GM Michael's Emerald Spire

Game Master Dread

The Emerald Spire Roll20

Hero Points Rules

Experience: 1509/2nd level:3300

Campaign date: 8th Erastus 4721 AR 9:00 am


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Welcome to one of Paizo's rare Super-Dungeons. 16 levels, each created by one of the top names in this game that we love so much and placed in Golarion's River Kingdoms just 6 miles from Fort Inevitable along the Crusader Road.

Do you riches? Knowledge? Ancient secrets? Unusual magic? Power only imagined? Glory? Fame? All can be had as you plumb the depths of The Emerald Spires Vaults...but beware don't ignore the Order of the Gates taxes or you might find yourself with a wanted poster in your name by those that maintain Law in a lawless land...and Hellknights are not to be trifled with.

preview of Fort Inevitable:
Between the Echo Wood and the broad expanse of the West Sellen River stands a resolute stronghold of law and order: the walled town of Fort Inevitable. From its stern keep, companies of Hellknights ride forth to enforce the strict laws of their commander and bring authority to the unclaimed lands of the Crusader Road. While the taxes imposed by the town’s rulers are heavy and the laws inflexible, no one can deny that prosperity has followed the Hellknights’ establishment of hard justice in this small corner of the River Kingdoms. Merchants, travelers, and adventurers journeying on the Crusader Road find that Fort Inevitable provides a rare island of safety in an otherwise lawless land—so long as one is careful not to run afoul of the Hellknights’ laws.

So one might think that a Super-Dungeon is All dungeon delving and yes I suppose it could be ran like that and totally ignore the rich tapestry of Fort Inevitable. However, to me returning to this town with loot and maneuvering through it's shops and intrigue to liquify assets and improve your capabilities is what will turn this from just 1 massive dungeon crawl to a superb work of fantasy. In other words dungeon delvers don't live in a vacume. Although of course delving is the purpose.

So without further adieu do you dare become one of those unlucky enough to enter The Emerald Spire?

Expectations: post frequently the goal once a day. Join for the long haul. This will take years to finish. Please don't apply if that's not your intent.

Application character concept: name, race, class, what campaign trait you're taking, what motivation does your character have for wanting to go 'dungeon diving' (tongue in cheek term)

Crunch:

1.Align: no CE. NE and LE will be considered if I feel they won't be divisive within the party

2.Race:Aasimar, Android,Duergar,Dwarf,Elf,Gnoll,Gnome,Grippli,Halfling,Half-Elf,Half-Orc,Ho bgoblin,Human,Ifrit,Lizardfolk,Oread,Ratfolk,Sylph,Tiefling,Undine

No others

3. Class: Any. Unchained Summoner mandatory. Unchained Barbarian, Monk, Rogue optional.

4.two traits. 1 campaign (see below) 1 other. No drawbacks.

5. 20 point Buy.

6.Free feats if have prerequisites: power attack, deadly Aim, combat expertise, scribe scroll. A character with scribe scroll as a character ability gains skill focus instead.

7.max hit points first through third. Half+1 after.

8. Roll for wealth.

9. 1 hero point to start. We will be using hero points. Each level you gain 1. I will give out others for exceptional play, amusing character role play, heroic deeds.max at any one time: 3

10. Fast advancement track

campaign traits:

Azlanti Historian: The fallen empire of ancient Azlant fires your curiosity and drives you to adventure. Tired of only learning of the empire through dusty tomes you have followed rumours of Azlanti ruins to travel to the Echo Wood, hoping to unearth some new discovery. Perhaps you might even earn a mention of your own in a future historical tome.

You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Aspiring Crusader: Journeying along Crusader Road, hoping to join the Mendevian Crusade against the demons of the Worldwound, you found yourself tarrying at Fort Inevitable. At first it was merely a rest before continuing on your dangerous journey. However, rumors of strange phenomena around ancient ruins in the woods have caught your interest. Like the Hellknights of the Fort, you wonder if your skills might be more useful here than at the Worldwound.

You gain a +1 trait bonus on Knowledge (planes) and Knowledge (religion) checks, and Knowledge (planes) is a class skill for you.

Blue Basilisk Recruit: The premier band of sellswords in Thornkeep, the Blue Basilisks are hired to guard caravans, escort travelers, and occasionally assault bandit hideouts. As a recent hire, you have been dispatched on the long and tiring task of accompanying a wagon of timber and goods from Thornkeep to Fort Inevitable. The journey began quietly, until halfway down Mosswater Road a band of goblins attacked, carrying off some of the cargo. The Blue Basilisks will be understanding, as goblins are a constant nuisance, but failing on your first assignment still feels shameful.

You begin play with a longsword or greatsword, and gain a +1 trait bonus to
attacks of opportunity with weapons of that type.

Darklands Delver: For as long as you can remember, you have felt at home underground: the open spaces and endless sky of the above ground world unnerve you. You believe your destiny lies deep underground, and someday you hope to see the fantastic caverns of the Darklands beneath the surface or perhaps even visit one of the ancient vaults of Orv in the deepest layers of the Darklands.

You gain a +1 trait bonus on Knowledge (dungeoneering), and Knowledge (dungeoneering) is a class skill for you. In addition, you gain a +1 trait bonus on Initiative checks when underground.

Echo Wood Native: You were raised in one of the many small villages or points of interest throughout the Echo Wood. You were raised on a farm or ranch, or perhaps a small hamlet nestled deep in the forest. To you, both Thornkeep and Fort Inevitable are “the big city”, crowded places with too many people for comfort. You’ve been raised to be equally wary of bandits, monsters, and Hellknights: any who deny folks the Six River Freedoms.

You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the Echo Wood allows you to make untrained Knowledge (local) checks regarding the region.

Former Slave: To the Hellknight rulers of Fort Inevitable, freedom is a privilege to be earned: a privilege you lost. You spent the last few years as a slave, paying off accrued debts or as a punishment for crimes. At long last you have earned your freedom and can finally begin your life anew; friends and charitous figures have even offered to supply you with the coin and equipment to start over. Your time as a slave has left its mark. While the Hellknights prevent open abuse of slaves, few masters are kind and your enslavement has hardened you. You might have worked the fields for the fair, if heavy­handed, Naldred Tillman; at the tannery of the cruel Drurn; or staffed the bellows for the foul­tempered Tsador Ironmaker.

You gain a +1 trait bonus on all Fortitude saves.

Golden Attendant: You work as a servant or deacon at the Temple of the Golden Key in Fort Inevitable, the largest and most ornate temple in the Echo Wood region. You serve at the pleasure of High Mother Dremagne, priestess of Abadar. However, most of your time is spent following the wishes of the junior acolytes and lay priests. While you are mostly tasked with mundane jobs, your skillshave not gone unnoticed and you have been increasingly entrusted with more and more important tasks for the temple.

You gain a +1 trait bonus on Perception and Appraise checks, and once per week you can reroll an Appraise check and take the higher result (You must announce that you are using this ability before the results of the check are known).

Goldenfire Initiate: Thornkeep’s arcanist’s guild primarily serves to protect the financial interests of its members, limiting competition and preventing price undercutting. As a low ranking member of the Goldenfire Order, you are assigned the least pleasant tasks, are thankfully well­paid for your services. Members are mostly left to their own interests, so you have learned little from the guild and are beginning to realize your education might be in your hands. Some extra action might also be required to stand out in the guild and find more profitable work.

You begin the campaign with an extra 100 gp. You also gain a +1 trait bonus on
Spellcraft checks.

Hellknight Armiger: The Hellknights of Fort Inevitable were crusaders who opted to end their pilgrimage and defend Crusader’s Road for the benefit of future crusaders. The Order’s devotion to law and structure has long appealed to you and you have trained hard in the hopes of one day joining the order to protect Fort Inevitable and your kin from the endless bandits and roving beasts that prowl the land. You were initially mentored by the newly arrived Hellknight, Signifer DiViri, but she vanished some time ago while on an expedition, leaving you to continue your training on your own. Knowing that being able to ride quickly and move through the heavy underbrush of the woods is valuable, you have focused your training on the intimidating heavy armor of the Hellknights.

You reduce the armor check penalty of worn armor by 1, to a minimum penalty of 0.

Merchant Connections: You have strong ties with a merchant in either Thornkeep or Fort Inevitable, either through friendship or family. They’re willing to invest in your expeditions by spending some of their own coin purchasing treasure and are able to quickly order items you desire from elsewhere in the River Kingdoms. Pick one of the following merchants:
Thom Braddon of Braddon’s General Store in Fort Inevitable.

Mormuk Goldfoot of the Goldfoot’s Mercantile trading house in Fort Inevitable.

Yunar Barask of the Thornkeep Mercantile general store and trading post.
When dealing with that merchant you increase the base value and purchase limit in
their settlement by 50%.

Reformed Bandit: The roads of the Echo Wood are commonly frequented by brigands, particularly along the seldom­ patrolled roads leading to Thornkeep. The Hellknights have recently made it their task to stamp out banditry along Crusader’s Road, harshly punishing those outlaws they capture. You spent a number of years as a bandit, earning a living off travelers and traders. Having barely escaped justice on several occasions, you have decided it is time to retire from banditry, living a somewhat more honest life. But your meager savings will not last forever, so you will need to find some other means of employment.

You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with bandits, and one of these skills is a class skill for you.

Sage’s Apprentice: You have been trained in the arcane arts by Abernard Royst, the resident sage of Fort Inevitable. For the last several years your time was spent assisting the wizard with assorted research projects and experiments, long enough to see past Royst’s cantankerous exterior to the caring master underneath. The aged sage seldom leaves the Fort any more, trusting you and his other apprentices to do his errands. As the most promising of his apprentices, the difficult tasks most often fall to you.

You gain a +1 trait bonus on Knowledge (arcana) checks. Additionally, choose any one spell of the transmutation school; its save DC increases by +1.

Wolfmane Barbarian: Formerly of Numeria, the Wolfmane tribes sought a new homeland some centuries ago and have taken up residence in the Echo Wood. Dwelling in the forests around Thornkeep, the Wolfmane make their living as hunters, trappers, and scouts. You were raised in one of Kellid tribes and are comfortable in the wilds; few know the Echo Wood like the Wolfmane. But there are dangers in the woods, which might one day threaten your kin, and you feel obliged to defend your tribe.

You gain a +1 trait bonus to Knowledge (nature) and Survival checks and Survival is always a class skill


Very cool, GMMichael! dotting, so dotting. Busy weekend, but will start working on ideas and get something tangible Monday or Tuesday. Leaning melee or skilled, but need to think about it.

Do you know how many players you are taking?

edit: Also, are you using background skills?


Thanks for deciding to run this!

Name: Percivat Greymantle
Race: Human or Aasimar
Class: Paladin or Inspiring Commander-Cavalier
Campaign Trait: Blue Basilisk Recruit
Motivation: Coming from a family known for their heroics (Grandfather was a Cavalier, Father was a Paladin), Percivat is doing his best to live up to some high expectations. Originally he went to Fort Inevitable with a thought of joining the Hellnights but found their ways a bit too harsh and divisive. Found himself joining the Blue Basilisks instead. Seeks to do great things...

Starting Wealth: 5d6 ⇒ (3, 3, 2, 6, 1) = 15 x 10 = 150gp


Dotting, but not until tomorrow at a minimum.


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oh yes. New I forgot something.

11. Background skills and Id like them to be somehow tied to the background of the campaign trait.

This is a game I plan to track food/water/ammunition/encumbrance and expendables. Im working on how to do that effectively by game start Ill have it ready.


Nice! I have a couple of ideas marinating. I’ll have something up Monday-ish.


A question, are you allowing the aasimar/tiefling subraces or just the baseline?


All alternate race options are in play

Grand Lodge

dotting for interest...played a good chunk of the spire with a group...might reincarnate the tiefling rogue i played...


I need to modify this alias. I'm guessing I last made this character using a roll system, cause it's a 37 point buy at the moment.

Name: Tippy Fullbottle
Race: Halfling
Class: Unchained Rogue (Scout/Knife Master)
Campaign Trait: Former Slave (or maybe escaped, if possible)
Campaign Motivation: He was a pick pocket who got caught and punished with indentured servitude. His time is up (or maybe he escaped) and delving a dungeon is the fastest (though riskiest) way to build up enough capital to either get away or pay off his debt to society. Tippy is a good guy, honest, just a little larcenous. Much better robbing dead folks though: they usually don't bring you up on charges if they catch you.


Perhaps, you could use the Provisions rules from Ironfang?


Intriguing. My computer’s in the shop right now, but when it gets back and I catch up on the games I’m already in, I’m going to take a hard look at submitting. I was in a previous aspire game that went sideways, was playing a half-orc fighter (Armiger) who was an aspirant of the Order of the Nail. Might rework that one for this campaign.


$$: 4d6 ⇒ (1, 1, 5, 6) = 13 x 10 = 130 GP

Profile updated and backstory rewritten.


Name: Arcanus Julum
Race: Human (taldane)
Class: Bard archaelogist
Campaign Trait: Azlanti Historian
Campaign Motivation: A taldane Pathfinder, by way of the Brevoy offices, Arcanus Julum is one of dozens of Pathfinders who have come to the Stolen Lands in search of ancient magical lore and power, and will likely not be the last.

Liberty's Edge

Since I was thinking of an Eldritch Knight in the other thread, I'll stick with that. Fighter 1/ Wizard 5/ EK X. There's even a Hellknight related feat that lets Arcane Armor Training drop the ASF chance of Mithral Hellknight plate to 0%, and Arcing and Explosive weapon makes the EK playable for more than just qualifying for Arcane Archer.

Fighter Gold: 5d6 ⇒ (2, 3, 2, 3, 1) = 11


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Name: Govannon Gittins 
Race: Human
Class: Magus (hexcrafter) 
Campaign Trait: Merchant Connections (Mormuk Goldfoot)
Motivation: At 48 Govannon is suffering a late mid-life crisis. He’s been working for others all his life, though he knows he can do more. Finally, in this wonderfully lawful place - he’s decided to stretch his wings and learn to fly. Well, maybe not with wings, but he will learn to fly, and many other things now unknown to him. For he feels his power. Not he must reach out to grasp it!
Background Skills: You can in my history (this alias is complete) I’ve selected craft carpentry (mostly whittling) and knowledge nobility as my background skills so far. Govannon impressed Mormuk with his combat ability - and a small figurine he created for him. Likewise, his knowledge of the aristocratic class gave them something to talk about.

Starting Wealth: 4d6 ⇒ (2, 3, 1, 2) = 8 x10 = 80gp

Having rolled poorly on loot, I need to reduce my purchases and will do so soon.

I have a campaign tracking sheet (link) that I often use in campaigns I join. It’s a way of keeping track of the campaign on a few fronts. It doesn’t do the detailed sort of tracking you’re suggesting, but it could be modified to track consumables and the like. If you want to use it (whether I’m selected or not), let me know and I’ll give you access to copy and edit.


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wealth: 3d6 ⇒ (6, 2, 5) = 13x 10 = 130 gp.

Name: Ratel Dier
Race: Human
Class: Bloodrager (Spelleater)
Bloodline: Arcane
Campaign Trait: Wolfmane Barbarian
Motivation: Besides the desire of a young man wanting to prove his worth to his people, his peers and himself, Ratel, since a young age, had heard the stories of the dangers of the Emerald Spire. He wanted to find out if it was true, and what would have to be done to end the dangers. Like all young warriors in his tribe, He dreamed that he could be the one, or at least part of the group, that ended this terrible threat to his people.


Name: Arthdane Sarkanaroka
Race: Human (ethnicity: Taldan-Ulfen mutt)
Class: Cleric (Herald Caller)
Campaign Trait: Aspiring Crusader
Campaign Motivation: A cleric of Cayden Cailen who was talked into signing up for the Mendevian crusade by some smooth talking Iomedaens. An overenthusiastic religious service (drunken binge) in Fort Inevitable ended up with a 2 month hard labor sentence... The Iomedaens abandoned him as a bad penny. He's now broke, in bad odor with the local law, and has few if any prospects for employment... Never mind enough money for beer. Signing up with this expedition is rolling the dice, but he's hoping his luck has changed...

Money, Money, Money: 4d6 ⇒ (5, 6, 1, 6) = 18 X 10 = 180 gp


Name: Saphera Moonglade
Race: Aasimar (Angelkin)
Class: Inquisitor (Sanctified Slayer)
Campaign Trait: Aspiring Crusader
Motivations: Because Saphera lost her parent in the fight against the World Wound, she has dedicated her life preparing herself to join the fight. In respect of that, she seeks anything that would help in that fight. Coin, Knowledge, magical gear, etc.

Starting Gold: 4d6 ⇒ (6, 3, 1, 1) = 11 X 10 = 110 gp


Application character concept:

Name: Eltand Hillhold
Race: Halfling
Class: Unchained Summoner (Devil Impostor)
Campaign Trait: Reformed Bandit
Motivation: Eltand is the son of a Halfling merchant family that has not forgotten its origins in slavery in Cheliax. He's come far and his family wouldn't be proud of his time as a bandit, but he loves freedom and hates the Hellknights (that is what got him into banditry in the first place). Perhaps there is something in these depths that can weaken or break the grip of evil law on this land--better still if it would help establish a more merciful form of justice.
Background skills: Divided between Appraise (from his time as a bandit), Knowledge(History) (from his formal schooling), Lore(Hellknights) (from his particular interest in defeating same), and profession(grocer) (from his apprenticeship in the family business)

Wealth: 2d6 ⇒ (5, 1) = 6 x 10 = 60


I've already played that campaign, and loved it so much that I would like to give it another try.

Would that be allowed?


Throwing my hat in the ring for this one ;)

Name: Edeldhur
Race: Elf
Class: Wizard (Evoker)
Campaign Trait: Goldenfire Initiate

Motivations and Apprenticeship:
The initial sensation was surprising – it felt as if the air in the area was completely sucked out, followed by an almost imperceptible moment of complete silence, immediately before the impact – forcing the pain away, he tried to be objective while the unbearable heat licked at his skin, that burst into boils almost immediately. The whole purpose was to register the moment as accurately as possible – something made much harder by the screams all around, and in fact his own. It only made it worse, as the flames gained access to the respiratory tract, making sure the agonizing pain was keenly felt also within.

The magical effect ceased as abruptly as it began, leaving only a sickening smell of charred flesh and moans of pain – because that one continues, similar to those situations when one is hurt but the pain is felt only milliseconds later, there is a pause when the explosion ends, and then it returns in a second wave, perhaps as intense as the first, as the body complains from the inflicted burns, oozing fluids to fill blisters and bubbles, the balance broken and failing.

”Enough!” – came the familiar voice from his Evocation teacher – Edeldhur could swear he took particular pleasure in these “feel and tell” classes – after all, what could one expect from those famed for reveling in the raw, brutal, destroying power of magic..? And there he was, snickering at the group of burnt students, as two aides quickly rushed to their side with healing concoctions to bring them back up to full health – the recovery was an exhilarating feeling, and by all accounts and studies, the body did in fact recover completely – staring at his own skin, now made whole again, he could confirm it. But it always seemed as if some of the injury lingered somehow – Edeldhur had already began writing his dissertation about the subject, where he argued that, even though the body was completely healed, the brain retained the memories of pain, and was apparently unable to release them as promptly as the body recovered.

Always with that same grin on his face, he continued coldly as if nothing had happened – ”Fireball – Spell generating a searing explosion of flame that detonates with a low roar, dealing fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure, and is activated by pointing the finger, or corresponding appendage, and determining range. The initial effect is a glowing, pea-sized bead, which streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. The flames set fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the effect may continue beyond such barrier, if the area permits. Otherwise it stops at the barrier” – there it was, the canon description of a Fireball – ”You now have ONE minute to accurately detail the effects and consequences from a first person perspective. You will then present your writ to the class, to be evaluated by me regarding accuracy, technical knowledge and expertise, objectivity and completion”

It was not only because he was good at it, but the young (by his race standards) elf had to admit he enjoyed these exercises – he agreed in full with Threonax, their tiefling teacher – ”Knowledge has many facets – it is as important to be able to conjure a searing ball of flame, as it is to understand what it means to be the recipient of such effect!” – so he always lend himself to them as wholeheartedly as possible. He could be the top of his class, and overall he was close to it, but Evocation was a different matter altogether - nothing compared to feeling the brim of power at the tip of his fingers, waiting to be released. It made him smile. It made him want to excel. It made him want more...


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Sure as long as you can separate player knowledge from character knowledge. Know I'm going to pick 6-7 players for this.


Likely shifting to Dwarven Paly rather than human. Should have something up tomorrow or Wednesday.


applicants (* indicates from original thread)
Robert Henry*-Ratel Dier Human Bloodrager (Spell Eater) *Wolfmane Barbarian*
Plastic Dragon*-Percivat Greymantle Dwarven Paladin *Blue Basilisk Recruit*
CrisisChild*-?? Fighter ??
smiles-a-lot*-??
pad300*- Arthdane Sarkanaroka Human Cleric (Herald Caller)*Aspiring Crusader*
grimdog73-??
Nazard-Tippy Fullbottle Halfling Rogue {Unchained} (Scout/Knifemaster) *Former Slave*
Dorian Grey-??
Ouachitonian-??
TheWaskally- Arcanus Julum Human Bard (Archaeologist) *Azlanti Historian*
Euan- Govannon Gittins Human Magus (Hexcrafter) *Merchant Connections*
Nightfiend- Leya Dawnbringer. Aasimar {Angelkin} Inquisitor (Sanctified Slayer) *Aspiring Crusader*
BelacRLJ- Eltand Hillhold Halfling Summoner{Unchained}(Devil Imposter *Reformed Bandit*
Escharid Blackrose-??
Edeldhur- Edeldhur Elf Wizard (Evoker) *Goldenfire Initiate*

---------------
original thread
Zelker
AGamer70
Sodium Telluride
Brother_Guiness
Jeruru
Smiles-a-lot
Trawets


Note: Because chosen name is already in use, I will be changing character's name to [u]"Leya Dawnbringer."[/u]


Here is smiles-a-lot’s submission. Still working on fluff and have to sort out equipment.
Starting $$$: 5d6 ⇒ (2, 3, 5, 1, 4) = 15

Name: Rooip
Race: Grippli
Class: Ranger (Poison Darter/Trapper)
Campaign Trait: Echo Wood Native
Other trait Canopy Shooter
Background skills knowledge (geography), craft poison
Motivation: Tired of the encroachment of outsiders upon their sacred lands the Tribe Mother sent Rooip to Fort Inevitable to better understand why shiny metal poisons the outsiders minds. Rooip has heard that the giant green tower may be filled with this shiny metal and is looking for an opportunity to find out more.

Party Role:

Rooip will fill the rogue//skilled// scout role. Trapper/ranger gives 6 skill points per level and the ability to disarm magical traps. This combined with, small size, darkvision, plus a climb speed (and at 8th level a swim speed due to ranger fcb) will make him a decent scout. The little guy will primarily be a ranged combatant but as a full bab class he will be able to contribute in melee with either the dervish dance/slashing grace feats (eventually) to overcome size/strength issues. Starting at 4th level he will be able to do sneak attack damage, poison, plus add traps and other riders to his blow gun dart attacks.

He is not optimized but should be rather fun to have around.

Silver Crusade

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Money: 4d6 ⇒ (3, 2, 4, 3) = 12

Name: Genevieve and Hayseed
Race: Human
Class: Genevieve: Rogue (carnivalist, scout), Hayseed: Raven (ambadassador)
Campaign Trait: Reformed Bandit
Motivation: Genevieve was once an archetypal princess trapped in a tower out in the wilderness of the River Kingdoms near Embeth by a witch. When nobody came to rescue her, she took matters into her own hands and started working her way down the tower’s monster-filled levels with a mixture of luck, tenacity, the help of her tiny fey friend Hayseed, and a heck of a lot of of spider poison. Now, she can hardly go back to being a princess after all that rough and tumble—particularly since she doesn’t even know where she’s a princess *of*—so she’s trying her hand at the one thing she knows she isn’t bad at: fighting monsters in dungeons. Having difficulty finding an appropriate dungeon, she has made due for the past year as a bandit. Hayseed, who is now her girlfriend/agent, was recently off in the First World facing disciplinary action for dereliction of duty (“Your job is to make buttercups reflect on the chins of people who like butter, NOT assisting the idle rich in disputes with local herbalists!”) and has been demoted to a raven until such a time that she proves herself worthy of returning to feydom, whatever that means.
Background Skills:
Craft (weapons) and Craft (armor). Genevieve had to teacher herself how to produce her own weapons and protection from what she found and fought in the forty-flight tower she was trapped in.


applicants (* indicates from original thread)
Robert Henry*-Ratel Dier Human Bloodrager (Spell Eater) *Wolfmane Barbarian*
Plastic Dragon*-Percivat Greymantle Dwarven Paladin *Blue Basilisk Recruit*
CrisisChild*-?? Fighter ??
pad300*- Arthdane Sarkanaroka Human Cleric (Herald Caller)*Aspiring Crusader*
grimdog73-??
Nazard-Tippy Fullbottle Halfling Rogue {Unchained} (Scout/Knifemaster) *Former Slave*
Dorian Grey-??
Ouachitonian-??
TheWaskally- Arcanus Julum Human Bard (Archaeologist) *Azlanti Historian*
Euan- Govannon Gittins Human Magus (Hexcrafter) *Merchant Connections*
Nightfiend- Leya Dawnbringer. Aasimar {Angelkin} Inquisitor (Sanctified Slayer) *Aspiring Crusader*
BelacRLJ- Eltand Hillhold Halfling Summoner{Unchained}(Devil Imposter *Reformed Bandit*
Escharid Blackrose-??
Edeldhur- Edeldhur Elf Wizard (Evoker) *Goldenfire Initiate*
Smiles-a-lot*-Roolp Grippli Male Ranger (Poison Darter/Trapper) *Echo Wood Native*
Hrothdane-Genevieve Human Rogue (Carnivalist/Scout) *Reformed Bandit*

---------------
original thread
Zelker
AGamer70
Sodium Telluride
Brother_Guiness
Jeruru
Trawets


Looking through the applicants and who have yet to apply. I'm going to say I'll close the applications at 3pm wed June 2nd

No need to string this one along.

Once again...probably 6 but maybe 7.

Thank you for applying both who has and who will.


Thanks for the update GMMichael.

I'll get working on Edeldhur's crunch as we wait for your decision.


As much as I would like to apply; I am already lucky to be in a few.

Thanks for running!


Cavalier wealth: 5d6 ⇒ (4, 1, 3, 2, 1) = 11

Edit: big yikes. I'll lean into that.


This will be RH's Bloodrager, Ratel. I'm working on the fluff and crunch as we speak I type.

GMMicheal I would like for him to have the trait Berserker of the Society. In PFS games it means he would be a pathfinder. Do you mind if I take the trait as a member of the "Wolfmane Barbarian" His other Trait and it has 'barbarian' in the name. Or do you want me to work being a member of the "Pathfinders" into his background?


Yes, you can use it. I'm going to be creating an NPC that will ba a contact.


Here's my entry. He's ready to go but since he was a submission to a recruitment a long time ago I may have to tweak some details. I'll get that done by the end of the day.

Money: 3d6 ⇒ (1, 5, 6) = 12 x 10 = 120 GP

Name: Carmine Jolanka

Race: Human

Class: Bard (Dirge Bard / Sound Striker)

Campaign Trait: Merchant Connections (Mormuk Goldfoot? I don't know the differences among them if any so I don't know which to choose right now.)

Motivation: Carmine's family has been in the coffin making and funeral business for several generations. Among the sons and daughters of each generation of Jolankas there can usually be found a member of Pharasma's clergy, a coffin builder or two, an accountant, and an expert in planning and organization.

Carmine is a rarer breed for the family. He has always had a song in his heart. Adding funerary performances to the services the family offers has been good for business, and Carmine's relative eccentricity is well received by the rest of his family.

Carmine is rather extroverted and buoyant compared to the average person in the funerary business. His gallows-oriented sense of humor typically makes him the life of the party among the dour folk around him. He loves his work. He provides a community service that also puts money in his pocket; what's not to like? He does believe deeply in the value of the family's service to people, and does his utmost to meet the needs of grieving widows and daughters. Carmine is not a particularly brave young man, but he does believe in his luck. While he thinks it is holding out it can be enough of a substitute for actual courage.

As for venturing into the Emerald Spire? Money. He's not going to get rich doing what he does now. Besides, with seed money for investments he could take the family business to new levels of quality, and expansion into new locations would be an excellent move if it could be afforded.

Background Skills: Perform (Sing) and Perform (Percussion)

EDIT: Oops, just realized Carmine is at 2nd level so I will need to take him down to 1st.


[u]applicants (* indicates from original thread)[/u]
1a.Robert Henry*-Ratel Dier Human Bloodrager (Spell Eater) *Wolfmane Barbarian*
2b.Plastic Dragon*-Percivat Greymantle Dwarven Paladin *Blue Basilisk Recruit*
3c.CrisisChild*-?? Fighter ??
4d.pad300*- Arthdane Sarkanaroka Human Cleric (Herald Caller)*Aspiring Crusader*
5.grimdog73-??
6.Nazard-Tippy Fullbottle Halfling Rogue {Unchained} (Scout/Knifemaster) *Former Slave*
7.Ouachitonian-??
8.TheWaskally- Arcanus Julum Human Bard (Archaeologist) *Azlanti Historian*
9.Euan- Govannon Gittins Human Magus (Hexcrafter) *Merchant Connections*
10.Nightfiend- Leya Dawnbringer. Aasimar {Angelkin} Inquisitor (Sanctified Slayer) *Aspiring Crusader*
11.BelacRLJ- Eltand Hillhold Halfling Summoner{Unchained}(Devil Imposter *Reformed Bandit*
12.Escharid Blackrose-??
13.Edeldhur- Edeldhur Elf Wizard (Evoker) *Goldenfire Initiate*
14e.Smiles-a-lot*-Roolp Grippli Male Ranger (Poison Darter/Trapper) *Echo Wood Native*
15.Hrothdane-Genevieve Human Rogue (Carnivalist/Scout) *Reformed Bandit*
16.rdknight-Carmine Jolanka Human Bard(Dirge Bard/Sound Striker) *Merchant Connections*

---------------
original thread
Zelker
AGamer70
Sodium Telluride
Brother_Guiness
Jeruru
Trawets

Silver Crusade

After spending some time putting Genevieve together, I think I’m gonna shift her class to slayer. Can get the familiar with feats and slayer fits the concept better. Still gonna be a trapfinder once she picks up the talent at 2


Trying to catch up with everything after the holiday weekend. Given the cutoff time, looks like I'll stick with my original concept from the other thread of a rogue (even though I see 3 others vying for that spot, I don't think I'll have time to switch.)

@GM - 3pm in what time zone?


you dont need a full character just the concept. the build can come after you see if youre in.

3pm PST


5d6 ⇒ (1, 6, 6, 5, 3) = 21x10 =210gp

I'll be back with a finished concept in a bit.


Ok, here's Ouachitonian's concept. He's still built for the previous campaign and will need to be ratcheted down to 1st level, but this is the alias I'll be using, and you can get an idea of where I'm headed:

Name: Chalkou

Race: Half-orc

Class: Fighter (Armiger)

Campaign Trait: Hellknight Armiger

Motivation: Chalkou is an aspirant to the Order of the Nail. Whatever wild and monstous beings call the Spire home are a threat to the stability of the region, and therefore to be abhorred and destroyed to bring law to this wild region. Also, he had studied some under Signifer DeViri, who led a party to the Spire and has not returned. The higher-ups therefore chose to attach him to the party forming to explore the Spire to find out what happened to here (and to report back about what can be found in the Spire).


Percivat Greymantle wrote:

Thanks for deciding to run this!

Name: Percivat Greymantle
Race: Human or Aasimar
Class: Paladin or Inspiring Commander-Cavalier
Campaign Trait: Blue Basilisk Recruit
Motivation: Coming from a family known for their heroics (Grandfather was a Cavalier, Father was a Paladin), Percivat is doing his best to live up to some high expectations. Originally he went to Fort Inevitable with a thought of joining the Hellnights but found their ways a bit too harsh and divisive. Found himself joining the Blue Basilisks instead. Seeks to do great things...

[dice=Starting Wealth]5d6 x 10 = 150gp

Ok, "Percivat" here, or rather, Plastic Dragon, using this avatar instead. Specifics on changes below.

Name: Baerlon Ironblood
Race: Dwarf
Class: Paladin
Campaign Trait: Darklands Delver
Motivation: Born in the underground city of (insert dwarven city name here), this proud dwarf comes from a family known for their heroics and honor in the service of the dwarven people. Baerlon daily does his best to live up to the high standards and expectations of his kin, and as a paladin in the service of Torag, this warrior bears the cold iron waraxe of his grandfather into battle. Recently Baerlon was given a quest to find and root out some ancient evil within the Emerald Spire that was seen in a nebulous but disturbing vision by an oracle of his order.


applicants [ooc](* indicates from original thread)[/[ooc]]
1a.Robert Henry*-Ratel Dier Human Bloodrager (Spell Eater) *Wolfmane Barbarian*
2b.Plastic Dragon*-Baerlon Ironblood Dwarven Paladin *Darklands Delver*
3c.CrisisChild*-?? Fighter ??
4d.pad300*- Arthdane Sarkanaroka Human Cleric (Herald Caller)*Aspiring Crusader*
5.grimdog73-??
6.Nazard-Tippy Fullbottle Halfling Rogue {Unchained} (Scout/Knifemaster) *Former Slave*
7.Ouachitonian-Chalkou Half-Orc Fighter(Armiger) *Hellknight Armiger*
8.TheWaskally- Arcanus Julum Human Bard (Archaeologist) *Azlanti Historian*
9.Euan- Govannon Gittins Human Magus (Hexcrafter) *Merchant Connections*
10.Nightfiend- Leya Dawnbringer. Aasimar {Angelkin} Inquisitor (Sanctified Slayer) *Aspiring Crusader*
11.BelacRLJ- Eltand Hillhold Halfling Summoner{Unchained}(Devil Imposter *Reformed Bandit*
12.Escharid Blackrose-??
13.Edeldhur- Edeldhur Elf Wizard (Evoker) *Goldenfire Initiate*
14e.Smiles-a-lot*-Roolp Grippli Male Ranger (Poison Darter/Trapper) *Echo Wood Native*
15.Hrothdane-Genevieve Human Slayer *Reformed Bandit*
16.rdknight-Carmine Jolanka Human Bard(Dirge Bard/Sound Striker) *Merchant Connections*
17.AGamer70* ??

---------------
original thread
Zelker
Sodium Telluride
Brother_Guiness
Jeruru
Trawets


Ok. Considering an alternative. Will there be downtime for crafting?


2 people marked this as a favorite.

Doubtful for too long. But its up to the party. Just dont be surprised if things move in to levels cleared while youre gone 'crafting'


And here is the full build for Eltand Hillhold. I'd adjust some things based on the final party makeup, but it's pretty much set.


Name: Quinby Thriver
Race: Halfling
Class: Alchemist (Grenadier)
Starting Wealth: 3d6 ⇒ (3, 5, 2) = 10 x 10 gp
Campaign Trait: Darklands Delver
Motivation: Quinby has left Leidstadt University under a cloud. Though he had a flair for alchemy, he spent too much time carousing with his dueling fraternity and not enough time studying history, ancient languages, or any of the other disciplines relevant to his declared field of archeology. He became an embarrassment to his mother--a tenured professor with academic and political ambitions--and at her insistence is spending a year abroad.

His pride stung, Quinby intends to return to Lepidstadt in honor, having led an archeological expedition to rival even the exploration of Kalexcourt. The Emerald Spire, so near the borders of Ustalav, would be the perfect site. Unfortunately, the journey to Fort Inevitable was more expensive than he expected--who knew there would be so many bandits on the way, or as many pubs?--so first he must raise new funds as best he can in this city of rude Chelish humans. Only respect for (and, to be perfectly honest, fear of) the Hellknights has limited his retorts to the people who call him "slip" to cutting words instead of bombs.

GM Michael, I'm perfectly willing to do all the crunch, etc. if it helps you reach a decision about who to accept. Let me know if you want that, or if you have any questions.

Liberty's Edge

1 person marked this as a favorite.
GMMichael wrote:
Doubtful for too long. But its up to the party. Just dont be surprised if things move in to levels cleared while youre gone 'crafting'

Mwahahaha!


Ugh, guess I should have stayed up a bit longer laat night to post my alchemist.

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