fly multiple times per day, or send out magical scouts, or charm people, or heal people, or be a very efficient blaster...well, you get the idea. Based on what schools you choose, the amount of different abilities you can get are just amazing. I'm a huge occultist fan, as you can have 6 occultists in the party and have very few overlap...or no overlap at all. Given all of that, I figured that arcane fit them the best.

Similar thing for Bards. And warpriests. Are they martials? Yeah...probably. Most are played that way. But what is it that you think about when you hear bard? Skills and buffs. And warpriests? Well, buffing with divine magic. But with a ranger or paladin, even though they can get skill points (ranger) and divine spells, it is the full BaB fighting that most people think about. So I put bards into "skilled" and warpriests into "divine" even though they'll both spend most of their time in combat.

I'm just glad that nobody went inquisitor. Or gods help us Relic Hunter Inquisitor (which by lvl3 gets full BaB!) How to categorize that would be an entire thread of arguments.


And my Relic Raider is done. Her mechanics and fluff are on her Alias page, but I'll post most of it here for ease of viewing.

Character Sheet:

Sitina of Wati
Female Human (Garundi) Unchained Rogue (Relic Raider) 1 
CN Medium Humanoid (Human) 
Init +4; Senses Perception +4
=================================================
Defense
=================================================
AC 16, Touch 14, Flat-Footed 12 (+4 Dex, +2 Armor)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +0; +2 vs. fear effects.
=================================================
Offense
=================================================
Speed 30 Ft.
Melee Dagger +2 (1d4/19-20) and Dagger +2 (1d4/19-20)
Melee Dagger +2 (1d4/19-20) and Light Mace +2 (1d6)
Ranged Sling +4 (1d4) 
Special Attacks Sneak Attack +1d6
=================================================
Statistics
=================================================
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats: Combat Expertise, Two-Weapon Fighting, Weapon Finesse
Traits: Criminal, Wati Native
Skills: Acrobatics +8, Bluff +6, Diplomacy +6, Disable Device +10, Knowledge (Dungeoneering) +5, Knowledge (Local) +6, Perception +4 (+5 vs. traps), Sense Motive +4, Stealth +8
Background Skills: Appraise +5, Sleight of Hand +8
Languages: Ancient Osiriani, Common, Osiriani
SQ: Trapfinding +1
Combat Gear Potion of Cure Light Wounds; Other Gear  Leather Armor, Dagger (2), Light Mace, Sling, Sling Bullets (10); Backpack, Bedroll, Belt Pouch, Flint and Steel, Grappling Hook, Thieves’ Tools, Torches (5), Trail Rations (4 Days), Waterskin,
34 gp, 3 sp, 7 cp
=================================================
Special Abilities
=================================================
Combat Expertise +1/-1 Bonus to AC in exchange for an equal penalty to attack.
Sneak Attack (Unchained) +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.

Gear/Possessions:

==Combat Gear Equipped==
Leather Armor (10gp) (15 lbs.)
Dagger x2 (4gp) (2 lbs.)
Light Mace (5gp) (4 lbs.)
Sling (—) (—)
Sling Bullets x10 (1sp) (5 lbs.)
Potion of Cure Light Wounds (50gp) (—)

==Miscellaneous Gear Equipped==
Backpack, Common (2gp) (2 lbs.)
Bedroll (1sp) (5 lbs.)
Belt Pouch (1gp) (1/2 lbs.)
Canteen (2gp) (1 lbs.)
Flint and Steel (1gp) (—)
Grappling Hook, Common (1gp) (4 lbs.)
Thieves’ Tools, Common (30gp) (1 lbs.)
Torches x3 (3cp) (3 lbs.)
Trail Rations x3 (15sp) (3 lbs.)

==Magical Items==
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity
Light 0-33 lbs. Medium 34-66 lbs. Heavy 67-100 lbs.
Current Load Carried 40.5 lbs.
Current Wealth 34 GP / 3 SP / 7 CP

Background:

Sitina would never know her parents. Left on the doorstep of a Pharasmite orphanage in Wati, she was raised amongst Wati’s unwanted and abandoned, a condition that would quickly influence her burgeoning personality. Though the Pharasmites did their best they were overwhelmed by the number of children they had to take care, causing a young Sitina to be largely neglected. As a result, she quickly grew to be a wild and irreverent child, one who did not easily stomach the authority of others despite their good intentions, a problem that only worsened due to the role models that she did come to admire.

Moreso than the actual Pharasmite priests meant to rise her, Sitina took her cues from the older children of the orphanage. Many of them were already bitter souls at the ripe age of twelve and many of the most brazen and undisciplined end up leaving the orphanage altogether way before they reached adulthood or were found families to take them in. Sitina would follow their example escape when she turned ten, fleeing the orphanage in the dead of night with several other children and never looking back.

What followed after that was many tough years. Though the orphanage may have been neglectful and overstuffed, the mean streets of Wati were certainly no improvement. With little in the way of worker skills, Sitina and her young cohort of orphans were forced to take up a life of petty crime to survive in Wati’s poverty-stricken Bargetown. Fleecing schemes and outright theft became Sitina’s bread and butter and she honed these skills alongside her surrogate family, justifying the act as necessary evil if she wanted to survive.

As Sitina grew older so did her schemes, evolving from pickpocketing and shell games to smuggling and relic raiding. Though she left the orphanage a skinny waif of a girl had managed to become an enchanting woman whose beauty was constantly exploited to get marks for her gang and family: The Clever Hands. Of course, even with this life of crime, Sitina had her limits. Murder was one of them. As was stealing and conning those who barely had enough to survive themselves. But the thing that truly unsettled her was the idea of stealing from the nearby necropolis of Wati.

While she may have stepped into the dead city before as a child, and even taken some of the relics littered across its furthest outskirts, she had never dared enter its innermost areas. That would change when an encounter with a rival gang known as the Brothers-in-Scarlet saw Sitina’s thoroughly muscled out by a competitor that had no compulsion against killing to ensure their dominance. One night of bloodshed made that abundantly clear when much of Sitina’s gang was slaughtered by the red brothers, with herself barely ecasping. With much her friends and allies dead, and Bargetown now partially under the control of their murderers, Sitina was left with little recourse beyond accepting the Ruby Prince’s lucrative expeditions into the Necropolis for a way to make some fast coin and hopefully get out of town.

Appearance and Personality:

Age: 22 | Height: 5' 9" | Weight: 130 lbs. | Hair: Brown | Eyes: Amber | Build: Hourglass, Lithe

Appearance

Sitina grew up to become an attractive woman despite her impoverished upbringing in the slums of Wati. Possessing a slender hourglass figure that is both parts lithe and buxom, Sitina has the soft features of a young woman in the summertime of her beauty. While blessed with expressive amber eyes, plump full lips that make for a coy smile, and a healthy dark complexion that denotes her Garundi heritage, it’s her well-kept black hair, which straightly falls down past her slim shoulders that she keeps partially bond in a cloth kerchief.

Although she greatly enjoys changing her look whenever she has the coin to do so, Sitina’s all-time favorite garments are a white corset that accentuates her bosomy figure and a dazzling golden choker necklace who stole off a haughty Keleshite nobleowoman. When expecting violence, Sitina switches out the corset for a set of flexible leather armor that neither impedes her movements nor makes much noise in motion, both vital considerations for a woman who moonlights as a thief. Regardless of what clothes she wears, she makes sure that her weapons are always easily retrievable and concealable.

Personality

On the surface, Sitina is a fun-loving young woman with an upbeat personality that puts people at ease by virtue of just how outwardly easy-going and friendly she is. Unfailingly charming, and always willing to lend an ear to a friendly soul, Sitina has a catlike carefree energy that can be downright infectious to those who meet her. She’s the kind of person who can brighten up a room (likely a tavern) without being overwhelming or obnoxious, knowing just the right buttons to push and how far to push them when it comes to making someone feel welcome and comfortable. It’s for that very reason that she was such an effective thief and con artist.

The reality is that she’s a social chameleon, one who had to learn from an early age how to causally blend in in whatever social environment she finds herself in. Literally two-faced, and a consummate liar to boot, Sitina can easily adopt a façade of causal friendliness to better lower the defenses of a hapless opponent or mark. Likewise, she can just as quickly transform yourself into the tempting seductress, using coy promises and a mature manner to set someone’s mind to distraction. Of course, deep down she's a women who is slowly starting to see the futilely and hopelessness of her criminal lifestyle given recent events. More besides, while she can be ruthless when required, she has her limits and has no love for fooling the impoverished, much preferring her marks to be the rich and gullible. Furthermore, while lying has kept her alive for years she is thoroughly loyal to her friends and those who have stuck out their neck out for her.

Also here a couple of the other questions that were asked for.

Spoiler:

Your timezone and when you usually post/how often you post.

Eastern Standard Time. I usually post in the evening, but you also expect a post in the morning as well if I got the time for it. All in all, I can definitely make the one post a day minimum that you require and do more so when I get back from work. That goes true especially during combat rounds.

Character concept and background This is the most important part of the application. I don’t need a thousand words, but a few paragraphs would be nice.

Most of the character stuff is in the Alias page, but in brief Sitina is an orphan native of Wati and a thief whose braved the tombs of Wati and knows them relatively well. She also knows that there’s some very lucrative artifacts in the area that make her a small fortune if she got her hand on some of them. She desperately needs the money and wants to use it to get out of Wati as soon as possible because of some issues involving the local gangs.

What role do you see them playing in the group?

She’s a rogue so expect someone who can be a scout and a trapfinder. There’s also the added benefit of someone who can be a rather decent face when it comes to Bluff, Diplomacy and Sense Motive. When it comes to combat, she will be assisting the more tanky melee combatants by being a reliable flanking teammate whose going to pumping out sneak attack damage whenever possible.

What is their personality or what quirks might they have?

Sitina is very catlike for better or worse.

She’s a sly character that uses her wits to get what she wants while avoiding any unnecessary fuss. Unnecessary being violence or pursuit by lawful authorities. She’s also pretty carefree or at least makes sure to be appear to be. The truth is she’s very concerned about her future or lack thereof and hopes that her expedition to the Necropolis leave Wait and start a new life.

Furthermore, while she's Chaotic Neutral now, that will certainly change with play towards a more heroic and less self-serving Chaotic Good.


2 people marked this as a favorite.

To be honest, all attempts of grouping are hardly useful. Almost everybody is capable of covering multiple roles and, despite the possibility of truly focusing, it just generates a very poor list. There are way too many variations. It's really up to the GM to read through submissions, judge based on their criteria (background? frequency of posting? references?) and then start making combinations between the best submissions to find a party that can cohesively cover most of the needed roles. I consider myself competing against everybody, not only the ones listed as "martial" above.


4 people marked this as a favorite.

While much of that may be true, that doesn't mean that the information isn't useful. It just depends on how you look at things and process the information. I'm sure, if the GM doesn't find it useful, then it'll be bypassed. I know, for me, when I was accepting applications for a game that I'm running, someone did something similar and I found it helpful. If nothing else, it breaks them down into some kind of groupings, even if the grouping are very basic, and that information can be augmented in whatever way is most helpful for the person to which it matters.

At the very least, it lets people see commonalities and variances in the different submissions, again, at a basic level.


for what it is worth, I do plan to take trappings of the warrior at either level 6 or level 10 if I make it in. haha.

Honestly, I've seen a couple of people make an additional grouping after "skilled" just called "Misc" for those members of the party that don't 't readily or obviously fulfill one of the other roles. Its the best I can think of.

Silver Crusade

I think that's why I prefer PF1. Yeah, it's more math, particularly at high levels, but it's not hard to play. I already had played 3x. It was just cooler than 3x. Way cooler.

It lets you play the character you want to play, right away. There are so many classes and archetypes, etc., you can come up with something that revs your motor pretty easily.


1 person marked this as a favorite.

No worries about the above, I already have my own private list looking at different combinations as I don't like others' lists to influence my own. I look at a combination of character background, player history/post rate (unless you are new!) and crunch for a balanced party.

Either way, its still nice for other players to see a possible split, its interesting :)

Deadline is in just under 24 hours, so if you are interested and haven't yet submitted, please do!

Silver Crusade

Ill do my best to finish my submission somewhere this afternoon.


(Voodoo Monkey's Submission)Character link contains full Crunch

Your timezone and when you usually post/how often you post.:
Central Time Zone/On this note it is pertinent info that I have just recently come back from a 3 year hiatus so you will not find any recent posting from me besides a couple of questions/comments on rules and a bit of general thread additions. But when I am involved in a campaign, I find myself quite often checking the thread in hopeful anticipation it is my turn to add to the story

campaign trait: Mummy-Cursed

Still working on the backstory/motivation but this is the mechanical part

Silver Crusade

Rolling for starting wealth:

money: 5d6 ⇒ (3, 1, 5, 1, 6) = 16

Guess I'll take average of 175.

Edit: 90% done with my application, but can't post it now. I reckon I'll be able to in about four hours or so. Good luck to everyone still working on theirs!


Couldn't find much for a garundi ranger for visual inspiration.
Came away with this... Khefu Amun


I forgot to roll for wealth, so here goes:
5d6 ⇒ (6, 3, 3, 6, 1) = 19
So a little higher than average and will be able to purchase another holy water.

posting rate:
I realized that I had not commented on posting rate, and the games I'm in do not reflect the posting rate that I'm capable of or that I've had in the past. The best example is a Reign of Winter game I played in with "Just a Mort" (a Gm that both Brainiac and Nikolaus de'Shade have played with) as the character Einar. We finished the entire AP in under eleven months and 7,155 posts. Averaging over 21 posts a day with four or five people.

When I played in that game I worked third shift and would post a lot to stay awake. When I left that job I was working for a bank and was not able to post as regularly. During that time I dropped out of the recruitment thread for GM Itzi's Skull and Shackles. Since then I have left the bank and now stay at home taking care of things and keeping an eye on my mother who we moved in with us due to dementia. So I stay near my computer and am able to post throughout the day.

I realize you are more interested in a high posting rate for quality RP than a quick end to the AP, That is what drew me to the recruitment, That and I love "The Mummy" movies :) I hope you will look at some of the characters I'm playing for type and quality of posts. My favorite right now is Børak The GM has asked for quality posts five to seven times a week, so I attempt to do that. I trust that with a quicker moving game the focus will be more on conversation and relationship building as well as quality posts.

Again thank you for running the game.

Well, were down to it, Good luck and good gaming everyone!


1 person marked this as a favorite.

Best of luck to all applicants!


All right, one of the last but hopefully not one of the least, this is Trevor86's completed submission. I believe everything is ready in the alias. Good luck for the selection process, everyone!

Side note, I only just realised that your name sounded familiar, Inara. I'm Raesilia/Rose from the War for the Crown campaign. Apologies for not noticing sooner :) Thought I'd mention it since you probably have a better idea of my posting style from seeing it in action than what I can write in a profile.


Good luck all!


On second thought I'll give this one a pass.

Can't decide between two character concepts.

Good luck to all and happy gaming to all who get in.


[spoiler=background/appearance/personality/motivation] Grev was born in an outlining Pahmet Dwarf community in the desert area of Oe-Tet. His mother. Though also of Pahmet descent, his mother Srijib was an outsider-a seasoned adventurer from one of the more urban communities of Osiron-running from her past. She mostly kept to herself, choosing to construct an abode on the outskirts-quite near to the Barrow Tunnels were the community's dead were buried and house in tombs, depending on status. She made a living training the locals in wielding her preferred weapon of the Dwarven Dorn-Duerger-but she mostly kept to herself and was pretty much otherwise left alone.
Grev was the product of a tryst between Srijib and a local wandering Dwarven desert druid. Her apparent curse seemed to manifest at Grev's birth as he came out with skin so ashen grey, it was said he would have been the pride of any Duergar clan. From the moment of his birth, ominous events surrounding the walking dead began occurring around the Barrow Tunnels-Sriijib was subsequently shunned for the most part, only interacting with the locals for necessity purposes. After the morning of his third birthday, Grev was found on the fringes of town, swaddled in a blanket an guarded by a large coyote that ran off once the child was discovered.
Upon investigation of the mother's abode, a macabre scene was discovered. Her mutilated corpse laid among the remains of undead attackers along with the corpse of the mostly absentee father-the body of which was found to have been bludgeoned to death, apparently by the mothers Dorn-Dergar. Since that night, incidents involving the walking dead seem to erupt in the area of the home and the Barrow tunnels to the point of them being shunned as forbidden.
Having no one to claim the cursed child, the responsibility of Grev's life was "bequeathed" to a band of Asura-spawned Tieflings-serving imprisonment for a past attempt to infiltrate and defile the formerly hallowed burial grounds.
Grev was reared by the prisoners, now indentured to construct a new burial site of tombs and burial plots. Grev grew into the life of the Tieflings who seemed to accept him as their own. Although more or less allowed to come and go as he pleased, Grev never seemed to find true acceptance among the dwarven population as he grew into manhood, As such, he spent his time toiling with the Div-spawned prisoners, who seemed to accept him with a certain modicum of respect-more so as Grev would bring back small luxuries he


Sorry I am having technical difficulties...that is not a complete entry...

Liberty's Edge

Good luck everyone!

Scarab Sages

Victory is just beyond the dune! Best of luck!


This is poorly written in places, but as not having written a backstory in a few years, it was taking me forever and I just wanted to get it completed. Thank you for offering this campaign.

Character concept, background, and motivation:
Grev was born in an outlining Pahmet Dwarf community in the desert area of Oe-Tet. Though also of Pahmet descent, his mother Srijib was an outsider-a seasoned adventurer from one of the more urban communities of Osiron-running from her past. She mostly kept to herself, choosing to construct an abode on the outskirts-quite near to the Barrow Tunnels were the community's dead were buried and house in tombs, depending on status. She made a living training the locals in wielding her preferred weapon of the Dwarven Dorn-Duerger-but she mostly kept to herself and was pretty much otherwise left alone.
Grev was the product of a tryst between Srijib and a local wandering Dwarven desert druid. Her apparent curse seemed to manifest at Grev's birth as he came out with skin so ashen grey, it was said he would have been the pride of any Duergar clan. From the moment of his birth, ominous events surrounding the walking dead began occurring around the Barrow Tunnels-Sriijib was subsequently shunned for the most part, only interacting with the locals for necessity purposes. After the morning of his third birthday, Grev was found on the fringes of town, swaddled in a blanket an guarded by a large coyote that ran off once the child was discovered.
Upon investigation of the mother's abode, a macabre scene was discovered. Her mutilated corpse laid among the remains of undead attackers along with the corpse of the mostly absentee father-the body of which was found to have been bludgeoned to death, apparently by the mothers Dorn-Dergar. Since that night, incidents involving the walking dead seem to erupt in the area of the home and the Barrow tunnels to the point of them being shunned as forbidden.
Having no one to claim the cursed child, the responsibility of Grev's life was "bequeathed" to a band of Div-spawned Tieflings-serving imprisonment for a past attempt to infiltrate and defile the formerly hallowed burial grounds.
Grev was reared by the prisoners, now indentured to construct a new burial site of tombs and grave plots. Grev grew into the life of the Tieflings who seemed to accept him as their own. Although more or less allowed to come and go as he pleased, Grev never seemed to find true acceptance among the dwarven population as he grew into manhood, as such, he spent most of his time toiling with the Div-spawned prisoners. They seemed to accept him with a certain modicum of respect-more so as Grev would bring back small luxuries he could afford from the pittance he earned as a sub second-class citizen.
Drawn to nature and local flora. Grev soon found, that with a bunch of holly and mistletoe, he could start manifesting small powers-the ability to create water out of thin air, read magical writings, as well as being able to magically catch himself from falling from the structures they built-that he would swing often fearlessly upon. His knack for creating water became a favorite among the tieflings when they constructed a mini-brewery, put together from parts Grev would buy in town. As time passed, the diligence of keeping tabs on the activities of the prisoners waned and was, for a good part taken for granted.
As he matured though, a calling grew inside him drawing him to the forbidden areas-specifically so, to the former abode of his mother.
Once the main tomb structures were completed, he and the tieflings finally found themselves with a good amount of downtime. One night, when the calling within Grev came to its pinnacle, and the tieflings full of idle restlessness, they all planned a small break out to investigate his former home.
Although somewhat dilapidated by neglect, they found the house had been sanitized of the original carnage years ago and in relative good order. Among the basics left around, Grev also found his mother's dorn-dergar and a set of Lamellar leather-most likely that of his father.
About twenty minutes into their investigation the front door was bashed in as a bunch of the walking dead burst though the battered portal and open seems. Grev, having already donned his father's armor and armed with his mother's weapon-found a moment of serenity. Concentrating on the Divine Focus he carried with him, he conjured a mystical area of burning sands which slowed the advancement of the walking dead and searing their undead skin.
He ordered the rest of his party to retreat out of some of the backroom gaps. As they retreated, one of the undead slashed at one of his "brothers." It was then the Dwarf found a burst of suicidal energy within himself-he pushed his Fiendish brethren out of the way and took the hit upon himself. The group hightailed it back to the community and raised alarm with the night watch. The guard was mobilized to the house and the small undead mob was dispatched.
The next day, Grev and the tieflings were brought before the local jurisdiction. For their transgression, the tieflings, along with Grev this time were convicted and sentenced to a new punishment-to explore and clean out the cursed Barrow Tunnels. As a further insult to injury, the ownership of the parent's equipment was taken by the state. As no one would ever dare take such things considered cursed-he was allowed to use and work off the value of the equipment within the context of his sentence.
Soon, once a week, the sentenced would trudge into the Barrow Tunnels to scout and clear out sections of the overrun tombs. Although, it was more expected a death sentence, the group seemed to always return after a few days-with news of more and more areas of the tombs scouted and cleared. More often than not the group would return with the tieflings carrying the fatigued body of Grev in their arms, as he found the ensuing combat exhausting. The group's success became notorious, and soon swaths of the area's dwellers would gather on the outskirts of town to see the "Suicide Crew" off to their weekly adventure. As Grev's brewing skill perfected, the Crew would ceremoniously slam a mug of "Suicide Brew" before yelling their sarcastic motto-"We're all gonna die!" to the escalating cheers of the gathered spectators.
Grev found, that in areas of underground caves and dungeons he could manifest his fey abilities without components or focus-but alson often found himself in a condition of utter fatigue after combat situations. Eventually the tomb areas were scouted and cleansed. It was then Grev and his brethren found themselves pardoned in a grand ceremony, It was about that time the news of the opening of the Osiron tombs was released. Grev was uncontrollably pulled to join in the exploration-a yearning which seemed to originate from deep within his mother's weapon.
A ceremony was planned to grant Grev and the tieflings full citizenship to the settlement. Grev watched as one by one his adopted family was given their legalization, one by one signing the charter. Then the it came the dwarf's turn. The official offered Grev a pen to sign his name, a wry smile came over Grev's face. The dwarf simply put up his hands in refusal, said "Nah, I'm good." He then gathered his things and left.

Grev knows all too well what is it to be an outcast, but he knows what it is to be a part of something special-part of a family. Due to his circumstances, he doesn't even know his real name-or if he was even given one for that matter. The name he goes by is an abbreviation of everything he was dubbed during his life of disgrace- from being called a Grey, a Duergar, to the part of his life he spent actually digging graves and wielding a Dorn-Dergar.
He has learned to accept it though as he sees it as his folk hero name. Due to their passing at his young age, never got to know his parents.
He is he carries the "Mummy-cursed" trait as well as the Tainted Spirit Drawback.
In his third season as a Steelbound fighter, his weapon will awaken and be able to communicate with him, and hopefully Grev will get some of the answers that plague him about his origin. He also needs to find out the specific circumstances surrounding the death of his parents, as well as the source of his biological family's curse.
Life has been cheap for him so he can be a bit flippant about the subject of death, but he never means to disrespect anyone even as it sometimes comes out. Ultimately Grev is convinced it is his fate to eventually die in a tomb. Who and what he dies for is what he cares about-its what keeps him going. As stated above Grev can be a bit socialy awkward but never means any real harm.

Front-liner eventually taking as small dip into something that will give him some skill points.


4 people marked this as a favorite.

Hello all!

Recruitment is now closed!

I have made an up to date list for myself, and will be making the final decision today and will post it in around 12 hours or so.

I look forward to starting!


Best of luck all!


3 people marked this as a favorite.

Hello all!

It was a joy to read through everyone's submissions and there were some very interesting character concepts.

The selection list is below, there were some very close calls on this list and it was hard to make the decision. I have gone for 6 players in total. If anyone ever drops out and I am in need of another player, I will certainly come back here.

I am waiting to hear back from one player which I have sent a PM to (please check your PMs if your name is below!), so this list may have one amendment depending on the reply.

Previously confirmed players:
-Nikolaus De'Shade - Sayrii - Gunslinger
-Brainiac - Reincarnated Medium

Selected players:
-Itzi - Sorceror
-Dragoncat - Archeologist Bard
-Myriade - Cleric
-Trevor 86 - Fighter/Inquisitor

Selected players, please head over to the discussion thread!

Silver Crusade

best of luck to you all. And beware the mummy's curse!


Congrats to those selected. Good luck and high rolls!


Happy gaming!


Congrats, and have fun!


Congratulations, have a good game!


Man, I'm sorry to miss out on this one.
Do keep me in mind if you need a replacement.
Best of luck to those chosen!

Scarab Sages

Sorry to miss this one. Best of luck!


Have a great game!


Thank you for consideration.


Hope everyone has fun!

1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Inara14's Mummy's Mask All Messageboards

Want to post a reply? Sign in.