Bountiful (Ad)venture: DM Yttras's Ruins of Azlant Table 1

Game Master Yttras

Current Date: 25th Gozreh, 4717 AR

Roll20 link


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It's not personally my custom to do RP in Recruitment threads, as it has always felt a bit to me like lobbying for selection (even though that may not be the intention). If we are selected I would be happy to have many conversations between Brother MacLaren and Alexandr.


Ability roll 1: 4d6 ⇒ (3, 4, 3, 6) = 16 - 3 = 13
Ability roll 2: 4d6 ⇒ (5, 3, 6, 4) = 18 - 3 = 15
Ability roll 3: 4d6 ⇒ (1, 5, 4, 2) = 12 - 1 = 11
Ability roll 4: 4d6 ⇒ (6, 4, 1, 1) = 12 - 1 = 11
Ability roll 5: 4d6 ⇒ (4, 5, 2, 1) = 12 - 1 = 11
Ability roll 6: 4d6 ⇒ (4, 1, 3, 5) = 13 - 1 = 12
Ability roll 7: 4d6 ⇒ (4, 2, 3, 5) = 14 - 2 = 12


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Ellioti wrote:
@DM yttras, if I wanted to play an Oracle with the Ocean's Echo archetype, do you require the Racial Heritage (Merfolk) feat, or would you handwave that race restriction?

In that specific case, I'm going to handwave the race requirement. There's nothing inherently merfolk about an oracle with bardic performance in my mind.

Silver Crusade

would you allow a merfolk in this game? I've had a great idea for one if allowed.

Scarab Sages

Gotta at least see what I can get with the dice...

Ability Roll 1: 4d6 ⇒ (2, 2, 1, 6) = 11-1=10 (Drop)
Ability Roll 2: 4d6 ⇒ (2, 5, 4, 6) = 17-2=15
Ability Roll 3: 4d6 ⇒ (4, 6, 5, 6) = 21-4=17
Ability Roll 4: 4d6 ⇒ (6, 4, 3, 3) = 16-3=13
Ability Roll 5: 4d6 ⇒ (1, 3, 6, 2) = 12-1=11
Ability Roll 6: 4d6 ⇒ (5, 4, 3, 3) = 15-3=12
Ability Roll 7: 4d6 ⇒ (4, 1, 2, 5) = 12-1=11

Works for something like an arcane caster at the very least. I'll think on it.


rorek55 wrote:
would you allow a merfolk in this game? I've had a great idea for one if allowed.

While I have nothing against someone playing a merfolk PC in principle, it would be very difficult to work around a 5 ft. land speed in a surface colony. If your idea covers that difficulty, I'd be happy to hear it.

Silver Crusade

certainly, I'll be taking the strong tail alternate trait for a 15ft land speed, and a swim speed reduced to 30ft. Also, I'll be taking air/water elements at 1/7th respectively (most likely) or reversed. Either way, they will eventually have a permanent fly speed as the fly spell.

I'll get to writing up the background, and I'll probably end up taking the trait following in footsteps.


rorek55 wrote:

certainly, I'll be taking the strong tail alternate trait for a 15ft land speed, and a swim speed reduced to 30ft. Also, I'll be taking air/water elements at 1/7th respectively (most likely) or reversed. Either way, they will eventually have a permanent fly speed as the fly spell.

I'll get to writing up the background, and I'll probably end up taking the trait following in footsteps.

Go for it, then! Looking forward to see your full character.

Silver Crusade

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I forgot to ask, I assume we aren't using the elephant in the room feat tax rules?

And yes, I really like them so far, I wanted to keep the bright-eyed, optimistic personality and I think It will work very well.

And after all, flying is just swimming in air! haha.


As the name suggests, I’d be up for exploring some ruins.

4d6 ⇒ (2, 1, 2, 3) = 8
4d6 ⇒ (6, 1, 3, 5) = 15
4d6 ⇒ (5, 4, 4, 2) = 15
4d6 ⇒ (2, 3, 6, 5) = 16
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (2, 6, 1, 2) = 11
4d6 ⇒ (6, 1, 1, 1) = 9

That’s an interesting spread. I’ll have to consider what to submit.

Thanks for running a game, Yttras!


Caroline Callingwood
( Human Druid - Neutral Good )

Thank you for your consideration.


rorek55 wrote:

I forgot to ask, I assume we aren't using the elephant in the room feat tax rules?

And yes, I really like them so far, I wanted to keep the bright-eyed, optimistic personality and I think It will work very well.

And after all, flying is just swimming in air! haha.

I Believe we do. OP stated so somewhere on page 1 or 2

Silver Crusade

Ah, cool. That makes things a bit nicer then haha.


Ellioti wrote:

4d6 17

4d6 13
4d6 16
4d6 12
4d6 12
4d6 16
4d6 13

nice! I always wanted to play a more aquatic focused campaign with a druid.

Here's a link to my submission

Not a druid as originally thought, but a Dual-Cursed Oracle VMC Sorcerer

crunch-wise he used to be a high level pirate, but fogot all his skills and lost his mojo. People also don't remember him.
During your campaign, he will hopefully remember his skills (i.e. level up)


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Ellioti wrote:
rorek55 wrote:
I forgot to ask, I assume we aren't using the elephant in the room feat tax rules
I Believe we do. OP stated so somewhere on page 1 or 2

He provided a link to the download site for version 3 of the Elephant in the Room ruleset pdf.

Silver Crusade

first draft background for Xander:
They have always been, different, from others of their race. While most Merfolk were content to stay in the deep waters, Aenon always felt called to the surface.
That isn't to say he didn't love the water, indeed he did, yet he also loved the sensation of "air" on his skin, the spray of water, and felt more at home in the wind and rain than he did underwater. Whats more, at the age of 11 he seemed to manifest powers that allowed him to manipulate wind and lightning. This, along with his fascination of the surface world led him to being considered an eccentric. Worse still, Aenon always found it difficult to carry a musical tune with his voice. He could, at least for simpler melodies, possibly even good among humans and the like. But still struggled with many which caused an even further alienation from his people. The final straw came when both of his parents were slain in a battle against sahuagin. This removed any doubt from his mind. He was cursed, and should he remain here he would bring further harm. He left, self imposed exile at the age of 12 Though, a better word may be he ran. He ran, or swam, away from many things

He eventually ending up getting caught by a trading and fishing vessel, injuring his tail in the process, where the captian had determined Aenon would be taken and sold as an exotic "servant" in Cheliax. Yet, despite this luck seemed to finally give Aenon a break. A terrible storm blew in when the vessel was nearing the shoreline causing it to nearly capsize and run aground on a dangerous reef freeing Aenon. However, his tail was terribly injured in the process, a large fracture of wood from the main
mast splintered off, and stabbed entirely through his tail. Kept conscious purely from adrenaline, he floated along at the mercy of the tides and currents barely able to give any direction before finally losing consciousness. He awoke in a warm, quaint cottage laying in a bed. He could hear the crash of waves not far away and upon leaning up saw a woman seemingly at work cutting vegetables. After a long talk, he discovered he had drifted ashore not long after the storm passed through.

The family living in the house he woke up in had taken him in and tended his wounds. He'd been asleep almost a week, and to his displeasure was unable to move due to his terrible wound. So, with no other choice he remained in their care for nearly 4 months as his tail fin fully recovered. Despite his first real experience being a poor one, Xander chose to believe in people and opened up to the family. During this time, he grew close to the family and, having no where else to go, decided to stay when they offered him the chance. So for the next 5 years of his life, he lived with them. Helping Varrian, the father and his eldest son Cedric with their fishing.
He watched the two younger siblings when they played in the ocean as well. Thanks to spending a large portion of his time out of water, the musculature in his tail changed, making moving on land easier
though the more bulky nature of it, alongside his wound never truly healing fully caused his swimming to suffer.
Things went well, and it seemed Xander, as the this was the name he had given to himself after leaving his old home, had finally found a place he felt he belonged.

However, word came that there was going to be an attempt to colonize some islands by the venture company. Both Varrian and Maria, having lived a coastal life their entire lives, were accepted as settlers to be sent on the first round. Xander had been just too young to make the cut. They had had little word from them, and when the call went out for a second phase of colonizers, Xander was one of the first to apply after a heated discussion between him and Cedric about who should remain to care for their two younger siblings ending with Cedric being deemed best to care for them alone.

Here is the crunch for them.

I'd love to hear any feedback you had on them.


rorek55 wrote:
I'd love to hear any feedback you had on them.

On a cursory check, the stats seem very interesting.

Silver Crusade

Really? well I suppose thats good haha.

Also, I scoured the web for a decent picture to help get an image for him, I was amazed to find that... well, lets just say most of the merfolk images I found are... flamboyant. Yeah, thats good word.

Anyway, I did find one that matched well enough with how I wanted them to look, with Amethyst colored scales and violet eyes.


Rolling is always fun
4d6 ⇒ (6, 1, 3, 1) = 11 - strike
4d6 ⇒ (2, 1, 2, 6) = 11 - 10
4d6 ⇒ (5, 1, 5, 2) = 13 - 12
4d6 ⇒ (1, 4, 3, 4) = 12 - 11
4d6 ⇒ (1, 2, 6, 3) = 12 - 11
4d6 ⇒ (3, 5, 2, 6) = 16 - 14
4d6 ⇒ (3, 5, 3, 2) = 13 - 11

= 10 pt buy. Sigh. (But still fun.) Switching to 20.

Considering a spiritualist sailor with a secret, a Queequeg type who's being haunted by his own future ghost and believes he's doomed to die in Azlant. Will update with more background.


How did I not see this thread until now? Welp, I can roll dice now and then go to bed dreaming of a character concept! Excited!

4d6: 4d6 ⇒ (2, 4, 5, 1) = 12 11
4d6: 4d6 ⇒ (1, 4, 6, 4) = 15 14
4d6: 4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6: 4d6 ⇒ (3, 5, 1, 1) = 10 9 (drop)
4d6: 4d6 ⇒ (3, 5, 4, 5) = 17 14
4d6: 4d6 ⇒ (6, 4, 6, 1) = 17 16
4d6: 4d6 ⇒ (4, 6, 5, 1) = 16 15

Now that's a spread!


Ok, populated an alias.

Here's the stuff to make it easier to look at.

crunch:

Marvin Rogers
Male undine swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 275)
NG Medium outsider (aquatic, native)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 14 (1d10+4)
Fort +3, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee rapier +6 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 12, Wis 16, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Weapon Focus (rapier)
Traits employee
Skills Acrobatics +6, Bluff +3, Craft (ships) +3, Diplomacy +6, Perception +7, Profession (sailor) +7, Sense Motive +7, Swim +11
Languages Aquan, Common, Elven
SQ amphibious, swashbuckler finesse, water sense[ARG]
Other Gear chain shirt, rapier, 180 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swim (30 feet) You have a Swim speed.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.

background:
As the song goes, Marvin is the son of a son of a sailor. His dad, Thomas, had a fling with a Marid, and Marvin was the result. Mother had business back on her home plane and left them while Marvin was still an infant.

Thomas, with Marvin in tow, kept up his profession as a sailor. The Andoran maritime service is always quite busy, and they actually still do a bit of privateering against Chelaxian slavers. Marvin learned to be an expert in all aspects of life on a ship both sailing and maintenance of the vessel. His ability to breathe water made repairs below the waterline much easier. The crew took him on as a mascot of sorts teaching him what they knew, and this included work with a rapier.

After years of service on a variety of ships Thomas and Marvin finally ran into some poor luck and their ship was smashed by a dragon turtle on the Arcadian ocean. Marvin, bceause he could breathe water was the only survivor. He was knocked out in the attack, but woke under water.

Able to survive in the ocean without much trouble, he did eventually find a passing vessel and was able to return to Andoran. However his love for sailing was no longer there. He sailed for a while for the Bountiful Venture Company, but when an opportunity to work in a new colony came up, he leapt at the chance.

Now he’s on the Peregrine. While he is a colonist(soldier), he does help out with the sailing since there’s never enough hands for the jobs that need to be done.


Question for the DM before I step out: would dual talent human be seen as exotic? I think it fits the backstory I am going with, but it's not needed. Going to run an errand and then get right to the crunch.


Ooh! I have a character that was all ready to start this campaign when the rug got pulled out under him. Sea Ranger is my half-elf druid. I might need to tweak him a bit to fit your standards, but otherwise he's pretty much already set to go. I'll roll his stats though, to see what I can manage to get.

Ability roll 1: 4d6 ⇒ (4, 1, 1, 1) = 7 6 (Drop)
Ability roll 2: 4d6 ⇒ (2, 5, 3, 5) = 15 13
Ability roll 3: 4d6 ⇒ (3, 2, 5, 4) = 14 12
Ability roll 4: 4d6 ⇒ (1, 3, 1, 2) = 7 6
Ability roll 5: 4d6 ⇒ (3, 5, 4, 2) = 14 12
Ability roll 6: 4d6 ⇒ (4, 5, 3, 4) = 16 13
Ability roll 7: 4d6 ⇒ (3, 2, 2, 5) = 12 10

Wow... not a single '6' on the die and a whole lotta low scores. I'll have to look and see if this is less than the point buy and go from there.


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Anastasia Armat wrote:
Question for the DM before I step out: would dual talent human be seen as exotic? I think it fits the backstory I am going with, but it's not needed. Going to run an errand and then get right to the crunch.

I wouldn't say particularly so.


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Sea Ranger wrote:

Ooh! I have a character that was all ready to start this campaign when the rug got pulled out under him. Sea Ranger is my half-elf druid. I might need to tweak him a bit to fit your standards, but otherwise he's pretty much already set to go. I'll roll his stats though, to see what I can manage to get.

[dice=Ability roll 1]4d6 6 (Drop)
[dice=Ability roll 2]4d6 13
[dice=Ability roll 3]4d6 12
[dice=Ability roll 4]4d6 6
[dice=Ability roll 5]4d6 12
[dice=Ability roll 6]4d6 13
[dice=Ability roll 7]4d6 10

Wow... not a single '6' on the die and a whole lotta low scores. I'll have to look and see if this is less than the point buy and go from there.

That's a six point buy unless I'm off on my math.


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drbuzzard wrote:


That's a six point buy unless I'm off on my math.

Its a ten point buy even if the six were a ten. I think its actually a four point buy :(


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Oh yeah, the 6 and 7 are -2 each, so 4 point buy.


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Not the worst point buy so far, but impressively bad non the less!


Made the mistake of trying to do the whole thing in one afternoon. Should be finished tomorrow. Thinking of a ragechemist/barbarian. Got a nice idea for a backstory and motivation.


4d6 - 3 ⇒ (5, 3, 3, 5) - 3 = 13
4d6 - 2 ⇒ (2, 5, 5, 6) - 2 = 16
4d6 - 1 ⇒ (5, 1, 1, 4) - 1 = 10 Drop
4d6 - 1 ⇒ (5, 3, 1, 6) - 1 = 14
4d6 - 2 ⇒ (2, 6, 4, 5) - 2 = 15
4d6 - 3 ⇒ (3, 3, 4, 5) - 3 = 12
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11

Wow, these are strong stats. I will kick around some ideas. Would you be open to the concept of a Tian explorer? Not sure if they would be Tian human or some other race; leaning human but also tempted by a long-lived race.

Also thinking Warrior Poet Samurai. I've never tried to build one, but I want to do something that's martial but not a monk.


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Alexandr Sergejevich Kerensky wrote:
Not the worst point buy so far, but impressively bad non the less!

There was worse? Now I gotta go back and look.


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drbuzzard wrote:


There was worse? Now I gotta go back and look.

Someone managed a -1!


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Managed?

Suffered.


"Sorry, but a toll is a toll, and a roll is a roll, and if we don't get no tolls, then we don't eat no rolls."

Ability Roll 1: 4d6 - 1 ⇒ (2, 2, 1, 4) - 1 = 8
Ability Roll 2: 4d6 - 1 ⇒ (4, 2, 1, 1) - 1 = 7 (Dropped)
Ability Roll 3: 4d6 - 1 ⇒ (2, 5, 6, 1) - 1 = 13
Ability Roll 4: 4d6 - 3 ⇒ (4, 3, 6, 4) - 3 = 14
Ability Roll 5: 4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
Ability Roll 6: 4d6 - 1 ⇒ (1, 3, 5, 1) - 1 = 9
Ability Roll 7: 4d6 - 1 ⇒ (5, 1, 3, 2) - 1 = 10

With a 8-point buy, I don't think we'll be eating those rolls.

I'm getting ready to start taking a look over the player's guide while I try to get an idea of what I would like to play.


Bit more on Rilembi "Rile" and Dead-Rile

background:
Rile is going to die; his ghost keeps telling him so. He just doesn't know where.

Raised by his aunts in Bloodcove, Rile began sailing as soon as he was old enough, working fishing vessels, traders and the occasional pirate raid. Rile developed a reputation as a good-luck charm after finding a lost cache of treasure, seemingly by just wandering around the beach. Word got around — "The boy can SMELL gold!" was the rumor — and Rile never really worried for work after that.

He worried about other things though. Glimpses of something following him out of the corner of his eye. A shadow that seemed too large or misshapen. A gnawing sense of dread that he couldn't put words to — until some years ago when he was first visited by Dead-Rile, a terrifying spirit who claims to be Rile himself from beyond the grave.

At first Rile was panicked. He fled through the city, screaming, but could not escape the apparition. Desperate, he made to throw himself from a rooftop, but Dead-Rile explained coldly it wouldn't work — Rile’s doom wouldn't come until he reached the shores of (unpronounceable word).

Then he was confused. His voyages had taken him a long way and he had never heard of (unpronounceable) nor seen it on any map. No other sailor had, either. Yet Dead-Rile maintained it/he had died there.

Finally, he was emboldened: This ghost said Rile's death would come in (unpronounceable)? Then he wouldn't go there. He was a valued enough sailor that he could choose his voyages; stay to the maps he knew and — by the ghost's own admission — he'd be safe.

He tries not to think too much that Dead-Rile might not be telling him everything …

description:
Lean and weathered and looks older than he is. Partly that's the result of a seafaring life spent in the sun and salt. Partly it's that he's already heard his death sentence.

His eyes are one sign that he's not all he appears. They're too deep, and sometimes change color, as if there's another person back there.

His hair is dreadlocked and typically pulled back, to keep it from getting tangled in ropes. His hands, feet and arms bear a variety of sailing tattoos: A coiled rope (signifying his role as a boatswain); A fully rigged ship (an ocean crossing); The pig and rooster (good luck); a swirling eye (a symbol of the Abengendo hurricane); an eight-pointed star; "wind" and "wave" spelled on his knuckles.

Dead-Rile, meanwhile, resembles a monstrous version of Raj himself. Its eyes are red and too large; its arms are overlong; the tattoos are twisted versions of the originals: A broken rope; snapped mast, a skeletal bird, etc.

WIP numbers:

Rilembi “Rile” and Dead-Rile
Human Spiritualist
N Medium Humanoid
Deity: Shimye-Magalla
Init +2; Perception +7
-----------------
DEFENSE
-----------------
AC 15, touch 12, flatfooted 13
HP 11 (1d8+3)
Fort +4, Ref +2, Will +5
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Kukri +2 (1d4+2/18-20)
Ranged Javelin +2 (1d6)
-----------------
STATISTICS
-----------------
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 8
BAB +0; CMB +2; CMD 14
Feats Toughness, Emotional Conduit
Traits Sea Souled, Expert Explorer, Empathic Diplomat
Drawback: Superstitious
FCB Spiritualist +1 Skill Point
Skills (6 per level)
Sense Motive 1 (+7, +10 w/phantom)
Knowledge (Nature) 1 (+4)
Heal 1 (+7)
Diplomacy 1 (+4, +6 w/phantom)
Perception 1 (+7)
Survival 1 (+7)

Background Skills Profession (Sailor), Know (Geo)
Languages Common

Equipment: leather armor,
Spells Known: Surge of Adrenaline, Shield, Alarm


Here’s my submission for Trisk, a (mostly human) undine watersinger bard. Background, description, and personally are included on the sheet. I’ll build an alias if selected.

Trisk character sheet

Thanks again for running.


Ruin Explorer wrote:

Here’s my submission for Trisk, a (mostly human) undine watersinger bard. Background, description, and personally are included on the sheet. I’ll build an alias if selected.

Trisk character sheet

Thanks again for running.

You're very welcome. Thank you for the submission.


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hustonj wrote:

Managed?

Suffered.

An impressive achievement nonetheless good Sir!


GM, I’ve got a gnome sorcerer that made it through the first book before the game crashed down a couple years ago.

It was literally the most fun I’ve ever had in the first book of any AP I’ve experienced. I’d love to dust him off, and have leveled him back down to first level. I can keep my knowledge separate through the first book.

Please feel free to look at my posting example in his alias. I’d be happy to make any changes and take any suggestions necessary.

Thanks so much for the consideration. At least the first book is an amazing experience!


I have everything finished except the progression/party role and description of the character. I'm going to get something nice written up there, but wanted to offer Anastasia for inspection. Yesterday was a bit hectic between drill/moving/sick family, so I apologize for being a day later than I said.

Ana is starting alchemist (ragechemist) before going into barbarian. A frontline character with a good traveling skillset. Her main role will be to absorb or prevent danger to the party and overcome physical obstacles.

Personality wise she is proud, independent, and insecure. A fledgling explorer and unproven castoff.


I offer Nikonder Ericson, Nik to his friends, for consideration. A ranger and bowman who knows forests and can handle himself at sea as well. As a follower of Erastil he is focused on family and community and will be quite protective of his new colony. He will even care that the colony becomes a successful at trade.

Just for fun, at third level he will totally be surprised to learn of his shapeshifting abilities Arcetype suggested by the APwhich are an unexpected gift from his druidic mother.

I am a regular poster and do not envision any issue with daily posts. I reluctantly ended my background story just short of being selected as a colonist. This prevented me from exploring and proposing specific relationships with the NPCs. If this is an issue I would be happy to revise my background to include being selected and building those relationships.


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Submission List:

Done or Mostly Done
AceofMoxen (Bethany Ramil)
Aldizog (Brother Jasper McLaren)
drbuzzard (Marvin Rogers)
Elloti (Captain Jack Harrow)
Gerald (Nininox Ambershale, XIV)
Herkmyr the Silly (Mordeki)
hustonj (Luimener)
infomatic (Rilem)
Ironperenti (Alexio Casara)
JonGarret (Shalluk)
KingHotTrash (Baern Holderhek)
Malinor (Imrik Farstrider)
mightypions (Alexandr Seregejevich Kerensky)
Mr. Minotaur (Kriznox Haab)
Mythicman19 (Karsten Monsen)
Nazard (Chatah "Rock" Dives Like Rock)
Patrickthekid (Lily Le)
rorek55 (Xander Reef)
Ruin Explorer (Trisk)
Skorn (Nikoder Ericson)
Solicitor (Tálan of Cormentyn)
Songdragon (Caroline Collingwood)
SqueezeMeNow (Anastasia Arma)
Stiehle (Sea Ranger)

Partly Done/Concept
Linnea the Diviner

Here's the submission list. We have a lot of good submissions, so I'm going to cut things shorter than I'd planned, and end recruitment on the 15th at 11:59 PM Eastern Time. I'll review all the submissions at that point, and hopefully have my 5 picks posted by the 22nd or 23rd.

I've see a lot of good characters, so I may end up making two tables if the choice is too difficult. But in any case, I'll try to let the lucky adventurers among you know by before Christmas, with a discussion post up by New Year's Eve, and an opening gameplay post by New Year's Day.


Good luck to DM Yttras at working through the list and making his choices.

I hope whomever is selected manages to help provide him a long, entertaining game! Not to mention each other.

Including the partially complete Diviner, he has literally 5 submissions for every spot he's promised to select.


Wow, there are a lot.


That is quite the selection. Good luck to everyone!

Dark Archive

Sounds great! Good luck everyone.


Best of luck!

Radiant Oath

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I hope everyone else had the same fun I did making a character for this.


I could have made anything with the rolls I got, so I used the usual method of parsing down character concepts. Going with one of the more strength based/frontline builds. Always seems to be a shortage of those in recruitment threads. Not so much this time! Even got a muscle wizard!

I will be sure to get a good description of Anastasia up tonight so she is 100% when you close recruitment. Hopefully I can get some of that individual flavor in there to make up not going deep into her backstory. I feel like I didn't get her personality to shine through in the plot summary.


Good luck, and thank you for triggering my creativity, Yttras.

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