GM Michael's Reign of Winter

Game Master Dread

Reign of Winter roll 20 link

cold weather rules:
1. each hour below 40* DC15 (+1 per save current DC17) or 1d6 non-lethal.
1b. below 0* check every 10 min
1c. below -20* check every min or 1d4 non lethal + 1d6 lethal no save.
2. Once Lethal damage has been taken Frostbite is possible. Type hazard (exposure); Save Fortitude (DC 16 severe cold, DC 20 extreme cold, DC 24 supernatural cold); Onset failed save; Frequency Severe cold (1/10 minutes), extreme cold (1/minute), supernatural cold (1/rd.) Effect 1 Constitution drain
3. Snow halves movement
4. Falling snow reduces visibility and causes a loss of perception. 60'/-2 Light 40'/-4 medium 20'/-6 heavy

Loot

Experience: 2141/next level: 2000

Current date:16th Erastus 4013 AR current time: 1230 pm


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Welcome to my requested game of Reign of Winter.

If you're familiar with the adventure path, don't expect that there won't be some twists. If you're unfamiliar it will be a wild ride of location hopping, planet hopping and era hopping before we get to the end.

For this recruitment I do not need a fully fleshed out character until you are chosen.

I want name, race, class, if you are human---ethnicity.then I want you to tell me in the characters 'voice' why they are in Heldrin, the small town in Taldor.

The opening act starts out with answering a call to investigate some unusual event...post in the characters 'voice' receiving the call...how you got it, whether word of mouth, town crier, personal invitation, or posted notice, or a witness to the cold front, or a witness to the bandit attack.

this sets the stage---:

"The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town’s soothsayer, Old Mother Theodora, claims dark times lie ahead.As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman’s escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village"

specifics:

1. 20 point build
2. No stat below 8 or above 18
3. Allowed races:Aasimar, Android, , Changing, Drow (Common), Dwarf, Elf, Gnoll, Gnome, Goblin, Half-Elf, Half-Orc, Halfling, Hobgoblin, Human, Orc, Ratfolk (Skaven) Tengu, Tiefling.

I chose these for a reason. If you want another give me a good reason they might come to Heldrin to help.

I'm looking for creative backgrounds to meld the party...note that doesn't mean I'll choose some really unusual character over a tried and true normal character. It only means I'm looking for a melded group.

4. Classes: all. I may even allow 3pp if I can see the source material and think it'll fit. We will be using the unchained versions of Rogue, Barbarian, Summoner, and Monk.

5.no evil. Don't ask.

6.max hp for the 1st 3 levels. Roll after reroll 1's

7. Max starting gold.

8. We will be using hero points and every character starts with 2.

9. 3 traits. 1 must be from players guide ...a campaign trait.

That should do it. If you don't see it and have a question...ask.

Some folks asked for truly unusual game like all one class etc...not a fan sorry. I'm old school. It reflects in how I GM and how I view the game in my mind. Hopefully that doesn't turn you off the game.

Welcome ...let the official recruitment begin


Are you planning on using background skills for this game?


Oooh, looking forward to creating a submission for this, GM. I have a character story and personality percolating and am excited to bring it to life.

I have a question about your selection criteria. Will you be selecting along traditional roles (frontline/divine/arcane/skilled)? How many will you be selecting?

I ask because mechanically, I'd love to try my hand at a martial buffer/controller. If you're only selecting four, however, I'd shift the concept to more direct damage.


Dot ( got a PM in...)

As a public question, are you planning on using anything like Elephant in the Room, or other alternate rules (the other really popular one is background skills).


I have the character below from a Jade Empire recruitment. If I have time to adapt her to your requirements I will submit her.

Crunchy bitz:
Michaela “Mike” Dornslagdam
Female Dwarf Cleric (Cayden Cailean)
Chaotic Good Medium Humanoid (dwarf)
Init +1; Senses Treasure sense, Darkvision 60ft; Perception +3
--------------------
Defense
--------------------
AC 18, 11 touch , 17 flat-footed (+5 armor, +2 shield, +1 Dex)
hp 12/12 (1d8+4)
Fort +5, Ref +1, Will +5
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Sling +1 (1d4+2, 20/x2, 50ft)
Melee Warhammer +2 (1d8+2, 20/x3)
Special Attacks
Cleric Spells(CL 1, Concentration +4):
Level 1 (DC 14) Domain: Longstrider, Bless, Sanctuary
Level 0 (DC 13) Guidance, Create Water, Mending
Domains: Travel, Strength
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12 (14), Int 10, Wis 15 (17), Cha 12 (10)
Base Atk +0; CMB +2 CMD 13
Feats Toughness, Simple, Light armor, Medium Armor, Shields, Rapier, Dwarf
Traits Brewmaster, Restless Wayfarer
Skills 2/lvl+2(bg)/lvl+1 FCB ACP -4/-6
Appraise (1) +4 (+6 vs gems, metals)
Diplomacy (0) -1 (-2 vs dwarves)
Perception (0) +3
Profession (brewer) (1) +8
Sense Motive (0) +3
Stealth (1) +8
Survival (1) +9

Knowledges
Religion (1) +4
Geography (0)
Local (0)

Languages Common, Dwarf, +1
SQ Aura (Chaos, Good), Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Treasure sense Scent vs precious metals
Gear Cleric’s Kit (16), Scale mail (50), Heavy Wooden shield (7), Warhammer (12), Sling (0), 10 bullets (0.1), 5pp, 4gp, 9sp
--------------------
Special Abilities
--------------------
Channel Positive Energy (Su): DC 10, 1d6, 3/day
Strength Surge (Sp): 1/day, As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet (Su): 6/day, As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fluffy bitz:
CORE CONCEPTS:
Mike is serious and stoic like a typical dwarf.
Mike does not hold onto grudges like her fellows and recognizes how racist other dwarves are. While she will accidentally be racist she does not intend to be.
Mike’s clan was exiled when she was a baby, she’s gotten over it. But the rest of her family hasn’t.
Mike left her clan as soon as she came of age, stricken by a powerful wanderlust.
Soon after leaving her clan she drank to excess and after the subsequent blackout she found that she was an ordained priest of Cayden Cailean.

APPEARANCE and WRITING SAMPLE
A dwarf wearing the tan and silver vestments of Cayden Cailean sits at the bar. She wears a warhammer at her hip and strokes her braided beard thoughtfully. Long locks of dark golden hair drape off of her head and nearly touch the floor. When a nearby roustabout petitions her with a drunken drawl she simply offers while raising her own mug, ”May you find wisdom in the bottom of a cup.” She cringes slightly when the man spills his drink on her, not because of the stain, which is easily fixed with a minor miracle, but because of the wasted drink. Finally her wait ends when Shalelu makes her way to the bar, Mike smiles at her friend genuinely, it has been too long.

Character Goals
Affected by a powerful wanderlust Mike wants to travel to distant lands
Not immune to the greed that curses most dwarves she wants to collect a number of precious gems and fine art worked from stone and metal.

Further Background
Mike is the granddaughter of master brewer, then Dentonet Dorndam, who frequently sold ale to a cabal of Caydenites. While this business of selling dwarven ale to humans was frowned upon it wasn’t until Dentonet sold a copy of the family recipe that she and her entire clan were exiled for treason. The family were stripped of their lands and wealth and forced to live in the wilderness. Mike was just a child.

Growing up Mike learned how to hunt and survive in the wilderness, she was also taught the secret of her family brew. But without the sophisticated equipment necessary she has yet to brew a true Dorndam ale. She often wondered what lay over the mountains and would frequently wander away, sometimes for weeks at a time, much to her worrisome father’s dismay.

On one of her walkabouts she came across a human settlement and proceeded to drink the local tavern dry. She blacked out and the next day found herself in the vestments of Cayden Cailean. She found that she was able to perform a number of miracles. After returning home she informed her parents, grandparents, cousins, aunts, uncles, and her brother that she was leaving the clan for good and to spread the word of the Lucky Drunk. They didn’t take it well but also could do nothing to convince her to stay.

In Mike’s travels she encountered the elf Shalelu and they bonded when they faced off against a group of goblins together. They found they had a lot in common, both knowledgeable of the wilderness. But Mike grudgingly admits Shalelu taught Mike more of the wilds than the other way around.

Liberty's Edge

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Sensen wrote:
Are you planning on using background skills for this game?

Yes to Background skills

also Scribe Scroll, Power Attack, Combat Expertise, and Deadly Aim are free Feats if you meet the prerequisites.


Fighting Chicken wrote:


I have a question about your selection criteria. Will you be selecting along traditional roles (frontline/divine/arcane/skilled)? How many will you be selecting?

I ask because mechanically, I'd love to try my hand at a martial buffer/controller. If you're only selecting four, however, I'd shift the concept to more direct damage.

to a degree. Im probably going with 6 for this one and and am looking for a good mix of characters But more than anything I want a group that will meld and play well together.


I'm going to submit this guy: Droguk

Will get him fixed up mechanically. This is the guy I ran back in the day.


Make sure you do an official entry as I requested above.


I bring you the not-quite complete Kuroredimer "Rimesong" Iosana, a twilight speaker of the Ilverani, or snowcaster elves. He's off learning about external cultures so he can better serve his people when he returns... and also to keep an eye out for apocalyptic events like the Earthfall that might threaten the Ilverani and Golarion.

Since arriving in Heldren, he's been out in the heavy snow several times, and is determined to see why it's happening in such an unseasonable and strange place.

Character Voice:
"Since my journey to the south, I have met many people - humans, dwarves, halflings, and other, stranger beings. I have been from Mierani Forest, the home of my ancient ancestors, and to Kyonin, whose people are much akin to mine. I have witnessed the terrible tyranny of Cheliax, and the wondrous craftsdwarves of the Five Kings Mountains. I have seen more beautiful lands than ever I knew existed... but one thing yet troubles me."
"When I finally arrived here in Haldren, I was more comfortable, physically than I have been in many months. It took only a few days of the humans complaining to realize that the temperatures are becoming unseasonably cold. I've been looking into the forests, where there is snow unlike any I have seen since leaving the north. If this is only a local problem, I shall aid them and be on my way. If, as I fear, it is a more broad catastrophe, then I shall have to endeavor to work against it and report to my people... soon. But wait... I hear something... What's going on over there?"


Would his Background suffice or no? I do Background a bit different than most. It actually speaks on the odd winter and him going to investigate.

If not then will get that done.


I've updated my post with the background you've requested, GMMichael.


Awwww yeah, this is gonna be fun! Looking forward to this! Lemme get my stuff together, I love this path!


Definitely interested. Never played it before. Hmmmm. Will be back in a bit with my idea...


Javell, I read it. Yes it suffices.


Hi GM Michael! It's Archlich here - I'm also Kronk the Cook in the NPC classes game :) Thanks for offering to run another game, especially Reign of Winter!

Anyway, here's the pitch for the character I'm working in:

The character is a tiefling paladin of Sarenrae, with the Soul Sentinel archetype. He was born in the woods near Heldren: the Border Wood between Taldor and Qadira, a land of evil fey, ghosts and horrors beyond imagination. His parents were merchants traveling from Qadira, ambushed in the road to Demgazi. While the small caravan survived the attack, they were all taken by a mysterious evergrowing madness. The few survivors ended up locked in different asylums across Taldan and Qadira, including him and his mother. She managed to hold to her sanity as far as she could - enough to nurse the baby infant - but then finally lost herself. The child was separated from the mother as her night screams wouldn't let him sleep (the deprivation was killing him), and he never saw her again. Yet, he started to show signs of insanity while still young, and was raised in a monastery dedicated to worship Sarenrae. His insanity escalated as the years passed, alternating with moments of normality, until he reached a similar state as his mother. The clerics and priests prayed and prayed, and finally the goddess intervened: the child stopped screaming, in the middle of the night, and from that moment on wasn't afflicted again. Instead, he grew stronger, absolutely compelled by his faith, and started traveling the lands, asylum to asylum, monastery to monastery, to help treat other people afflicted by the horrors of the woods. He became a Paladin of Sarenrae, a Soul Sentinel for the sick and suffering ones.

In truth, he still has the nightmares - however, he found comfort in the warmth of the Sun, the rays of light, and in such comfort he became strong to fight as he sleeps. Other words, he is still very much insane to some degree, but became conscious of this fact and by the goddess blessing became able to surpass it by creating a "reality bubble" of his own. He constantly feels the presence of doves, the sacred animals of Sarenrae but doesn't disclose it, and by times seems to stare at nothing and smile. Even in the coldest days and nights, he feels the warmth of the Sun on his skin, and thrives on his own fragile hold to sanity. His faith in Sarenrae is profound, and his code is that of Redemption and Healing; helping the people in need in a practical way. As other Sarenites, his biggest interest is the greater good, and he is the beacon of warm light no matter how cold the road to reach the ends would be.

With the current happenings in Heldren, it became natural for him to head to the city and offer the "heart of the Dawnflower".

As a side note: his father had the outsider blood running in his veins, although thin enough not to be even known by him. His birth, by other hands, was somewhat impacted by the fey of the wood, and that might have been the only reason his mother was able to still keep her sanity for the months she nursed him.

And in his words::

It is a pleasure to be here. Don't let appearances mislead you; there is nothing special about me. I am but an instrument; I am like the torch in the cold night, while the true power is in the Fire. I am here to help guide the willing souls to the warm Sun. Don't fear the horrors of the night; trust the Dawn will come. I'll be your Sentinel. Now... Please, please tell me more. Tell me everything you know.


Sensen- Kuroredimer "Rimesong" Iosana Male Snowcaster Elf Skald (Twilight Speaker)
Fighting Chicken-??
Delmoth- Michaela “Mike” Dornslagdam Female Dwarf Cleric of Caiyen Cailean
pad300- Occultist ??
Javell Deleon- Droguk "Manyscars" Male Human (Kellid) Barbarian (Invulnerable Rager)
CaptainFord-??
Plastic Dragon-??
The Archlich- Tiefling Paladin of Saranrae.


Also, I should ask what's your intended deadline for submissions?


Im not big on setting a firm date. Because frequently theres a couple days of just waiting...

Heres what I will say...tentatively Ill give this about 10 days (around the 12th) However if I feel Ive got all the submissions Im going to get before then Ill close it early. I will give a days notice though for the close.


This is CaptainFord's submission. A human eldritch scrapper sorcerer with draconic blood in his veins. My plan is to go the usual Sorcerer into Dragon Disciple route and play him kinda like a beast caster: plenty of magic to sling around, but not scared to armor up and wade into combat with someone. And he can serve as the party face as needed.

Background's a bit simplistic for my liking, but he's got a built in reason to go out and help: Heldren's his home, dammit! Gotta protect friends and family!

***********************************

Stats:

Male Human Sorcerer 1
CG Medium Humanoid (Human)
Deity: Cayden Cailean Homeland: Heldren, Taldor

Init +7; Perception +4
--------------------
Defense
--------------------
AC 13 Touch 12 Flat-footed 11
HP 11/11
Fort +1 Ref +2 Will +2
Favored Class Sorcerer (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cestus +3 (1d4+3/19-20)
Shortspear +3 (1d6+3/x2)
Ranged Shortspear +2 (1d6+3/x2)
Special Martial Flexibility (4/4)

Spells CL 1; Concentration +3
0th - Dancing Lights, Detect Magic, Prestidigitation, Spark
(4/4) 1st - Burning Hands, Shield
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Toughness, Improved Initiative, Eschew Materials
Traits Adaptive Magic, Trustworthy, Arcane Temper
Skills 4/level, 4 total
(1) Bluff +7
(1) Diplomacy +7
(1) Intimidate +6
(1) Perception +4
Background Skills
(1) Appraise +5
(1) Craft (Weapons) +5
Languages Common, Draconic
SQ Martial Flexibility (4/day), Bloodline (Draconic, Red), Eschew Materials

--------------------
Equipment
--------------------

Background:
Ford is the son of a very capable blacksmith from Heldren and a waitress and daughter of a tavern owner. By all accounts, neither of them had a history of anything outrageous or magically potent in their heritages. So it was a bit strange when Ford was born and started changing the colors of his crib and conjuring balls of magical light before he could walk and talk. As he developed, he showed an affinity for fiery magic, conjuring flames from nothing, his hiccups sometimes setting things alight. His parents were soundly baffled at what had become of their son, worried something might have cursed him. Consulting with arcane scholars, his parents were markedly baffled to learn that the cause for Ford's strange behavior was not anything malicious, but hereditary: somewhere in Ford's family tree was a dragon. A red one, specifically. Yet something about him was distinctly unique. He didn't display the usual traits of those with arcane blood, but instead, seemed more in tune with his draconic ancestor's memories. Ford could recall things he never knew or learned before. He seemed almost primed for a fight, even at a young age, though mercifully, he was never violent. If anything, he was jovial, sociable, and more interested in conversation than picking a fight.

As Ford grew older, his arcane affinity grew... as did his forceful personality. He was regularly the leader of the kids in his neighborhood, sometimes getting into trouble, sometimes leading the charge against bullies. Ford had an insatiable lust for adventure (and by the time he was a teen, a lust for the ladies as well), but he also had a knack for blacksmithing like his father. If anything, he was a prodigy at it, and he developed a love of fine craftsmanship for metal items. Weapons in particular struck his fancy, and his room is a treasure trove of pieces he is particularly proud of or simply acquired in his time with his dad. He joined the town guard, hoping that a bit of duty would bring him some excitement to fill his palate, but in a small southern town like Heldren, adventure was a bit hard to come by. Maybe a good boar hunt or chasing some thieves now and again, but nothing to whet his whistle.

However, the sudden drop in temperature and the reports of snows at the height of a Taldan summer is an intriguing situation... but also a worrying one. As much as Ford is spoiling for a good mysterious adventure, the bizarre weather is hitting a touch too close to home. Ford likes danger, but not when it threatens his family and village. Even worse was the news that something had attacked a passing noble and her bodyguard was dragged in looking awful. Something is wrong in the woods near Heldren, and Ford has volunteered to lead in the investigation into the danger. While it may worry his parents, Ford knows that as a town guard and resident, it's his job to investigate.

And besides, who better to answer unseasonable cold weather than someone who has fiery magic coursing through his blood?


Archlich here! I pulled the stuff from my paladin to a profile and will likely be feeding it with other details over the next days.


Dot. This is an AP I've wanted to play for a while, mmm now what to build...


Sensen- Kuroredimer "Rimesong" Iosana Male Snowcaster Elf Skald (Twilight Speaker)
Fighting Chicken-??
Delmoth- Michaela “Mike” Dornslagdam Female Dwarf Cleric of Caiyen Cailean
pad300- Occultist ??
Javell Deleon- Droguk "Manyscars" Male Human (Kellid) Barbarian (Invulnerable Rager)
CaptainFord- Ford Bennett Male Human Sorcerer (Dragon Bloodline)
Plastic Dragon-??
The Archlich- Kandoo Krom Male Tiefling Paladin of Saranrae.
Fanf Dragon-??


I want to play a drow. I'm looking at different options for charisma based casters.

Drow have an alternate racial feature called shadow sorcery.

Quote:
"Drow with this trait have a supernatural affinity for shadow. A drow sorcerer with the shadow bloodline treats her Charisma score as 2 points higher for all sorcerer class abilities and for spells with the shadowUM descriptor she casts. This racial trait replaces poison use."

Would one be able to apply this to an oracle with the Shadow mystery?


Harusk Wolfmaw, Half-Orc (and Half-Elf), Druid
(Plastic Dragon's submission)

Harusk's Voice:
I've never fit in...anywhere. I am a child of questionable birth, son of an elven sorceress and an orcish ranger who made a good, happy life together in the Verudan Forest a few days out from Highhelm. I had a good childhood, far from being born as a product of hate and fear, though somehow, everyone who meets me assumes it is so. No matter. I learned a long time ago that I had to stand on my own...even with the Council.

Rumors reached me through gossiping mercenaries at a trader's store of strange happenings down South in Taldor, near of the Border Wood region. Odd, disturbing stories of wintry conditions when the weather should be warm and the grasslands lush and vibrant. Of animals acting out of sorts and attacking far from where they should be found this time of year. And of worse things hunting in the darkness...

When I brought these tales to the Druid Council circle in the Verduran Forest, I was dismissed as a young alarmist, as none of the more senior druids there had heard these same rumors. In fact, it was only after several days of stubbornly arguing with my mentor Talnon that I was able to convince him to let me head off at all to investigate the matter, and even then, outside of any official capacity.

And so off I venture, seeking the truth of these matters and to quell the ominous sense of dread I have felt since I first heard about them. It would be nice to be wrong...but I fear that I am not.


Interested....will get something up soon.

Liberty's Edge

Sha'ir wrote:

I want to play a drow. I'm looking at different options for charisma based casters.

Drow have an alternate racial feature called shadow sorcery.

Quote:
"Drow with this trait have a supernatural affinity for shadow. A drow sorcerer with the shadow bloodline treats her Charisma score as 2 points higher for all sorcerer class abilities and for spells with the shadowUM descriptor she casts. This racial trait replaces poison use."
Would one be able to apply this to an oracle with the Shadow mystery?

I read through the alternate racial traits for Drow and did not find it. What is it's source?


Hey GMMichael, thanks for offering to run this game!

My submission is my NG Half-elf (Snowborn) Hunter Tara and her companion Sylv (Tiger/Lion). I'm thinking of a ranged build but can change if the party need a more melee-focused role. I haven't played this AP before so I don't know much about it, but it sounds interesting!

Reason she's in Heldrin (In her Voice):

"I was born in Heldrin. My mom raised me here after arriving, heavily pregnant and alone, from up North. Don't know much about my father, mom doesn't like to talk about it. Although, I do have some ideas..." she says, pointing at her pale white skin and sharply pointed ears with a friendly grin.

How she was asked to help (In her Voice):

Tara looks at the council thoughtfully after they explained what had happened. It was her, a few other hunters and some other local notables, as well as the injured man that had arrived into town earlier. She now knew that he was a mercenary. She looked more closely at the man, noticing the extent of his wounds, even cleaned up as they were.

Something dangerous had attacked him, that was for sure.

She looked back to the council and nodded, her decision made. "I'll go. I can investigate the attack site and see if I can find a trail into the forest. I'm pretty familiar with it, as you know, and Sylv will also be helpful, which you probably also know" she finishes with a grin. The big cat lying on its side near the fire let out a big groan as its name was mentioned, raising its head briefly to look at Tara, before lying it back down again when nothing else was said.

"Besides, that strange unseasonal cold in the Border Wood didn't seem to affect me as badly as some of the others" she says, nodding towards the other hunters beside her.


Dread wrote:
Sha'ir wrote:

I want to play a drow. I'm looking at different options for charisma based casters.

Drow have an alternate racial feature called shadow sorcery.

Quote:
"Drow with this trait have a supernatural affinity for shadow. A drow sorcerer with the shadow bloodline treats her Charisma score as 2 points higher for all sorcerer class abilities and for spells with the shadowUM descriptor she casts. This racial trait replaces poison use."
Would one be able to apply this to an oracle with the Shadow mystery?
I read through the alternate racial traits for Drow and did not find it. What is it's source?

Shadow Sorcery is from the Blood of Shadows book, pg 15


It's not a big deal. I might go for a bard or Fractured mind instead.


dot. PC submission soon enough...


Dotting in with Fliss Cooper, who is a Halfling Unchained Rogue (Eldirthc Scoundrel). She was a former slave in Cheliax, under the Leroung family, which is where she sneakily picked up some magic skills and the warded against witchery campaign trait. I will flesh out the rest of her story and let you have her 'voice' in the next couple of days.

One question, for characters who start with crafting ability like Scribe Scrloll or alchemy, can we have starting items that were self crafted?


Dotting with a Drow Ranger. Love the idea of it. Will pc sub soon once I'm off work and slept


RoW always looks very nice.

At the moment I'm looking at a few different character ideas.

First is a local human boy and a budding Fighter. He's from a neighbouring town but makes regular visits to Heldren and it's tavern because he has a crush on the local blacksmith's daughter. He'd be a giant of a man, and have the Blood of Giants campaign trait, but at 19 he's hardly more than kid. He also is a follower of Kols and an aspiring athlete.
He'd be a Fighter with the Siegebreaker archetype who'd also have the Giant Ancestry alternate racial trait and grab Racial Heritage(Stone Giant) for access to some Stone Giant feats.

The other two ideas would both grab the Restless Wayfarer campaign trait.

Second idea is for a Dwarven Kineticist using the Psammokinetic archetype. She hails from Qadira and is in town to visit the daughter of an old friend (the wife of the priest of Erastil). She herself is the daughter of a Qadiran Dwarf and a Pahmet outcast, who is the one that trained her.
Think walking artillery, hardy warrior and fairly knowledgeable about the world. Not a typical fantasy Dwarf.

Third idea is for a Gnoll, not sure on class yet but at least something that requires mental prowess to some degree. Born sickly she was traded by her tribe to a Ratfolk merchant while she was just days old (Ratfolk being one of the few races most Gnolls don't attack on sight as they are poor slaves and bad food while being good trade partners) and has been raised by Ratfolk as a result. Since the merchant group she's a part of visits Heldren a few times a year the locals are used to her. Even more since she's stayed behind after the last visit. Simply put, he adoptive family consider her to be too smart to just be muscle but her countenance scares away most potential clients so she had to learn a craft. Now she's working as the apprentice to Heldren's carpenter.
Think a highly social character who is very aware of the stigma she carries because of what she is, and she can't blame those people as most Gnolls are horrible.


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Lots of neat ideas going on here.

Grand Lodge

I am submitting the gnome Jujopotamous Jumbomanic the Third. He is a character that started playing a Reigh of Winter game that sadly died at level 1. "Jujo", as Jujopotamous is too long, is one of my favorite characters. He is a bard (prankster archetype) and, on top of his bardic contribution to the party, he'd be there to keep everyone's spirit up in the frozen gloom.

Although his skills are assigned more towards a rogue-y type, he can adjust to focus more on knowledges as per the party's needs.

How he came to Heldren:

Jujo sets his mug on the table and says "Well, aren't you just happy I'm here? Performing for you in this town? I'm joking, in reality I have been traveling the roads. You know, meeting new interesting people, telling and hearing stories... And, perfecting my act! I'm an actor, see?"

He gets up and takes a bow, showing his willingness to perform. Seeing that the farmer who was talking to him was completely confused by why he got up, he decided that in such a small town, actors weren't that common. "Come see perform in the inn tonight and you'll see why I'm here, but also wonder why I haven't been around longer!" He bounces his eyebrows up and down suggesting his evening's performance will be long remembered.

Answering the call:

Being a tavern gnome, Jujo gets wind of much of the gossip and folk talk. The word of the Lady's kidnap reached his ears quickly. At first he thought it was a prank, but something about it made him feel uneasy. He adjusted his belt and said "Well, this will be a tale to be told for years to come. I have to see it firsthand."

Jujo notices the sad and scared look of the folk and decides to tell a story of how a small boy from a village managed to bring out the sun on his own during a storm. At the end, he said "I'll investigate this matter and make sure you are safe!" After all, who is going to enjoy his acting if they are all worried about the woods?

Liberty's Edge

Sha'ir wrote:
It's not a big deal. I might go for a bard or Fractured mind instead.

I'd allow you to host Cha with regards to these....

Dark Secrets (Su): You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.

What I wouldn't allow is 'all' of the oracle abilities to be boosted


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Name: Ylena Pavel
Race: Human
Ethnicity: Varisian
Class: Witch (Cartomancer)

Background:
The cards whisper to me. They always have, ever since I was a little girl sitting on my grandmother’s knee. Watching her perform the Choosing and the Spread, precisely laying out every card onto her old harrow mat. There was an art form to it, and I found it beautiful.

My father did not hear the whispers. Oh, he respected the power of the Harrow, as every good Varisian man should. (Particularly when one’s own mother is the fortune-teller.) But the cards never spoke to him. Nor did they speak to my mother, a stern-faced woman with a will of steel. Only my grandmother truly understood, and did her best to help me interpret the whispers. To see them as a gift, rather than a curse.

(”What’s this one, Nana?”

“The Mountain Man. A force you cannot control, cannot stop. Be careful, child. When giants walk through the world, those of us who are smaller must move out of the way...or be crushed.”)

I remember the cards warning me of my mother’s death. But, as is common with such a delicate form of divination, they did not do so clearly enough for me to properly interpret the signs. Or perhaps I am reading too much into a childhood memory, and they never spoke to me on the matter at all. I do not know. That is one of many mysteries the cards have never answered.

(”Ooh, I know this one! It’s the Big Sky. Right?”

“Right you are, my darling. A time of momentous change. A symbol of casting off old shackles and being reborn into a new way of life.”)

My father was never the same after that. He tried, do not get me wrong, but my mother’s death broke something in him. There is something in us Varisians that craves the horizon, the clear night sky that city folk can never properly see. After she died that part of him was lost. He began to dream of settling down, making steadfast friends, having a home that did not move. No one was surprised when he announced his decision to leave the caravan. Why Heldren? I doubt even he knows. Perhaps it was simply the closest town at the time he decided he could take no more. At the venerable age of ten I was allowed to make my choice. To stay with him, or to leave with my grandmother. I love my father. But he never heard the whispers. He could not explain to me what they meant. So I gave him a hug goodbye and set out again for the open road.

(”That man looks funny!”

“Perhaps, but you should not laugh. The Hidden Truth is a good omen when properly aligned. However, see how he points at the book? You will never find your truth unless you seek it.”)

I missed my parents. Of course I did. My mother, taken from me too young by an accident. My father, lost to me amid the hustle and bustle of village life. (As well as, eventually, a new wife. A new family.) Nevertheless I was happy, for my grandmother also heard the whispers. She understood them. She taught me how to look inside myself for the answers the Harrow offered. When I was wrong, (and I often was), it was not the fault of the cards. They did their best. It was simply that my fragile human mind could not always understand them properly. But as I grew, I learned how to open myself to the Truths they represented.

(”I don’t like this card Nana…”

“Understandably. The Empty Throne is not a card to be liked. A card of loss and grief, that one. But there is hope nonetheless. See how the ghost reaches for him? Those who leave us are never truly gone, not as long as we still remember them. We must honor their memories. If we reach out to them, they can reach us in return.”)

My grandmother’s death was even harder on me than my mother’s had been. No freak accident, this. No sudden snatching. Only months and months of slowly declining health. Pneumonia, the caravan’s doctor said. Something a younger woman might have overcome, but deadly for the old. My grandmother’s coughing increased in frequency and severity with every passing day, until she could do little more than lay on her cot and gasp for breath. One day she reached out with what seemed to be a herculean effort and gently tapped my chest. ”Trust the cards,” she said, “but trust this more.” The next day she was gone.

(”Ugh, is she eating that eye?!”

“That would be wasteful, and the Mute Hag is never wasteful. She holds her secrets close to her chest, or to her mouth in this case, but she does not destroy them. That does not mean she is to be trusted, particularly when properly aligned. Her secrets are treacherous. They can destroy the unwary. Be very careful child, when the Hag comes calling.”)

I returned to Heldren after my grandmother’s death. My father deserved to know, of course, and selfishly I also wished to cling to the only family I had left. He welcomed me into his new home. My stepmother was kind. I had heard stories of wicked stepmothers, those who hated the reminders that their husband had once had a life before them, but she was not one of those. She felt for my sorrow and wished to ease it in whatever manner she could. She may not have been my mother, but she loved me as if I were her daughter in truth. My little half-brother welcomed me also. He adored having a big sister to show him around, and I adored him in turn.

(”What’s this one, Nana?”

“The Juggler, child. See how it fits into the spread? A card of destiny, this one. Perhaps even yours.”)

I have lived in Heldren for nigh on a year, now. Helping my stepmother around the house, performing readings in the local inn for a few coppers. But I grow restless. The cards were quiet for a long time, but they have begun to whisper to me again. I was not surprised, when the snow began to fall in summer. When the bodyguard appeared, speaking of strange creatures dragging his charge into the wood. The cards tell me that it is time. That the hidden truths I seek are there to be found, if only I reach out my hand and grasp them. I do not know this Lady Malassene, but I believe finding her may be the first step in discovering what secrets lie within the Border Wood.

”Is it time to leave?”

”Soon, child. Soon.”

The Call:
”Damn fools.”

Titia doesn’t pause as she continues scrubbing the floor. ”What is it now, Adrian?”

“That damned mercenary, is what it is. Sure, he couldn’t save the woman he was being paid to protect, but surely a bunch of untrained locals can do the job!” He spits, and Titia glares in response to the affront on her nearly-clean floor. ”The Border Wood is bad news right now. Any hunter knows that, and most are staying far away. But talk of rescuing a Lady probably already dead and suddenly half the town thinks they’re trained fighters! Fools, the whole damned lot of them.”

In the corner, Ylena looks up from where she’d been entertaining her brother. Victor might not hear the whispers, but he thought the pretty pictures on the cards were fascinating. ”They’re forming a search party?”

”A death party is more like it.” He looks as if he wishes to spit again, but he doesn’t want to risk Titia’s wrath. Instead he clears his throat. ”If what the man said was true, going into the Wood is practically suicide. If it’s not, and the Lady just got dragged off by some wolves or something, then she’s already dead. No point in risking lives just to retrieve a corpse.”

Ylena hums thoughtfully as she pulls another card for Victor, only to stop and stare at it. The Survivor. Of course, there are only 54 cards in the deck, and she had not been intentionally performing a reading. Nevertheless, it seems auspicious.

”Hey Victor, would you like to see me perform a full reading?”

Adrian looks up suspiciously, already having an idea of where this is going. ”No no no, don’t tell me you’re-”

”I just want to see what the cards say.” Ylena smiles beatifically as she starts shuffling. ”Not a bad idea, when times are this strange. Wouldn’t you agree?”

Adrian might have left the caravan years ago, but he’s still a Varisian man. He is not going to deny the power of the Harrow. He gives Ylena a strong look of disapproval, but doesn’t try to stop her.

The choosing is the most important part of the reading, in many ways. Fortunately Ylena has a much simpler question than normal. Is Lady Malassene still alive?

Shields for the choosing. She pulls out the Mountain Man and grimaces. Not, perhaps, the best omen. It was the card she most clearly remembered seeing before her mother’s death.

But the choosing isn’t the reading. It says something about her, and the card must be interpreted if it appears, but it does not answer the question.

Nine cards are carefully dealt and flipped over. She dismisses most of them out of hand. Unaligned, (not misaligned, which is a completely separate matter), or partial matches that simply don’t speak to her. But when she listens carefully, four of them are whispering.

Past. The Inquisitor, truly matched. In this spread she sees it as a warning. Not a malicious card, but not a beneficial one either. The Inquisitor is concerned only with the truth. With aligning one’s self to see what is, not what one wishes would be. A reminder to not lose oneself in fantasies and daydreams, something Ylena is uncomfortably aware she has a tendency to do.

Present. No ambiguity here. Once again the Survivor stares back at her. Given the circumstances of her question and the true alignment of the card, the answer is clear. Lady Malassene is indeed still alive. Battered and bruised perhaps, but not broken. This card is in the present column however, not the future. While she most certainly lives now, that may not last.

Future. Two cards speak to her here, both misaligned. In the Tangled Briar’s case that is a blessing. It speaks of pain, yes, but misaligned means the focus is more on the treasure hidden within. She just has to be brave enough to risk the thorns. The Hidden Truth however...she has rarely seen this card misaligned. Misaligned implies that the truth she seeks is being actively hidden from her by an outside force. That someone, or something, is working against her.

She points out the meaning of the cards to Victor, who is too young still to truly understand. Her father is not.

”Ylena.” His face is pale. ”Please tell me you don’t plan on going. Even if Lady Malassene lives…that is not your responsibility.” He points towards the Hidden Truth. ”If something is working against you, is that not all the more reason not to go? There are others-”

“The cards do not whisper to the others.” Ylena is calm as she reshuffles the deck. ”Father. You knew my mother, and my grandmother. You know me. The cards have spoken. Would you see me ignore their call?”

Adrian is silent for a long moment. Meanwhile Titia ceases her scrubbing long enough to come over to Ylena and hug her. ”I would not see you come to harm, daughter of my heart. But if you feel you must go, know that you do so with my support. And love.”

Ylena blinks away tears. ”Thank you. Know that I love you too. However far I travel, I will come back to you. To you all. I swear it.”

Adrian comes over to join in the hug. (As does Victor, young as he is. He senses that something of import is happening.) ”Be safe, Ylena. I am counting on you to keep your promise.” He points to the Juggler, a card unmatched and subsequently uninterpreted in the spread. ”This may well be your destiny, but do not forgot. Sometimes the fates are unkind. They play with us mortals and are as likely to drop us as to send us high into the air. Be careful, my daughter.” For a moment he sounds almost exactly like Tsurana, and Ylena can practically hear her voice in the wind.

Be careful, child. When giants walk through the world, those of us who are smaller must move out of the way...or be crushed.”

Miscellaneous Details:
Ylena is a Cartomancer Witch who heavily relies on her Harrow deck, (a heirloom from her grandmother), both in and out of combat. There's a good chance I will eventually take her into the Harrower Prestige Class, but that's at least five levels away. Stat wise she'll be high INT (obviously), but I also plan to boost her CHA a bit. She'll be focused primarily on buffing/debuffing and have very little in the way of direct damage.

If you have any questions or would like other details, please let me know!

Liberty's Edge

Sensen- Kuroredimer "Rimesong" Iosana Male Snowcaster Elf Skald (Twilight Speaker)
Fighting Chicken-??
Delmoth- Michaela “Mike” Dornslagdam Female Dwarf Cleric of Caiyen Cailean
pad300- Occultist ??
Javell Deleon- Droguk "Manyscars" Male Human (Kellid) Barbarian (Invulnerable Rager)
CaptainFord- Ford Bennett Male Human Sorcerer (Dragon Bloodline)
Plastic Dragon-Harusk Wolfmaw make Half-Orc Druid
The Archlich- Kandoo Krom Male Tiefling Paladin of Saranrae.
Fang Dragon-??
Shair- Drow oracle of shadow
Sarah Queen B- Fliss Cooper Female Halfling Rogue (Eldritch Scoundrel)
Hjorleaf Asvidrson-??
Burkadiem-Tara Female Half Elf Hunter
Mardaddy-??
Fatmanspencer- Drow Ranger
Anthorg-Jujo Male Gnome Bard (Prankster)
Clearspring- ylena pavel female witch (cartomancer)

Cuan-??


Dread wrote:
Sha'ir wrote:
It's not a big deal. I might go for a bard or Fractured mind instead.

I'd allow you to host Cha with regards to these....

Dark Secrets (Su): You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.

What I wouldn't allow is 'all' of the oracle abilities to be boosted

Fair enough. Thank you!


Since no one has done it yet, want to dot in with a Winter Witch (possibly going into Winter Witch Prestige Class). Thinking of a Winter-Born (Snow May) Changeling for race. Will work on stating a character sometime today.


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GMMichael, would you allow the jadwiga human ethicity as an option for human players?


Do you plan on using XP, or milestones for leveling up? Mostly just curious.


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TheWaskally wrote:
GMMichael, would you allow the jadwiga human ethicity as an option for human players?

The Jadwiga are the direct Descendants to Baba Yaga. Can you tell me why you are asking and how it would lay out ?


XP. using the milestones as a guidline. Ill be adding encounters/bad guys etc. to insure by the milestones they have the xp needed.


Good to know, thanks.


1 person marked this as a favorite.
GMMichael wrote:
TheWaskally wrote:
GMMichael, would you allow the jadwiga human ethicity as an option for human players?
The Jadwiga are the direct Descendants to Baba Yaga. Can you tell me why you are asking and how it would lay out ?

I've had a hankering to play a jadwiga for a month or so. My character concept would be a jadwiga member of nobility, from a family three generations removed from the current ruling clan. The third-born son, this jadwiga has also no shot of upward mobility in the current jadwiga class structure. Restricted from become a winter witch due to his gender, this jadwiga received special tutors to train as a magus, combining magic (which he sees as his birthright) and weaponry. Unbeknownst to his mother, the jadwiga magus was also tutored in philosophy and morals, trying to steer this jadwiga in a more virtuous path, which goes against modern jadwiga society. The tutors were somewhat successful; his former cruelty is dulled to quiet contempt for those around him, resurfacing against his enemies. This jadwiga has no love for the jadwiga society that has stifled him, nor the Baby Yaga who bore his line.


Im all for it. You have a go!


RoW! Yes please!

I will begin researching....

Thank you for running!


Okay, gonna switch my archetype for Droguk from Invulnerable Rager to Armored Hulk. Just decided to roll with something a bit different seeing how I already have another barbarian with the same archetype.

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