
GM Ventiine |

pad300, I can't see the text in your Motivation and Goals spoiler :( I like the backstory of his birth father tricking his mother.
Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge (subject to change)
Profession Smith 6 ranks | Becky Beys | Bard | nimble-fingered bookworm and supportive companion
pippinTook | Brodigan Fallemar | Wizard | respected teacher and Evocation arsenal
Pad300 | Mauro Ocella | Occultist | misunderstood explorer and infused magic-user

pad300 |
Mauro Ocella (roughly final version)
Mauro Ocella was born in a hill country village near Oregent (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her child left her mystified. She did not marry afterwards; things were tight while Mauro grew up (and he assuredly doesn’t like it tight now).
His active mind and curiosity drew him to the old sage Ricabbede Vospiculus. He has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Riccabede has significant contacts with the merchants of the Bountiful Venture company, and has been allowed to examine some of the artifacts that the first ship returned. Among the artifacts that were returned was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as a occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede…).
Urged by something he didn’t understand, later the first night it was his, at moonrise, Mauro spilled a drop of his own blood onto the coin (Occult Bargain drawback). Mauro is convinced the coin holds more secrets to be unlocked… He is also convinced there are more such relics to be found in the ruins of Azlant. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Almas and signed up to be a colonist with the Bountiful Venture Company. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.
He joined this expedition on the theory that treasure hunting in the ruins of Azlant will make him rich. It also promises a limitless field for his curiosity…
Goals
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mauro Ocella
N Male ½ Elf
Occultist 1 (Haunt Collector)
Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 8 + 2 (con) = 10
Fort +5 = +2 Occultist +2 Con+1 Trait
Ref +2 = +0 Occultist +2 Dex
Will +3 = +2 Occultist + 1 Wis
CMD 14 = +0 Bab+4 Str
Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 13, *) : Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 14 ( 5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Armor Expert (Combat), Healthy (Campaign), Highlander (Regional)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+11 = 1 rank +3 trained +1 wis +2 racial +4 Skill Focus)
Spellcraft (+6 = 1 ranks +3 trained +2 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+3 = 1 ranks +3 trained -1 cha)
Stealth (+7 = 1 ranks +3 trained +2 Dex+1 trait)
K Arcana (+6 = 1 ranks +3 trained +2 int)
Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+6 = 1 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)
Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Undercommon, Aklo
FCB: Occultist, +0.5 points of mental focus /lvl
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Magic (52 gp): Potion of Touch of the Sea in a potion sponge,
Weapons (48 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp), Horsechopper (10 gp)
Armor (207 gp): Heavy Wooden Shield (7gp), Breast Plate (200 gp)
Gear (188.11 gp): Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Masterwork Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), 4 gp, 9 sp
Will become a reach weapon fighter through the shield brace line of feats
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th
Melee brute with self buffing and utility. Can fake being a rogue up until magic traps show up...

pad300 |
1 person marked this as a favorite. |
In a quiet corner of the of the dark hold, Mauro clutches his head, trying to still his incipient headache. He had been concentrating on the old silver coin for over an hour, trying for a psychometric vision, with very little success. He knew there were secrets still hidden in the ancient azlanti coin... but it held them stubbornly!
Maybe some fresh air would help with his headache. Storing the coin in his gauntlet, he headed for stairs and the hatch to the deck...

JeVeAnne Brumbleburr |

For the sake of moving RP forward, I'm going to fast forward some Crispin and Anne interaction.
Anne stands looking at the poor man having no idea how socially uncomfortable he was and how her very boisterous approach threw him off, then she gets distracted by another figure coming up on deck.
He was below deck, she thinks, maybe he saw where I can find something in that "suitable drink" category!
"Hiya!" she says, bouncing happily up to the man Mauro and having no recognition of the headache pain he's suffering, "Do you know if there's suitable drink down there? You know like fancy wine or something? Not for me, I don't drink. Well, I mean, of course I drink. Everybody drinks. But I mean I don't drink alcohol and stuff. You know? I do care a good deal for milk, though."
Something that was nagging at the back of her brain finally fought its way to the front as she remembers how manners work. "Oh, I'm JeVeAnne!" she says, extending her hand quickly, "But you can just call me Anne. That's what Master Brodigan calls me, anyway. He's just the best!"

Brodigan Fallemar |

"True, true," Brodigan replies to Jeclair's statement that it's unlikely any suitable fair will be found aboard the vessel, "but let's talk more of business, shall we? Are you going in on your lumber business on your own, or are you perhaps looking for a partner? I must say, I certainly wouldn't mind having a," and he gives her eye contact and a smile as he says the word, "partner...in my venture," and he gives her his most charming smile as he finishes this statement. Why yes. Yes that was flirtatious :=)

pad300 |
Mauro looks at the bouncy, happy, young human in front of him and shudders slightly, shaking something off. "...eh. I am Mauro, Anne. No, I have not been drinking. There may be something suitable in the hold, but that is the cargomaster's business, not ours. Perhaps you should talk to the cook in the galley", he points aft to the galley, and then wanders to the rail, to take in the sea-breeze and some fresh air.

GM Ventiine |

"True, true," Brodigan replies to Jeclair's statement that it's unlikely any suitable fair will be found aboard the vessel, "but let's talk more of business, shall we? Are you going in on your lumber business on your own, or are you perhaps looking for a partner? I must say, I certainly wouldn't mind having a," and he gives her eye contact and a smile as he says the word, "partner...in my venture," and he gives her his most charming smile as he finishes this statement.
Andvara Jeclair giggles and plays with her expensive necklace, "it's a tempting proposition, Master Fallemar." Harcourt clears his throat and shifts his feet. "However," Andvara continues, seeming to remember you're not alone, "my family is actually aboard this ship with me. Even with my expertise with wood, I'm afraid the settlement will too... cramped for a partnership." She gives Brodigan a slow examination with her eyes, "at least not until there's an opportunity for expansion."
Archived posts:
Groups A, B, C, & D
Groups E & F

Brodigan Fallemar |

"Well," Brodigan says, maintaining the eye contact and alluring smile, "if you don't need a partner for the lumber milling, perhaps I need a partner for my school. Or maybe that can at least be enough excuse for me to take you to dinner once we get settled in? Purely for business discussion, of course," he says, giving her a wink.

JeVeAnne Brumbleburr |

Having failed to find "a suitable drink" again, JeVeAnne sighs and heads off to the kitchen.
By the time she gets there, the spring is back in her step and the smile has returned to her face as she gives the cook a wamr greeting of, "Hi! Sorry to interrupt! I'm JeVeAnne, but you can call me Anne. Is there some sort of fancy type drink I might be able to acquire? It's not for me. It's for Master Brodigan. He's a very powerful and important wizard. He's my teacher, actually, and someday I'm gonna be an amazing wizard just like him! For now, though, I just run errands. Oh, speaking of errands, do you have some sort of fancy drink? I can pay for it if I need to. Oh, or I could knit you something!! See these socks?" she says, sticking her leg out to pose a sock, " I made them!!"

GM Ventiine |

By the time she gets there, the spring is back in her step and the smile has returned to her face as she gives the cook a warm greeting of, "Hi! Sorry to interrupt! I'm JeVeAnne, but you can call me Anne. Is there some sort of fancy type drink I might be able to acquire? It's not for me. It's for Master Brodigan. He's a very powerful and important wizard. He's my teacher, actually, and someday I'm gonna be an amazing wizard just like him! For now, though, I just run errands. Oh, speaking of errands, do you have some sort of fancy drink? I can pay for it if I need to. Oh, or I could knit you something!! See these socks?" she says, sticking her leg out to pose a sock, "I made them!!"
As luck would have it, two of the ship’s crew are taking a break from their duties to eat lunch. Anne recognizes the woman as Tyra Swain, the Peregrine’s navigator, and the burly half-orc as Raerg, the boatswain. Raerg’s tools are on the floor next to him like he came directly after repairing something.
“Fancy type of drink?” Raerg snorts and turns to Tyra. Both of them exchange glances then begin to roar in laughter. Raerg laughs so hard that the crate he’s sitting on creaks.
Tyra gasps for air, bracing her hands on the tops of her knees. “Thank you,” she wheezes, “we needed that.” Tyra pulls the leather string of her waist pouch and pulls out a tan biscuit. “Here,” she offers the disk to Anne, “you look like you need a pick-me-up.” The biscuit smells like cinnamon, cloves, ginger, and brown sugar. (It’s a gingersnap.) “…Did you want to sit here for a couple of minutes? We promise not to rat you out.”
“Tyra, don’t talk about r-a-t-t-s. It’s bad luck.” Raerg examines the sock Anne models. “Yeah. Yeah, I do need a new pair. Mine got a hole in the big toe.” Raerg lifts himself off the crate and rummages through his tool sack. He produces a dirty bottle that’s corked and waxed at the top. Upon closer inspection, it looks dirty due to age. “Bought a crate of the stuff off some pirate. Smoother than what I’m used to.” He extends the bottle to Anne. “I know how nobles be so I’ll give this to ya now, but I expect my socks before we spot land.” After a moment he adds: “no pink or green.” The bottle looks big enough to fill four cups. (Whisky bottle is worth 4 silver.)

JeVeAnne Brumbleburr |

Seeing the bottle, JeVeAnne's eyes become enormous saucers of joy and she rushes forward to hug the Half-Orc calling out, "Oh, thank you!" then hops back, realizing that was probably not appropriate and says, "Oh, sorry, but thank you!!" And she takes the bottle and begins to happily skip out of the room, but stops at the doorway, looks back to quickly assess the size of his feet, and says, "And you'll get those socks!"
And with that, she rushes to take the bottle to Master Brodigan. Once it is delivered, she sets off to begin work on those socks.
Profession Knitting: 1d20 + 4 ⇒ (15) + 4 = 19

Brodigan Fallemar |

Right as Brodigan makes the comment about business as an excuse for an evening of dining, Anne comes up with a huge smile as she holds the bottle out to him.
"What's this, Anne?" he says, reaching for the bottle. "Hmm, not as fine a vintage as m'lady would surely prefer, but it should be far more tolerable than this rough fair we've been served, wouldn't you say, my dear?" he asks, extending the bottle for Jeclair's perusal.
He then turns to Anne and gives her a smile and a wink as he mouths, "Nice work," and then turns back to Jeclair and completely misses the look of sheer rapture that crosses the little halfling's face at receiving some degree of praise from her teacher. He also has no idea that she skipped off happily to knit some socks for a Half-Orc.

Herkymr the Silly |

Bey returns to the upper deck about 30 min after going below. Unable to find any of the handlers that were off duty he decides to get some fresh air.
Upon exiting the hatch, he glances around to see what has changed while he has been below deck.
perception: 1d20 ⇒ 6
Seeing nothing new, he sauntered over to the rail and looks out.

GM Ventiine |

“…Purely for business discussion, of course," he says, giving her a wink.
Andvara Jeclair looks like she’s about to respond when Anne bounds up the stairs with the success of her search.
"What's this, Anne?" he says, reaching for the bottle. "Hmm, not as fine a vintage as m'lady would surely prefer, but it should be far more tolerable than this rough fair we've been served, wouldn't you say, my dear?" he asks, extending the bottle for Jeclair's perusal.
Andvara and Harcourt both lean in to examine the bottle in Brodigan’s grasp. Harcourt sniffs, “it looks like someone plucked it off an ill-begotten corpse.”
“Harcourt must have left his manners back in Almas. I would be delighted to have a taste.” Andvara bats her eyelashes in an attempt to look coy. “Perhaps in celebration, once we arrive at Talmandor’s Bounty.”
Brodigan will receive a +2 to Sense Motive checks with Andvara Jeclair for his persistent flirtations and has formed a budding familiarity with Harcourt Carrolby (but not enough to earn a Diplomacy bonus.)

Herkymr the Silly |

Mauro hangs himself over the rail beside Bey, and looks out at the ocean. "It's gonna be a long voyage. I'm Mauro, pleased the meet you."
I'm Abeowin. I'm one of the animal handlers here. What's your specialty? You work for the company or just for yourself?Bey asks in a friendly manner.

Herkymr the Silly |

"Well Abeowin, I'm one of the colonists, they let me on board as they figure I'm hardy stock and tough enough to survive. I volunteered to come because I'm a bit of scholar of the Azlanti, and I can think of no better place to learn."
Azlanti sounds interesting. I know little of it but I am willing to learn. Do you figure they left ruins near the settlement? Bey queries. You can call me Bey. Most decent people I allow to call me by my short name instead of my full Abeowin. There are some aboard this vessel though I would just as soon stay clear of.

GM Ventiine |
1 person marked this as a favorite. |

I want to thank everyone again for letting me see your roleplay and posting styles. (And for allowing me to showcase my GMing ability.)
I try not to blow up the thread too much, but I'm very excited to start this table! I already have the initial game post written up but I'm holding out posting until March 5th for consistency. However, if we just have the current submissions come Thursday night, I don't mind kicking off the game before I go to bed :D That way you all will have plenty of time to make craft rolls, describe what you're doing in the five weeks between Fireday (Fri), 17 Pharast (March) to Fireday (Fri), 21 Gozran (April) or make last-minute character tweaks.
As you've probably noticed, I've moved a few campaign resources around at the top. I've been looking at other threads and I like how other GMs have a separate slide presentation for combat maps. Quite a few people like to use their phones so I hope it makes things easier. :)
I think I'm also going to upload the images I altered in Paint for the "Story Book" to a Google folder so I can just link them directly in posts. It'll make seeing what allies and enemies look like more convenient. It's what GM Euan did in Mummy's Mask and I like the practice. (The "Story Book" will remain an optional resource for those who want that visual experience as the story progresses. And I still plan on updating the "Story Book" as a memento of what the party accomplishes.)

Brodigan Fallemar |

A bonus to rolls already?!?!? Fantastic! Thanks, GM Ventiine!
"Why yes, my dear," Brodigan replies, smiling at Jeclair, "nothing would please me more than sharing a drink with you."
Let's put that new bonus to the test.
Sense Motive to See How Jeclair Really Feels Towards Him: 1d20 + 2 ⇒ (16) + 2 = 18

JeVeAnne Brumbleburr |

Absolutely tickled with herself for having won some approval from her teacher, JeVeAnne happily skips her way below deck, finds a spot to sit, and begins knitting those socks.
I love knitting, she thinks. Makes so much more sense than magic. I've just no real talent for it. Still, Master Brodigan is so clever, I'm sure he'll manage to make some sort of decent caster out of me...unlikely as I may seem as a project.
She continues knitting effortlessly and continues in her thoughts, Can't wait to see the school started. Ooo, maybe the students will be divided up into groups. Houses, we could call them. And maybe each house could have a different color and I could knit them scarves! That would be so amazing! ...and it would also mean I was actually being useful. Just no knack for magic. Still, he is quite talented, she thinks, knitting more and more.

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Cribbing off pad300's format for Asher:
Cinnis Regillenus was born a citizen of Taldor, and like many Taldans, fell victim to state propaganda crafted to the state aim of imperial expansionism. He was well-schooled in the civic arts but excelled in his military curriculum. He was especially adept as a forward naval scout, trained to deploy from low profile longboats on enemy coasts to explore the geography of their shorelines to look for invasion landing zones and routes to vital resources and strategic locations.
It was on one of these scouting missions that brought Cinnis to Andoran. At first, his Taldan animosity for all other nations hardened his heart against these strangers, but over the weeks of his infiltration, he witnessed something that he had never seen before. he saw a people bound together by mutual respect and a desire to live free. Coming back to Taldor, he was struck by the stifling militarism that had been the guiding light of his life, and the longer he stayed, the further he drifted into daydreams of living a quiet life among people not interested in subjugating others.
Finally, on a mission to discover a method of invading the Isle of Absalom, Cinis defected, and changing his name to the common tongue translation of his name, Asher, he made a life for himself as a coastal and marine guide, using his honed talents to explore and help the collection of knowledge. It was on one of these excursions that he heard of the second expedition to Talmandor's Bounty and offered his services as an explorer and protector in the colony. He wished only to bring his new life to new shores, and to be far away should his homeland ever spark war with Andoran or Absalom itself, forcing him to cross swords with his ex-countrymen.
Asher has joined the expedition and colony as a means of getting even further away from Taldor, and to be a scout and protector of its citizens. He has strong survival, geography, and scouting skills, and in his off-time plans to teach other colonists the way of the bow and sword, as well as be the resident bowyer.
Asher is deathly afraid of being outed as a Taldan, so speaks little to hide his accent. He attempts to occasionally hide it with a fake one but has very little talent in linguistics.
Asher is a fairly young man (29), with olive skin, dark brown hair cut short, and a beard kept to long stubble. He is of medium height and build, but is obviously in excellent health. His eyes are sharp and observant. He tends to dress in earth tones carries a longbow, with a longsword on his back.
Asher seems silent and grim, but when pressed can break out in broad smiles and deep laughs. He tends to speak little, and when pressed to do so, seems to mumble a bit. But when in the outdoors and surf, he exhibits confident movements of one well acquainted in his environs.
Asher
Male human (Taldan) ranger (tidal hunter) 1 (Ultimate Wilderness 73)
NG Medium humanoid (human)
Init +4; Senses keen scent; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee longsword +3 (1d8+7/19-20) or
. . punching dagger +3 (1d6+5/×3) or
. . spiked gauntlet +3 (1d4+5) or
. . trident +3 (1d8+5) or
. . unarmed strike +3 (1d3+5 nonlethal)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (aquatic humanoids +2)
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Power Attack, Weapon Focus (longbow)
Traits seasoned hunter, tactician
Skills Acrobatics +2, Craft (bows) +2, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +5, Stealth +5, Survival +5, Swim +5
Languages Common
SQ waterborn
Other Gear chain shirt, arrows (40), blunt arrows[APG] (20), longbow, longsword, punching dagger, spiked gauntlet, trident, 9 gp, 6 sp
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Tracked Resources
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Arrows - 0/40
Blunt arrows - 0/20
Tactician (1/day) - 0/1
Trident - 0/1
Waterborn (10 minutes/day) (Su) - 0/10
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Special Abilities
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Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
[spoiler=Class Abilities:]
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Waterborn (Su): A tidal hunter can breathe water for up to 10 minutes per ranger level each day. At 6th level, he can breathe underwater indefinitely.
Keen Scent (Ex): A tidal hunter gains scent, as per the universal monster rule. At 12th level, while in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away.
In process
Asher will develop as a switch hitter, with fairly well-rounded capabilities at range and in melee.

GM Ventiine |

"Why yes, my dear," Brodigan replies, smiling at Jeclair, "nothing would please me more than sharing a drink with you."
Let's put that new bonus to the test.
Sense Motive to See How Jeclair Really Feels Towards Him: 1d20 + 2 ⇒ (16) + 2 = 18
-
Papadage, nice a resident bowyer! Anya Sandstrider might be in need of Cinnis Regillenus' services. And a scout! He'll probably have plenty to talk about with Lyra Heatherly. I think I may have mentioned it before, but I like the Taldan background

Crispin Xantrian |

Crispin to Abeowin (Bey).
Crispin wanders over to the railing besides Bey and smiles ruefully. "It sounds as if some of our fellow passengers imagine things will be just as they are back home." He sighs.
His smile grows a little more amused. "I do hope I get to see their faces when they find out they are going to have to work for a living!"

pad300 |
"Well Bey, I don't know if there will be ruins near the settlement. I hope there will be, but the company has not been forthcoming about the state of the colony."
*****
When Cripsin wanders over, Mauro looks him up and down, and goes back to looking over the railing. "They've been pretty picky about the colonists, most everybody has some skills. I'm Mauro, you?"

pad300 |
Mauro Ocella was born in a hill country village near Oregent (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her child left her mystified. She did not marry afterwards; things were tight while Mauro grew up (and he assuredly doesn’t like it tight now).
His active mind and curiosity drew him to the old sage Ricabbede Vospiculus. He has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
The other major influence on Mauro was the Bellflower Network. Growing up as a non-human bastard in Oregent, he didn’t fit in well with the local kids. The local halflings though, mostly escaped slaves from Cheliax, were more tolerant. The Tillers have always cultivated agents in unlikely places. They saw something potentially useful in the young half-elf, and were careful to draw him in and teach him a few things. Mauro isn’t a natural crusading character by any stretch, but he’s been well indoctrinated – given the opportunity, he’ll happily stab a slaver, and he has no tolerance for the abuse of Halflings.
Riccabede has significant contacts with the merchants of the Bountiful Venture company, and has been allowed to examine some of the artifacts that the first ship returned. Among the artifacts that were returned was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as a occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede…).
Urged by something he didn’t understand, later the first night it was his, at moonrise, Mauro spilled a drop of his own blood onto the coin (Occult Bargain drawback). Mauro is convinced the coin holds more secrets to be unlocked… He is also convinced there are more such relics to be found in the ruins of Azlant. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Almas and signed up to be a colonist with the Bountiful Venture Company. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Crispin Xantrian |

Answering Mauro.
Crispin is a lanky young man. Barely past twenty by the looks of it. He has the air of an academic about him. Looking around the new environment with curious enjoyment.
"Crispin. I'm here to handle the books. People do get touchy when you can't show them where the gold they've spent was used. I can also help with the Alchemy. And I know a bit about the Azlanti. So we won't be completely ignorant if we stumble over a ruin."
Giving Mauro a curious look back. "Yourself?"

Herkymr the Silly |

What do you mean not "forthcoming about the state of the colony?" Is there reason to believe that it might be doing worse than we were told? I would hope it was doing better but then again I look for sunshine of a cloudy day I've been told. Bey queries Mauro making sure his voice is kept low so that their topic of conversation may not alarm the other passengers.
As for azlanti I know little but it has now come up in several conversations so I am now curious and thus want more info. I am glad that my contract with the company is mainly till we reach Talmandor's. THat should leave some time for me to explore and research a bit. I definitely will need to have a group though. Posh/...ahhhhemme..I want to say my friends that anwer my summons are nice but they are limited in what they can do to help and I am limited in just how much strain this bod can still take.Bey states.

![]() |

Asher appears above deck
A dark-haired man of medium build, wearing earth tones and well-worn boots comes up on deck. He scans the small groups of colonists and approaches a section of gunwale near some of them.
within earshot of Crispin, Mauro, and Bey
He is within earshot but has not engaged the group. He is instead listening to their conversation as he scans the horizon, looking first back, and then forward, straining to look for land.

Becky Beys |

"Well Abeowin, I'm one of the colonists, they let me on board as they figure I'm hardy stock and tough enough to survive. I volunteered to come because I'm a bit of scholar of the Azlanti, and I can think of no better place to learn."
Becky pretends to watch the summoned dolphins (and the friends they attracted) but actually eavesdrops a bit on the conversation between Bey and the fellow named Mauro--potentially her academic competition!
I believe Becky's profile is now complete. She invested heavily in arrows (including a crate of 200).

GM Ventiine |

This recruitment thread is now closed!
Thank you for all the interest, submissions, and posts!
Since this table received six submissions, I would like to invite all six characters to the Discussion and Gameplay threads! I decided I am going to adjust the CR to fit six players. It’s a minor adjustment but I think overall, six players will work better for the table.
Congratulations, Asher, Becky, Bey, Brodigan, Crispin, and Mauro!

GM Ventiine |

╔ ————————————— ╗
| ' , The Flooded Cathedral , ' |
╚ ————————————— ╝
Looking for a level 7-9 dungeon crawl with ancient runes of a long-lost civilization? Come hop on a boat with our existing five players for book 3 of Ruins of Azlant: The Flooded Cathedral!
Here (link) is the original recruitment post.
Recruiting one player. Create a level 7 character. Starting wealth is 23,500 gold.
I would like to introduce you by Friday, January 10th.
You have a variety of backgrounds to choose from:
- You were part of the expedition that conducted the initial land survey but got separated from your party and are thought to be dead. Lucky you've stumbled into a village - Talmandor's Bounty! It seems like the land survey was a success... too bad you didn't make it back on the boat to Andoran.
- You're a second or third-wave settler of Talmandor's Bounty. You've come here to start your own business or rejoin your family.
- You're an aquatic elf from Talasantri visiting the local locathah tribe (The Okoloro) run by Koloshkora. The Okoloro speak highly of these new settlers, which has peaked your interest. When misfortune strikes, you volunteer to help.
- You're a strix from the local Sheshkadrann tribe, known for their artists and musicians. You've always wanted to be an adventurer and you can't turn a blind eye when you and your allies are in danger. Skalorah is your village elder. Your tribe is friendly with the PCs.
- You're an undercover elven scout from Mordant Spire trying to find more information about a veiled master. You were separated from your small scouting party and hope your ally Nieran is alright. Nobody knows about you or your mission.
- You're a sailor on the supply ship from Andoran, the Argent Cornucopia, that's recently docked at Talmandor's Bounty. After witnessing your ship set ablaze at Talmandor Bounty's dock or perhaps feeling the call to adventure, you decide to stay at Talmandor's Bounty.
- You're a settler who recently arrived on the supply ship from Andoran, the Argent Cornucopia. Perhaps there was a mistake in one of the earlier ships' ledger, or you bribed someone to let you aboard, or you were unable to come until now.
- You're a pirate stranded ashore, captured in a net set by pesky monkey goblins who've been plaguing you for weeks! It seems pretty chaotic in this village you've stumbled upon. Maybe nobody will notice your pegleg and gold teeth.
This is an island exploration and rescue mission. The island you'll be on will be new to current players so it won't feel like you're out of the story loop.
Happy to have whoever is interested :)

Dorian 'Grey' |
1 person marked this as a favorite. |

Hello All!
Exploration of an uncharted island?
Sounds like a Rogue, but let me see what is going on...
EDIT
Looks like a solid crew you got there. Between Becky and Mauro, Trapper is set.
Melee looks good too. Especially if Huntress gets to play.
Casters are solid too.
What does the party find a bit lacking?

GM Ventiine |

Honestly, we've been very fortunate to have a well-rounded and dedicated party. Everyone is comfortable pointing things out, mentioning rules, and offering suggestions which have built a friendly atmosphere and comradery among all involved. You (or anyone else) are free to play whatever creatively inspires you. (And the "Setting Stage Spoilers" are by no means a definitive list of what you're allowed to play.)
It's a solid group and I try to keep it casual and straightforward. The game runs close to the books so (overall) none of the encounters should overwhelm a party of six.

Erryll Reyven |
1 person marked this as a favorite. |

and would you rather see an aquatic elf who dreamed his entire childhood of flying above the waves ...
... or a Wing-Clipped Strix who worked every spare hour that Skalorah would let him so that he could build his strength (Stretched Wings) and fly better than his whole tribe?
The Strix (Airborne Ambusher/Sentinal of Desna) is pretty cool tbh, but so is the Aquatic Elf Kineticist.

Cirok Brokencrown |

This would be Dorian Grey's submission.
I will level him up to 7th and properly equip him for this Book.
Any questions, comments, snorkels are welcomed!
Thank you for running!
EDIT
I need to adjust him build points down to 20 plus 4th level also.
I am thinking of going the Pathfinder route of being here.
I plan to catch up on Game play to create a seamless intro also...