Warden's in Wonderland (Inactive)

Game Master Kazmanaught


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Welcome! I'm probably going to make a DM profile for this game, so as to not ruin the immersion with a Starfinder robot profile picture.

Feel free to shuffle a few skill points around based on who else got in. This would be a good place to discuss which teamwork feat you all want to go with as well. I'm going to work on a gameplay post now.


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Hello everyone! I nominate Stealth Synergy as the teamwork feat because having the entire party pile their stealth ranks together with the single highest roll for stealth checks seems on brand for government agents.

I didn’t look over the teamwork feats exhaustively. I spent most of the week figuring out the genealogy/history of the various houses of Welf and nearly missed getting my crunch sorted, so if I am misreading or overlooking something obviously better please mention it!

About Margarett: in combat she’s a moderately efficient gunmage. The plan is a lot of spell combat, not a lot of spellstrike. I didn’t take the maximum murder options, so we’re not intensifying spells. Maybe in the future we’ll try our hand at buffing/debuffing, for now we have daze and shoot someone as our usual action. Outside of combat she’s approximately a bad wizard with better physical scores than the typical bookish elf.

Her skills can move around, but she needs to keep linguistics/know-nobles/spellcraft, and should not pick up sense motive to align with her background as it stands, which is a fair chunk of her skill points accounted for. If someone else has knowledge skills we can specialize, if no one else has knowledge skills I’ll add more to get identification checks.

Languages right now are Aklo, Aquan, Common (English), Draconic, First Speech, Greek, Skald (Scottish).

Excited to read more of each other’s backstories now that we know who the party will be.


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Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

Howdy y'all, excited to putter round with you fine folks! I've no strong opinion on our first Teamwork feat yet, but Cash would strongly prefer not Bonded Mind, out of a fervent mistrust for magic.

I put together a skills sheet for us from one a previous game used to help us compare, hope the colors are alright with everyone. Some interesting things there.

Cash is primarily a front line fighter, he was a boxer in his youth and has kept it up as a hobby in his retirement, in rage he'll be punching folks, tripping people, shooting 'em and smashing them in the face with his own, but he's also an effective face, able to shift attitudes 3 steps rather than 2 thru diplomacy, and especially good at bluffing and bullying folks.

Let me know if anyone thinks their backstory might find space to tie into his, but I think he works well as an outsider, :)

I made the decision to pay for a coterie to follow him (a little less than 5 gold a day), I have no idea how this will pan out in game, if they'll only be there to serve him at base camp and/or in London, but I'd love help coming up with names for his valets and footmen.


Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

"Trooper Ranveer Singh reporting for duty, sah!"

Looking forward to this game folks - very unique concept with some suitably unique characters.

Ranveer is a sapper and a rifleman (Fighter VMC Rogue), but his Sikh culture means he's just as likely to charge and engage in hand-to-hand. Built him to be equally adept at both, and have also played up the cultural valor and credo of the Sikhs with Bravery feat that allows everyone to benefit from the class ability (a bonus Teamwork feat if you will :).

Speaking of Teamwork Feats - currently have Precise Strike which he selected in tandem with Angus (with whom he shares a chequered service history). Open to suggestions though if the group prefer a united way forward.

Ranveer is pretty skilled for a straight up Fighter, and has well balanced saves and bonuses, and does pretty well with what he has. Good all rounder and bloody good chap to have in ones corner!


I'm incredibly tired, but I got a post up in gameplay! A little barebones, but as I said, I'm still new to GMing PbP. Hope to get another few up tomorrow (later today depending on your point of view), but it also depends on how many people dot in.


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GM Kaz thanks for the invite, I look forward to playing Angus again.

Incredibly tired? Tell me you didn't stay up till 5 in the morning :) Looks like we're just waiting on Lionel Ravenstone and myself to check in.

Stealth Synergy (Teamwork)Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Nice, I like that everyone's modifiers get added. I also like Bonded Mind and Precise Strike. but precise strike is out for Angus due to taking the feat at first level and his BAB.

In this iteration Angus leaned rogue instead of slayer, to maximize dex benefits and to get all the fun skills. He has disable device covered and a smattering of knowledge skills at + 5(dungeoneering, geography, history, local and nature)

GM Kaz, a question about languages, do we follow the 'pathfinder human rule' that humans get common and cultural language? So Angus would start with the Queens English and Scottish Gaelic?

Ok, will get a post up in a few minutes (probably a couple hours) after I get a little coffee in me.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Thanks for the pick DM.

I had chosen Bonded Mind as my teamwork skill, but fine to switch to Stealth Synergy if we are all agreed.

Can't really coordinate backgrounds with anyone unless you don't mind that my character won't remember you.

On the other hand, I do have room in my backstory for a confidante that is helping me hide the fact that I lost my memory... I think the DM had some ideas along those lines, but not sure.


Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

@Cassius: Great sheet, some very interesting skills results there and its good to have them as a handy reference.

Have dropped Precise Strike as Ranveer's Teamwork Feat. Also not fussed on what we select, but Stealth Synergy does seem damned handy.

Just finishing up spending coin and final outfitting.

Where's everyone situated globally (if you don't mind me asking) - just so we can get an idea of time zones and posting trends etc.

I'm just outside Aberdeen, NE of Scotland, about an hour and a half North of where Angus' ancestral home :) so GMT+1


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Ok, sounds like Stealthy synergy is the first level Teamwork feat. Darn that low BAB

I still need to finish purchases; did anyone purchase a mount? I'm still waiting to hear from GM Kaz to learn if the Wardens of the Wyrd provide ammunition. I asked in recruitment

An hour and a half from Angus ancestral home.... no pressure there :)

I'm across the pond... Central Ohio, about forty five minutes north east of Columbus OH. EST I believe with daylight savings time it's GMT-4

Median, you don't want Angus as you confidante, half the people in his life are trying to convince him his own memory isn't real!

Well, I have finally gotten that cup of coffee, actually two, so will go post.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

Okay, switching to Stealth Synergy. I'm in the US (Mountain time zone) as well, but work really early in the morning, so will likely be on at odd hours.


I have to admit, lots of familiar 'Faces' :)


HP: 24 | AC: 18 (T13, FF15) | Init: +3 | Perception: +9 | Saves Fort: +3 Ref: +6 Will: +4 *+2 vs fear | CMB: +3 | CMD: 16

Hey folks, looking forward to getting into things! Stealth synergy seems like a good option for the teamwork feat.

I’m in California myself.


HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

I'm CDT (Central Daylight), UTC-5, GMT-6.

Ranveer Singh wrote:


I'm just outside Aberdeen, NE of Scotland, about an hour and a half North of where Angus' ancestral home :) so GMT+1

You're closer to Margarett's ancestral seat than I am then. Keep me honest, please.

Angus and Margarett almost certainly know of each other, and might even know each other directly. Lord's choice how they got along or what they heard of each other as children.

I don't see an easy way to tie backstories together with Cash, but M will appreciate his drive to be known. They'll probably get along (in)famously.

Lionel and Margarett are like two paths diverged in a wood, it's been neat to read over him and see the little mechanical bits and pieces that I thought about.


In my post, after I read Margarett's, I assumed they knew each other, if not acquaintances at least having met and heard of each other by reputation.

GM Kaz, I've assumed, humans get common and their local dialect, so Angus speaks: English, Gaelic Scotts, Latin, Punjabi, Sylvan

Edit: Yikes is UTC and GMT not the same? What is the world coming to? Now I have to rethink my time zone... It's 11:01 AM 11:02 AM right now. Ok, someone else can figure it out.


Viscountess Margarett Erskine wrote:
Angus and Margarett almost certainly know of each other, and might even know each other directly. Lord's choice how they got along or what they heard of each other as children.

How old is Margarett? Angus is 25, he has a younger sister that would be 23, and two older brothers, John 30, and Alexander 27, so even if they weren't 'dear' friends, she might have known one of his siblings.

Whatever that relationship was, you can determine, and Angus will have thought well of you because of it :)


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Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

I'm on the American East Coast, but work in tourism so my schedule is erratic.

Also idk if or when I'll be able to address this in character, but since it was brought up, Cassius is not a Confederate. As an out and visible lesbian in the American South, I couldn't in good consciousness play one.

Mental Hoops I've Jumped Thru to Feel Comfortable Writing this Archetypal Capitalist:
He's been away from the States since shortly before the War, but the bulk of his career was made in California which did not have legal slavery, and despite many (other) southern Gold Rushers bringing their family's holdings of enslaved people before the Territory's Constitution was drafted, Cash was not one of them, wanting to prove he could get rich "on his own" (and even tho he got rich by buying people off with his family's money, he doesn't understand the irony).

After that, he laid out rails and struck oil thru middle America and moved to New York City. New York was a Free state.

Like almost all rich Americans in the time period, he profited either directly or indirectly from slavery, but his was a more recent hand than many. Regardless of him or his children (now grown) not keeping folks hostage as their property, his parents and siblings would likely still be holding people in bondage (Sherman doesn't come to Savannah until November of 1864) and they would be sternly in defense of slavery as an institution. He also owned textile mills on the East Coast, therefore likely relied on Southern cotton, but that's hardly the tip of the iceberg when it comes to human rights abuses in textile mills.

Cash has grown to view the keeping of slaves as an immoral position, not because he views human life as sacrosanct, but because he views himself as above it. In his mind, the practice is for lesser men to engage in, people afraid of the capital risk present when you pay your workers rather than keep them in bondage.

He's also a realist and an English citizen. England abolished slavery in 1807 and from what he can see across the pond (what he might be able to tell from letters sent from family fighting on both sides), the South ain't winning.

He's not a good man, nor a hero, but we're playing colonizers. That's not the point. He's a scumbag, out to better his position no matter what. He thinks certain people deserve to be on the bottom, but unlike his countrymen, he just thinks they deserve to be paid.


Very cool, thanks for the explanation. I like how well you've thought it out and typed it up.

California, New York and his English citizenship may come up in conversations. I was just spit-balling mental reactions that someone might have to a southerner in Europe in the mid 1860's :)

I've played similar characters. Ulfins, or Northmen, who aren't necessarily trying to change their culture, but won't keep slaves, because they want to sleep at night and believe your less likely to get stabbed if the people are being paid and want to be there.


Gaelic is all good, and might be more useful than you might originally think! Wardens will provide ammo unless until something dramatic changes with England's bullet rationing.

Cash, I really like your description, thank you for writing that up!


Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

Great exposition Cash - thanks for giving us an insight into your creative mindset.

For my own take I'm not a Sikh (although sport a beard worthy of their culture), am trying to avoid too many of the tropes involved in writing Ranveer's voice and drawing inspiration from Captain Nemo in League of Extraordinary Gentlemen mixed with Billy Fish from The Man Who Would Be King. Regardless - have done a bunch of background research into the fascinating Sikh culture, and want to do it justice in my play.

@Margarett: Will do :)

Back to matters crunchy I'll run with Stealth Synergy also.

@GMK: Ranveer purchased ammo, but think it's justified as he as 15 standard rounds and 15 cold iron bullets + 30 metal cartridges. Think it's fair that he could resupply the standard rounds for naught from the Wardens, but makes sense to pay for his unusual ammo if you're happy with that?

As an aside to all, I also make a point of creating a Heroforge version of my PCs, something that helps me visualise them. I've linked Ranveer's version in his profile header. If anyone fancies me having a tilt at their PC let me know (appreciate not everyone has the time or OCD inclination that I do when it comes to Heroforge :)


HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)
Angus Elphinstone wrote:
Viscountess Margarett Erskine wrote:
Angus and Margarett almost certainly know of each other, and might even know each other directly. Lord's choice how they got along or what they heard of each other as children.

How old is Margarett? Angus is 25, he has a younger sister that would be 23, and two older brothers, John 30, and Alexander 27, so even if they weren't 'dear' friends, she might have known one of his siblings.

Whatever that relationship was, you can determine, and Angus will have thought well of you because of it :)

She's just out of University, so 22 or maybe just turned 23. Sounds like she and your younger sister were good friends. That works. She has several older siblings, but I didn't stat them out entirely so as to be able to better fit into the historical narrative if needed, but John and Francis are family names at this time so if you need to reference an older brother feel free, John would be the current Earl and John the younger Mar's heir general.


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Yes! That's a good point Ranveer, unusual materials would be normal priced. As an aside, I really appreciate the care and respect that went into all of these characters.


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Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

I'd imagine that both Margarett and Angus attended the Braemar Gathering in their time - it was quite the social event for the Highlands and Scots nobility, particularly as Queen Victoria herself often attended.


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)
Black Dow wrote:
I'd imagine that both Margarett and Angus attended the Braemar Gathering in their time - it was quite the social event for the Highlands and Scots nobility, particularly as Queen Victoria herself often attended.

That's a good point, and as Margarett's courtesy title is Viscountess Braemar she'd absolutely have attended once she was of age if only out of curiosity. (I missed this gathering when doing my research, now I have more amusing reading to do)

I haven't headed down the heroforge path because I don't know if they can do multicolor features (heterochromia/ombre), which is one of the flavor elements I have in my notes but realize I haven't added to the profile yet. (Time to fix that) If it can do color fades, feel free to give it a shot. In terms of equipment, a rifle and spellbook are the more important bits. She has ancillary blades because her older brothers insisted but she's much more likely to shoot someone than try to fence with them.

appearance notes:
Margarett was born with mild heterchromia (she has blue/green/grey eyes) and as she was accustomed to the occasional accusation of sorcery anyways before going off to university, her hair is now a self-pleasing (read somewhat shocking) flame ombre from dark red/brown (her natural color) down to the tips which have been rebelliously allowed to lighten in the sun. This is one of her attempts to -reduce- her attractiveness as a marriage target, as at this time dark soulful eyes and dark hair are considered the height of beauty.


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Median wrote:
On the other hand, I do have room in my backstory for a confidante that is helping me hide the fact that I lost my memory... I think the DM had some ideas along those lines, but not sure.

Now would be a good time to figure out if one of the PC's is going to be the confidant, or if it's going to be an NPC. I think the likely candidate would be the Viscountess, as an already established member f the Wardens, but I could see it being anybody should they want to work it into their backstory!

Alternatively, I have no qualms about making an NPC to help.


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Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

Went ahead and made a figure for Cash since it was mentioned, :)


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

What do you think, Magarett? Are you the type that would hide a sorcerer?


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)
Cassius P. Haigh wrote:
Went ahead and made a figure for Cash since it was mentioned, :)

Cash is great and I sincerely hope he is literally dropping victorian era capitalist gang signs every time he says money.


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

I think Margarett would be fine as a confidant if you want her as such, she'd have likely been worried that you were losing yourself in the project so if past you presented this as a chance to start over or a fresh beginning and asked her for help in the case that something went wrong that would probably resonate. She's a firm believer in redemption, and would not hold current you accountable for any, prior, transgressions. She'd probably be horrified that her friend didn't share the plan ahead of time, but it's happened now, best make the best of it. It's pretty easy to throw together a reasonable history of interaction either at University (Göttingen was my choice for Margarett) or in the Wardens themselves in these last two years.

She wouldn't view helping Median as hiding a sorcerer. After all, the law says a sorcerer must be under observation by a Warden, not that a sorcerer must be publicly declared. Similarly, the law seems to suggest a punishment for the creator of the sorcerer, not the sorcerer themselves. As the creator has vanished into so much smoke, that problem is behind us. Margarett is Lawful Good, not Lawful Stupid. As long as you don't go missing, she has no obligation (as I understand the rules in play) to report you. Should you go missing, she'd probably report you to the Director. She'd also, of course, encourage you to self-report once you feel settled enough in yourself to decide this is the life you want.


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

That sounds like it will work. I wasn't thinking of a Lawful character as a confidante, but it sounds like it will work, and should put a nice twist on things, having such an upstanding character defending her if it does become known.

As for history, Median won't know any of it, so you can say "you remember, at ____" anytime, and she will just nod along. :) She probably just read your name in the journals... her former self mentioned that you were trustworthy, a good friend, and interested in redemption, so Median felt like she could go to you for help. So, they definitely could have been friends at college and then joined the Wardens together. I mean, honestly, they could have any connection at all and Median would be oblivious, so feel free to invent and drop whatever bombs from the past that you like, since only you will know that. Median will only have a say in who she is *now* ... not who she used to be.

... And I am sure that she will have to out herself as a sorcerer at some point with the group at least, so self-reporting is likely going to be moot.


GM Kaz wrote:

Ratcliff gestures at the LTC Fitzgerald and The Most Honorable and Distinguished Gentleman Chantal Dupoint will be joining you on your expedition."[/b] Ratcliff grins humorlessly.

The LTC nods his head respectfully, and the lady curtsy's slightly. Neither say a word, their eyes scanning the room, boring into anyone who makes eye contact with them.

Ok, so two or three people are joining us? the LTC is Fitsgerald, and the Distinguished Gentleman is Dupoint, who is the lady doing the curtsying?


GM Kaz wrote:
Knowledge DC 15 The woman

hmmm, knowledge check on 'Woman' is that something from PF2 were incorporating...


Shoulda had the local tag, that was me just forgetting :)


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GM Kaz wrote:
Shoulda had the local tag, that was me just forgetting :)

That's ok, I was just trying to be funny...


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Crosspost with cash, ah well. We need to get into the field so I stop writing a page of dialogue every post. Margarett is long winded. Did my best to give people hooks to hang off of as needed, feel free to retcon.


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Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

@Cash: Just clocked that Ranveer's saves were low - are now correct (and looking far better!): +5F, +3R, +5W (+6 vs Fear)

Should you wish to amend your Skills Sheet Sahib :)

@Angus: Was looking through some Wonderous Items as Ranveer has some coin to spend - came across this if you want a great flavour item for a Scotsman (and even better it'll no break the bankie!): Caber Twig


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Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

Fixed! Thanks, Ranveer (:


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Oh now she has to like the director, tricky, and poor Median getting voluntold that she's in charge. Oof, that DC on knowing anything about the LTC is probably not happening, so I guess Mar's comment about colonel's was prophetic. Neat stuff.

I'll save another post for after we're on our way to avoid crowding the thread. Anything else we need to get done here GM Kaz?

The vampire comment, I am laughing.


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Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

Loving Cash being an opportunistic wheeler and dealer! :) Bravo.


HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Yeah the ambition is pretty great in this party. It’s easy to imagine we’re all prime vassal material in the eventual grand duchy of the Wyld sandbox however many years from now. Still, first we need to get on a train and into the wyld.


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

SM: 1d20 + 1 ⇒ (14) + 1 = 15

At Median’s apartment.

Margarette helps Median pack, folding each garment with a precise ease, then slotting a tiny flatiron into the case. She chuckles as the places the various tools into their hidden storage.

”To think father thought my time shadowing the valet was useless.”

A moment later she swears. Drat it all Median, she’s going to poke. She didn’t give you anything that day at tea, at least not that you told me. You were irritated all week because she’d said she had something as an excuse to have a companion for the rutgidge folly, and she took you to tea afterwards as an apology. Perhaps she meant to bring your sense of humor. Honestly, this is going to be impossible, you know that.”. She picks up one of the plants and moves it to the balcony. As she returns, she continues.

”The sooner you feel comfortable bringing her into your confidence the easier this will be. She’s one of the best of us, for all she isn’t a warden. Honest, Loyal, True. If you get her word, she will never break it.”. She moves another plant, careful of the thorns, then considers the easel and begins to break it down.

“She simply cannot get along with politicking and so she washed out when she tried for the AD posting, then left for the Order. It’s a better fit, everything in the order is tests and scores. Of course, that’s the downside of telling her. Tests, and an endless series of questions. At least we’ll be outside the empire, soon.”. She places the last of the painting supplies away, and snaps the case closed, before turning to look at Median and the trunk.

”I’ll keep you safe, whatever you decide, but you can’t stop me worrying any more than you can keep this secret forever. It would be good to have more friends. I’ll get this downstairs, and let you say goodbye. You know the maid will tend the plants.”. She leaves Median alone to think amidst her many missing memories, and takes the chest down the stairs with an easy grace that startles the doorman. When he looks at her she smiles brightly.

”Lovely day for an adventure, thank you for holding the door Samuel.”

The train, a conversation in,progress

”Cash, even you must admit that the endless frontiers exist to be ruled, and that rulership involves tending to the long term. You’d never have made a fortune with an eye only on the short profit, something always goes wrong and that type self destructs. We’re surveyors, for our varied interests. I just want us to keep the long term profit in mind while we go looking. Fields and streams might not seem interesting beside gold and magic, but they endure, and grow crop year after year after year. The wealth of nations, is land. All else flows from there, no matter the small achievements along the way. What lands would you seek for the empire? Or any of you? The traditional award for bravery is fief, and sudden, so best to think on it. Our small holding on the other side of the door is just the beginning, and the empire won’t make the mistake we made in the Americas”


Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

I do like the idea of using the Discussion thread for backposting also, but I also like it for discussions, lol, so I'll be putting all RP info in spoilers (which anyone can read but will address in the tag who it's at) and in RP posts all non spoiler info will be in OOC tags so that way it's still legible with the spoilers open.

DM, is Ratcliff still in the room with Samwell and me? The present company changes the tactic.


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Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh

@Cash: Same for me. Spoiler below is for all.

At Wellington Barracks:

At the Wellington Barracks, Ranveer makes his way to the Sergeant’s billet where arrangements had been made for him to be stay while the business with the Wardens was conducted. Stares from those posted within its corridors follow him with a mixture of curio and acrimony.

He catches the eyes of one veteran NCO, whose stare speaks of brave truths witnessed from campaigning in India. Ranveer nods in his direction before adjusting his turban purposefully. Within minutes he arrives at his chamber and enters.

Unpacking he arrays his weaponry, equipment and personal effects upon the simple cot, taking time to inspect each item before once again stowing them in their correct place. Then, with calm reverence, Ranveer folds a worn flag of the Sikh Faith before placing it carefully into his pack.

Rightfully so, the Gurdwara is always with me.

The Sikh soldier smiles wistfully, then performs a final inspection of his rifle and ordinance before donning his breastplate. His chakram positioned handily over his turban.

Hefting pack and rifle, Ranveer strides purposefully out to make his way to the station…
As he passes the gate, the Havildar notices the same haunted eyed veteran lurking nearby.

”Hold Sikhy!”

Ranveer halts turning a hard stare upon the figure, his tongue and action only staved by the three stripes and crown insignia of a Colour Sergeant.

”Yes Colour Sarjant sah!”

The tall, lean NCO leans toward Ranveer and he gruffly whispers;

”I know where you are going lad. Know what you’ll be facing…”

Ranveer continues to hold his eyes front;

”I’m about to get a train sah. Nothing more to say.”

The Colour Sergeant nods, then his eyes flicker to the shadows and back. He presses a cartridge box into the Sikh’s hands;

”A gift. Not to you, but to them you’ll meet. Not on the train Sikhy, but after. You’ll know. When you do, give them faery basterds my regards…”

Then he was gone.

Ranveer looked to the battered box, opening it carefully. Inside were standard .577 Snider cartridges, 15 in all, but with bullets of a dull, cold iron…


NG Female Human Aberrant Bloodline Sorcerer 3 | HP 20/20 | AC 13 / T 12 / FF 11 | Fort +2 / Ref +3 / Will +4 (-1 vs Compulsion) | CMB +2 / CMD +14 | Initiative +2 | Spells 1L 6/6 | Perception +8 | Active Effects: None

In response to Margarett's warning:

"I honestly don't see how you could trust her, especially after she entered the room right after there was talk of spies. No offense of course Margarett, but you trust too easily. I mean, you even trust me too easily. How do you know I won't go crazy like my alter ego did? The best of us? I am not convinced of that."

"So to handle this, let's see..."

She spotted just what she was looking for on the desk. A box, which probably had contained some earrings in the past when they were first purchased. She closed it back up with nothing inside, tied it with the original ribbon, and showed it to Margarett.

"This will do. I'll give it to her, telling her that I am returning what she gave me when we went to tea. Then the ball is in her court. I don't know what she is playing at. Wait... you don't think SHE, well, no of course *you* don't. You think she is the best of us... but what if SHE is the one that gave the original the dark book that drove her mad? That MUST be it! Why else is she picking at things like this?

She finishes packing and follows Margarett out, leaving the house in the care of the servants.


Ranveer Singh wrote:
"Blue is the colour of warriors Sahib... A good omen. We belong here."

Really....


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Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

Nvm on my earlier question, I found the answer in the thread, oops.

Back in the Drawing Room:
GM Kaz wrote:

As Cash is the only one who remains in the room with the Brigadier and Ratcliff, he is the only one who sees the Brigadier's grim little smile. "But of course Mr. Haigh. It would be rather boorish of us to deprive you of your usual accommodations while you are doing this valuable mission for Her Majesty, wouldn't it? Bring as much staff as you'd like." He takes a cigar.

For the sake of moving on, any further discussion between Cash, the Brigadier, and Ratcliff can be in the discussion page with spoiler tags. I'd love to see how this goes!

Cash does not correct the Brigadier, nor invite him to use his first name, keeping things formal. He lights his cigar first, then those of the other gentlemen. "Much obliged, Sir."

After a moment of idle chatter and a swig from a flask, he changes tack, directing his attention firmly to the military man. "Brigadier Samwell, if you'll permit me, I've two questions. I'm not one to bandy about the bush or couch things in pretense. No, I climbed to the very top of American industry in just ten years by being earnest, honest and straightforward. Now if we're to be working together, I need to know," he takes three slow puffs on his cigar, "how does a man get where you are? I know there's enough to be said for the power and strength of the masculinity inherently present in a military man, but as a man of ambission myself, I find myself routinely in a world more and more surrounded by those of a more delicate disposition in positions they did nothing to deserve. Dilettantes, dandies, debutantes, flourishing where an honest man suffers. But second," again he pulls on his cigar, letting the smoke drip out of his mouth, "I hope you know you can trust me, and Ratcliff here. Anything you need of us, anything I can do to help further the aims of the military, let me know. We'll be working together after all, and maybe a ambitious man such as myself to help accomplish your directives, for the sake of Queen, Crown and Country, I dearly want to know."

Fort Save vs Addiction: 1d20 + 7 ⇒ (13) + 7 = 20
How Long Fatigued, Dex Damage: 1d4 ⇒ 21d4 ⇒ 1
Bluff, Pass Secret Message to Samwell: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Hooray for Drugs!! Nat 1's aren't typically autofailures on skill checks, so this should pass the DC for pass along a simple message, Cash is (imo) pretty transparently saying he distrusts the women in power because they are women (an opinion he is hoping is shared by the Brigadier) and feels slighted and overlooked, wants to advance his station by turning coat and helping the military but is using flowery language to hide it from his supposed actual boss, Ratcliff
Bluff, Pass Different Message to Ratcliff: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 The complex message he is passing to Ratcliff is that this is a false flag and he is wanting to help advance the Director's goals by being let in on what the military's goals are
Diplomacy, Request of Samwell: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30 The extra +2 is from wearing fashionable accessories for London this month.


On The Train:
"Viscountess, what I'm most interested in, past the glory of Empire, is petroleum. Fey iron has remarkable use in alchemy and metallurgy, imagine gas lamps lit by fey crude, sparkling colors that glow for days upon days, what our nation's talented chemists and alchemists could create with it, perhaps pushing past perceived limits in alchemy like attaining youth potions or or or Greek fire!"


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HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2
Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)
Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Cash remains fantastic. A reply will be coming but it may be late in the weekend. Imagine, my dear fellow an entirely monopolized production line, with only the product exposed to the world, a product the world has an endless hunger for…


Yes please! Try and follow Cash and Ranveer's example and spoiler tag things so that the discussion can occur as well as back posting!

Cash's private conversation, but please do feel free to look everyone:
"Oh my dear man!" the Brigadier says, "There are several ways for an ambitious fellow such as yourself to advance. Several ways indeed. Perhaps you and I should go for a sherry, or... damn, what is it the American's drink? Bourbon? Applejack? Beer? It's been so long since my campaign there. Perhaps I can tell you some tales! Although," he says confidentially, "The majority of my time was spend in Canada. Perhaps you can illuminate some of the differences for me?"


Male Sikh Fighter 3 (VMC Rogue) | HP 28/28 | AC 20/T12/FF18 | F+5, R+3, W+5 (+6 vs Fear) | CMB +5 CMD +14 | Perc +4 | Init +2 | Move: 30ft. | Heroforge: Ranveer Singh
Angus Elphinstone wrote:
Ranveer Singh wrote:
"Blue is the colour of warriors Sahib... A good omen. We belong here."
Really....

Yes indeed Sahib


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Ranveer Singh wrote:
Angus Elphinstone wrote:
Ranveer Singh wrote:
"Blue is the colour of warriors Sahib... A good omen. We belong here."
Really....
Yes indeed Sahib

Interesting image, I like the way he broke the graphics down for us.

I found the comment entertaining, since in the mid 19th century the British were still wearing red and the French blue. The image on Angus' page was from an earlier game set in the early 20h century, but I decided to stick with the khaki uniform instead of switching back to the red uniform


Human Savage Technologist Barbarian 2/Constructed Pugilist Brawler 1| 30/30 HP| AC: 19/21 (T12/14, F17)| F: +7/9, R: +5/9, W: -2/2(3/7)| Init: 2| Perc: +3| CMB: +6/8, CMD: 18/22| Rage 7/7| Speed: 40 ft| Active conditions: N/A.

Drawing Room:
Cassius laughs, taking another several puffs and extinguishing the cigar in the palm of his glass hand. "We Americans drink anything, especially out West. When a mine I owned would struck gold, silver or nickel, suddenly the saloons would fill up with, yes, domestically brewed beer and whiskey, but also imported gin, fortified wine, champagne. Anything a man wanted, he could get for no more than two bits. And so, Sir, whatever you'd like to imbibe in, I'd like to join you. Shall we off to the pub?"

He collects a coat and hat as he leaves, lifting up his eyepatch to wink at Ratcliff. "Thanks again for taking a chance on me, Director."

Diplomacy: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27

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It is the year of our lord 1864. Queen Victoria is hale and hearty. The Americans are in chaos, but when aren’t they? The war effort against those French dogs continues. All is as it should be. God save the Queen.

This game will take place on an alternate Earth. Although I enjoy historical accuracy, I am not a historian by any means, so please bear with me. And of course, some things are quite different. For example, the Napoleonic Wars have extended a good 50 years after when they ended in our timeline. And of course, there is magic and monsters about.

Myth and Monster:

Monsters, as a rule, were not tolerated in England, and during the middle ages, were eliminated. By the industrial revolution, not only had the fey withdrawn completely from the isles, but all traces of elvish heritage were so dilute as to be non-existent. Historians suggest that other non-human races such as dwarves “faded” from Western Europe, although it is probably more accurate to say they were murdered. As such, the majority of Europe exists without rational fear of boogeymen, ghosts, and certainly not dragons. After all, the last dragon of England’s bones are on display in the royal museum.

On Magic and Miracles:

Once all the fuss about burning witches died down, and the more scientifically minded Victorians got around to really thinking about it, magic was basically just a science. Studying it became something of a hobby for the elite blue-bloods, something to brag about. Unfortunately, all of the truly powerful spells were lost, and modern wizards seem unable to create new spells of a similar caliber. The existence of such higher magics has been mathematically proven, as well as heavily implied via the use of “metamagics.” Understanding of the circles of magic, sometimes referred to as “levels,” allows one to prove rather simply the existence of the elusive 4th circle spell. Many mages have made it their life's mission to discover such a spell, but as of yet, none have publicly taken credit for it. Magecraft, as a profession, or as a hobby, has grown out of favor in the past few decades, and instead has been replaced with a vested interest in alchemy, which is commonly considered to be a far more rigid science than the rather temperamental arcane arts.

Miracles on the other hand, have largely gone the way of the dodo. There hasn’t been a recognized miracle by the Church of England for over 300 years. There were tales of old, detailing casters empowered with abilities that even wizards were not born with, granted by god. Those are either decried as falsehoods, wizardry, or relics of a bygone age by the current administration and as such, the only priests that can cast spells are those who have trained in the art of wizardry. Tales of strange, heathen casters from across the ocean have opened additional theological, as well as magical discussion, but as of today, there are no divine casters in England.

Blood healing(Replaces Infernal Healing):

School: Necromancy Level 1
Casting time: Standard action
Target: Creature touched
Components: V/S/M (Blood from the caster or other source)
Duration: 5 rounds/see text
Range: Touch
Saving throw: Fort negates (harmless) Spell resistance yes: Harmless
Effect: The subject gains fast healing 1 for the duration of this spell. If a non-human blood is used, the caster may make a DC 20+CR heal check during the casting of this spell to attempt to augment the effect. This augmented effect is subject to DM approval. If the heal check fails, the spell behaves normally.

On the origins of the modern sorcerer::

We are all familiar with the spell of the first circle, blood healing. Indeed, it is a common occurrence for those who still dabble in the unrefined art of wizardry to practice their craft by using their blood magics to cure minor injuries of the common folk in return for a small fee. A less refined spell than the alchemical process of curing light wounds, it nevertheless deserves recognition for its consistency in curing the same injury the same amount every time it is used, (albeit over the course of 30 seconds) unlike the more unstable alchemical version, which has the capacity to heal considerably more substantial injuries, and requires substantially less bleeding from the alchemist to be effective, as well as being instantaneous. Less well known however, is the addition of more potent blood to the casting of blood healing by a skilled doctor can cause additional beneficial, but temporary side effects, dependent on the nature of the blood or ichor of the creature it was gleaned from. Some wizards of ill repute, and even some alchemists of low moral fibre have taken the principles of this spell, and attempted to extrapolate a way to permanently increase magical capacity by ministering blood transfusions of potent magical energies. This inevitably leads to the creation of a Kith, or in particularly hideous cases, a Chimera or Amalgam. However, when the blood of one of these beasts is transfused to another living soul, the mutagenic properties are lessened, although almost imperceptibly. Over the course of 30 or more administrations of these infusions, the blood grants upon the patient magical capacities without many of the negative consequences of infusing magical blood. These individuals have an innate understanding of their abilities, seemingly able to bypass the years of ritual study a mage must undergo. However, the downsides are numerous as well as crippling. They seem to be unable to learn new magics through traditional schooling of any means. In addition, most seem to lose their memories previous to the event, as well as suffering from mild mutagenic deformities. Further complications can arise as the blood fights for dominance within the patient, often leading to the fracturing of the mind, criminals more dangerous than a simple rampaging beast. For this reason, any sorcerer discovered will be put under the care of the state, and kept under constant surveillance from at least one wyrd warden at all times, under penalty of death. The creation of a sorcerer is highly frowned upon, and punishable by no less than a fine of 10,000, and no more than hanging by the neck until dead.

Setting/Build rules:

3rd Level
23 point buy (+1 build point per level in addition to the flat +1 every 4 levels)
Human only (Exceptions are limited, see spoiler about "sorcerers." If your build requires you be a tiefling to work, then you’re an alchemical creation, not a descendant of a devil.
2 traits, drawback for a 3rd allowed
No Occult Classes except Kineticist, once again see “sorcerer.”
No divine casters
No spells of 4th level or higher. (Metamagic ok)
Guns are martial weapons
Improved Unarmed Strike is a martial weapon
Background Skills
VMC
Words of power allowed, and encouraged for spontaneous casters, but not required

House Rules:

Combat Maneuvers only provoke if they fail
+1 teamwork feat at 1st, 4th, and every 4 levels after.
Detection spells based on power source: IE a fey sourced version of detect poison would detect cold iron, but probably not poison berries.
Infernal healing removed, replaced with Blood Healing (See spoiler)

Who are the PC’s?:

You will all be under the employ of Her Royal Majesty’s Wardens of the Wyrd. This organization was originally created after an event known as, “The Applewood Incident,” where a powerful sorcerer resulted in an entire neighborhood needing to be purified with fire. Afterwards, a Minister of Magic I know, I know… was appointed, and an entire organization was formed to root out sorcerers. After ethical concerns of terminating all humanoid sorcerers were raised, as well as concerns about destroying potentially useful magical tools, the Wardens began using captured sorcerers who were of a helpful nature in limited scenarios. As the creation process inevitably wipes the memories of an individual, some have wondered at the exact nature of what makes a “helpful sorcerer.” In any case, be it after days or years, the sorcerous agents break down, and have to be terminated, quite often by their own squad that they work with.
The role of the agency has expanded over time. Once the state researchers that were part of the Wardens re-discovered the secrets of ancient metallurgy, recovering both adamantine and mithril from the vagaries of time, both their funding and scope increased. When it was discovered some 3 years ago that Fey gates had started opening up in England once again, it was the Wardens who first scouted out the area immediately within the circles, arches, or other gate forms.
These past 3 years have been quite busy for the Wardens of the Wyrd. In an attempt to claim the fey wild as part of the English empire, a 2 sq mile area inside of the Feywild has been cleared of it’s most dangerous aspects, and Parliament is hopeful that further expansion can take place. Your job will be to take expeditions into the Wilds, and report back what you can find. At least one of you will have the authority to make negotiate on behalf of the Wardens with the local denizens, but your job is to perform scouting of the area so that England can expand it’s area of influence. Long live the Queen!

Whew! That was a lot to type, and I bet it was a lot to read! Thanks for making it this far

I am still quite new to PbP GMing! Full disclosure, I occasionally get burnt out on the forums, and have to take a break for a day or three. If this happens, I’ll try and let people know ahead of time, and I understand completely if that’s a dealbreaker for anyone. Also, I'm a college student, and finals are coming up in about a month, so I may be slightly less present.
I love getting questions, PM’s, or really any form of interaction with other players on the forums. I expect it will be about 3 parts RP, 2 parts combat/encounters, but having never really run a PbP before, that may be subject to change.
I don't mind optimized characters, as long as you're willing to put in the backstory legwork to how all these things work!
I’m sure I missed something, but I really look forward to seeing what characters people make!


Interested! Just no divine casters or also no divine spells, e.g., skald spell kenning can't be used to cast divine spells? Also, do druids, rangers, shamans, paladins, etc all count as divine casters too?


So many cool concepts to work into this setting... which one to choose though? So tricky...


Big dot! Loved the Victorian approach and low magic. Let me go through the details more and bring a concept here.


Spell Kenning: For ease of my sanity, I'd probably just say they can't emulate divine spells. I'd be open to it on a case by case basis; specific trumps general, and general is no.
Rangers are a-ok, although I'd encourage archetypes that remove spells, it's not required.
Paladin on the other hand, would require no spells.
Shaman/Druid, I hadn't considered well enough, but I'd say that I'd probably stick with the really old school technique of making them an NPC class. Their secrets are ones that survived the transition to industrialization, and they probably aren't best pleased by it.


Ok cool I'll give it a good think!

Follow-up questions:
1. So am I understanding correctly that this is to be more wilderness campaign? If so, I wouldn't want to make a character all focused on lying and picking locks, for example. Instead, a character focused on wilderness exploration would probably have more fun.
2. What are you thinking for battle maps (and whenever else maps come up)? Theater of the mind, google slides, roll20, etc?


Hey Kazmanaught, thanks for being willing to run a game!

I love the idea of a near-modern alt-earth game and have a character who may fit in well. Obviously, I would tweak him a little for this game, but here is a descriptor of Angus for an earlier game.

A few questions to get a feel for your expectations. How many folks would you take? What kind of posting rate are you looking for and planning on keeping yourself? when you're not recovering from 'burn out' or dealing with exams :) How long will you keep recruitment open? Do you have any idea how long a story/what level were looking at going to?


I'm thinking on building a brawler, maybe - more of a commoner, a mason of sorts, or maybe a cook that was hired to accompany the Wardens and ended up more involved than he bargained for. Still going over my options :) I also thought about alchemists, especially that archetype that goes for the whole "Dr. Jekill & Mr. Hyde".

1 - What about wealth, and magic items?

2 - What about shifters? Would you be okay with them (thinking thematically as well, werewolf stories and whatnot)

3 - Would alchemist extracts be also limited to 4th level, for instance?

That "ghost rider" archetype of cavalier would be fun to see as well, but I guess it's kind of too much on the "occult" side.


Here is my current character idea:

Enzo Montalbano is one of the last Holy See paladins recognized by the famous city state known as The Vatican. The paladin is currently 'on loan' from The Holy Catholic Church to Queen Victoria. Unwilling or unable to have Her Royal Majesty’s Wardens of the Wyrd, and by extension, The Church of England, dabble in the supernatural unsupervised, The Holy See assigned Enzo to work with The Wardens as an agent.

Enzo Montalbano is able to directly relate to the famed Renaud de Montauban, cousin to Roland, the nephew of Charlemagne; both men accredited as one of the Twelve Peers, foremost warriors of Charlemagne’s court.


Everyone can read these, and in the case of Lapyd's questions, should.

@Caster4life:
It is a wilderness campaign, but keep in mind it's the Feywilds. One could just as easily find diplomacy being as important as survival for group survivability. Both will be important, and I will provide additional information on how the realm of the Fey differs from the world that you all come from.
I'm still unsure what I'll use for maps. Probably not Roll20, so google slides for when theatre of the mind is not sufficient.

@Lapyd
Wealth is standard for 4th level. I know you guys are 3rd, but the Wardens gave you a bit of an advance. In the in person campaign I ran in this setting, the players rediscovered the art of enchanting items, so there are enchantments being made and a few family heirlooms.
Shifters are probably Sorcerous in nature, but fully fit in that umbrella term! With the advent of fey reagents being purchasable on the black market, stranger and stranger monsters and sorcerers have started appearing.
Yes, extracts would also be limited to 3rd level or lower. Which isn't to say that you couldn't be the first to rediscover them.
As much as I love that archetype, and as at home it would be in my other campaign setting, I'm afraid it would be a bit strange to have as a "normal person power." A sorcerer on the other hand, certainly could have that archetype. A note I'll add here is that any PC who plays a "sorcerous" character will be of particularly noteworthy construction, and seemingly highly stable.

Sorry to everyone for using a common class as the blanket term for everything atypically magical in this setting...

@RobertHenry:
Thank you! I am looking for between 3 and 6 players, depends on interest. Tentatively lets say a week before I end recruitment, and if I end it earlier, I'll give 24 hours notice before. I check the forums a few times a day, so I should be able to commit to one post a day, with the potential for more. I'd hope for at least once every two days from participants, with the option for more.
Duration: I have an idea on a story that I want to tell, and several planned "level up" milestones. I'm sure that the story will have a lot more than the bare bones that I have planned right now. I certainly would plan for hitting at least 7th level, and possibly beyond.
This seems like a good time to talk about tone! I strive for seriousness, and this is a "serious" setting, but I've always had a penchant for some lightheartedness. Actual heroes in a world of grey. (My favorite interpretation of batman is from the animated series if that helps at all) I'll keep the Victorian sexisim/racisim to a minimum, but you guys are going to be part of a colonizing empire in the height of their power. You're allowed to use the velvet glove instead of the iron fist when dealing with the native powers, but that would make you atypical for the setting.


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Dotting for interest - very cool game concept Kaz.

Would you allow 3PP Archetype? I'm considering a pitch as a Sikh Warrior

Sikh Warrior (Fighter Archetype):

SOURCE: LITTLE RED GOBLIN GAMES
Alignment: A Sikh warrior must be of good alignment.
Proficiencies: A Sikh warrior is not proficient in heavy armour or martial weapons like the typical fighter. He is proficient with all weapons of the sikh weapon category as defined by the
sikh weapon training class feature below.
Class Skills: A Sikh warrior gains Knowledge (religion) in place of Knowledge (engineering).

Misaligning Footwork (Ex): A Sikh warrior is adept at using their footwork to mislead their opponent and keep them off their centre. This translates to a +1 dodge bonus to AC when wearing light or no armor. A sikh warrior gains no benefit from this against creatures that cannot be caught flat footed, are immune to being feinted, or have the blindsense ability. This bonus improves by 1 every four levels thereafter to a maximum of +4 at 15th level. This replaces armour training.

Sikh Weapon Training (Ex): A Sikh warrior is skilled in a unique set of weapons called the Sikh weapon class. At 5th level, he gains a +1 to all attack and damage rolls with these weapons. At 9th level and every 4 levels thereafter, he gains a further +1 bonus to hit and damage rolls with them.
Sikh Weapons: punching dagger*, tri-bladed katar, chakram, kukri*, scimitar*, and the urumi.

*These weapons have Indian equivalents. A punching dagger is often called a katar. A very similar weapon to the scimitar called the talwar is used in India. Kukri are used to fill in for a kirpan knife. A kirpan has spiritual value to the Sikhs.

A sikh warrior may use the Weapon Finesse feat with all weapons of sikh weapon category. A Sikh warrior using a chakram suffers no penalty to attack rolls and has no chance of cutting themselves.

Weapon Master (Ex): A Sikh warrior must select a weapon from the Sikh weapon category for his weapon master class feature.

The Sikh Code: A Sikh warrior must be of good alignment and loses all class features except proficiencies if he ever willingly commits an evil act. In addition, he has a strict code he must be live by. For example, a sikh cannot cut his hair or partake in alcohol. He does not obsess over material things or believe in something blindly. He can never live the life of a hermit or outsider and he must never brag of his achievements. Once fallen, he may not progress any further in levels as this class. He regains his abilities and advancement potential if he atones for his violations (see atonement), as appropriate.

See my Sikh as a member of the Punjab Irregular Force perhaps (who were recruited to serve under British command after the Second Anglo-Sikh War) and potentially a recipient of the Indian Order of Merit (a medal for gallantry). Depending on the background of the other pitches, but he would seem to fit perfectly in with Robert Henry's Angus character in terms of a mutual background. Likely he's travelled back with the man who he owes a life debt to or some such.

Anyway interested to see if you sanction the archetype and you like the notion of the concept :)


Holding Alias for Black Dow's Sikh Warrior (pending approval :)


@Kazmanaught: As someone who loves traits (especially for providing mechanics to a PC background) - would the Additional Traits feat be permissible? Wouldn't plan to take it in conjunction with a Drawback, so would just be to gain 4 traits.


Firearm level? (Advanced, early, etc)


Thanks GM! Were you referring to the alchemist's archetype, the cavalier's, or both?

Anyway - I'm working on the brawler concept I mentioned above. I have in mind something like a butler; think Alfred Pennyworth. I'm thinking about the hinyasi archetype to have him fight with his cane, tray, teapots, anything improvised on his disposal.

In my mind, he's a war veteran of sorts that works directly for the royal family, and was tasked to accompany the Wardens on the mission due to his skills, but also to be their eyes and ears on what's going on on the field.

EDIT: if any PC ends up being actually noble or something of the sorts, it would be cool if my character was sent "officially" as their butler, but in truth (like I said) to be eyes and ears of the royalty.


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I have nothing against the archetype, I just have to wonder what it gets that Swashbuckler doesn't? I'd prefer to stay away from 3pp, but if you have your heart absolutely set on it, then by all means apply with it! Extra traits is fine, and I don't mind taking it with a drawback for 5 traits.

Firearm level: Due to industrialization, prices are as guns everywhere, but proficiencies are as commonplace guns. As government employees, you'll be allowed to have guns, but remember that the average citizen both wouldn't have access to the mass produced revolvers, and wouldn't have the proficiency.

Mr. Gunnar's Firearms Emporium:

One of the previous players in this setting opened a small firearm shop. If you want a masterwork, or even enchanted weapon, you'd have to commission one, and he is widely considered to be one of the best gunsmiths in England. Price is 25% of base + masterwork/enchantment cost due to the difficulty private citizens have acquiring the parts needed. Owning one of his guns is a sign to others in the know that you are truly a connoisseur of fine weaponcrafting.


Kazmanaught wrote:
I have nothing against the archetype, I just have to wonder what it gets that Swashbuckler doesn't? I'd prefer to stay away from 3pp, but if you have your heart absolutely set on it, then by all means apply with it! Extra traits is fine, and I don't mind taking it with a drawback for 5 traits.

No worries - I'll keep away from the 3PP. Swashbuckler was never a class I've warmed to, so I'll steer clear there also. Likely keep him a Fighter but go Skirmisher archetype and add the righteous flavour through traits etc.


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Kazmanaught wrote:
Firearm level: Due to industrialization, prices are as guns everywhere, but proficiencies are as commonplace guns. As government employees, you'll be allowed to have guns, but remember that the average citizen both wouldn't have access to the mass produced revolvers, and wouldn't have the proficiency.

So are historically accurate guns like the Lefaucheux Revolver and the Henry rifle available? Or are we working on a lower technology and only cap and ball revolvers and muzzle-loading rifles purchasable?

I've got the background for my Scottish officer done, but type and quality of weapons available will affect which class/key stat. I go with. So just working out details now instead of later.

Though with Black Dow in the group, doing a Scottish accent is a little intimidating :)


I'm not really a gun expert, but cartridge based weapons exist (so advanced firearms, but not modern) so the revolver and rifle would be weapons of choice.


Kazmanaught wrote:
I'm not really a gun expert, but cartridge based weapons exist (so advanced firearms, but not modern) so the revolver and rifle would be weapons of choice.

Cool, Like I said it would just adjust what class and key stat I used. I know enough about firearms history, but what's 'historical' is different than 'the setting' and the 'rules.'

So, I thought I'd ask :)

I'll keep working on Angus, leaning towards dexterity and finesse weapons along with the revolver.


Interesting! I briefly had a character in a similar game, so I may rework him to fit with this premise.


Waives at GM Coyote Simeon.

Hey Simeon, it's been a while!


Errr.. I'm thinking on a Vivisectionist Alchemist who is based on the protagonist industrialist from the video game A Machine for Pigs. He works with the wardens for funding and connections so he can achieve his dream of The Machine.

It all depends on what you think is a pig.


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Would the Vampire Hunter class be at all appropriate? It's pseudo 1st party. And hey it also has up to 4th level casting built it, fancy that!

Now since this would primarily be in Feywilds it sounds, I don't know how much utility a guy built around undead might be. But I still think their kit has some other fun things, and I could build a pretty good gun-using character off that chassis.


I am thinking of a Japanese ninja vmc sorcerer arcane with a familiar boon companioned using retrained 1st level feat and improved familiar at 3rd for an elemental.

Can this be done?


GM, would you allow a class ability that grants firearm proficiency to grant something like Gun Training instead?


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Vampire Hunter's spells come off of the inquisitor list. I can think of a pretty easy fix to that, which is to shunt it over to the bard list instead. I personally wouldn't want to play it in a fey campaign, but you do you!

Edelsmirge, three big things: One is the fact that to pick up an elemental as a familiar, you have to be 5th level. Secondly, proof of other planes beyond the Feywild is theoretical. Magical beast or fey familiars are a-ok, elementals or other outsiders are pretty uncommon, with eidolons being the exception. Third, Japanese? I don't hate it, I'd just need a backstory reason on why the English would send a foreigner to do their work for them. India was a colony, Scottland's history with England is long and colored, and I really like the flavor of the Vatican insisting on sending someone to work alongside the Anglicans, I'm just wondering how a Japanese national would get selected for this mission!

Simeon, that seems fair, any class that grants gunsmithing gets gun training, especially as we're currently in between commonplace guns rules, and guns everywhere rules. If your chosen class doesn't have gunsmithing already, and would really absolutely suck without guntraining, talk to me, and I'll take a look at it.


Ah right sorry I was looking at the wrong level. Would you go for Sylvan wildblood line for animal companion, and I suppose I could go pretending to be from China


GM, just doubling check on your thoughts about my “butler” idea above :) another possibility would be to go for an iron caster of sorts, but it truly just appears well around levels 6 or 7 :)


I'd been looking at the trophy hunter ranger, also taking the either trapper or skirmisher to get rid of the spellcasting.

It's not totally useless without gun training, but it's got no real way of improving it's damage at later levels. It can use combat style feats to get gunslinger abilities or grit feats, so maybe gun training could be one of those?


Edelsmirge: Go for it! I look forward to seeing what you make.

Lapyd: I quite like the idea; are you planning on taking the shikigami style feat chain? I played an Iron Caster before, and it was highly effective, but certainly less flavorful!

Simeon: Seems reasonable, grabbing it at 6th doesn't seem particularly unbalanced to me anyway.

I have to wonder, who will be the one to be the diplomat! So far we've got warriors, religious dignitaries, butlers, the mad alchemist or two, but no "real" casters or faces! It'll be an interesting party for certain!


Yes, very much going the Shikigami style! I like investing in combat maneuvers too, so going for things like combat expertise, improved feint and improved disarm (meshes well with snakebite striker). I think it’s a fun and thematic one to play, and it can be effective mechanically too, though of course not as well as some of the most powerful classes. As you pointed, however, not a spellcaster, and definitely not a good diplomat :)


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Kazmanaught wrote:
I have to wonder, who will be the one to be the diplomat! So far we've got warriors, religious dignitaries, butlers, the mad alchemist or two, but no "real" casters or faces! It'll be an interesting party for certain!

Well, you'll, more than likely, not see me playing a caster. I've learned to never to say never but it's clearly unlikely. But I was planning on Angus being a face. And with his military experience and upbringing, it wouldn't be impossible for him to be the diplomat.

Still making crunchy decisions, his last build was a fighter but I'm leaning towards unchained rogue to pick up the skills and 'Finesse training'

Kazmanaught Would you mind if I 'reskin' a Scottish basket-hilt backsword, as a Dueling sword? They were carried by Scottish officers up through WW1


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Perfectly fine Robert, I reskinned a few of the Dwarven/Elven weapons, so a dueling sword is perfectly acceptable.


Some kind of magusketeer adapting to the rifle seems in setting. Hrm.


Lionel (my working name for my character) is also a bit of a face.


So having a tweak and rethink on Ranveer, will go vanilla Fighter as I want to keep the Bravery Class feature (Sikh soldiers are renowned for their selfless courage and I want to take some Bravery Feats to expand on that).

However to give him the soldier flavour reckon a 1-2 level dip into Rogue (Sapper archetype) will fit just nicely. Sikh sappers has the nom du guerre as "pioneers", and it'll give the group some Disable Device skill should that come up (should I be lucky enough to be picked).

@Robert Henry: If you fancy linking Angus and Ranveer's military history would be totally up for that chief. Also regards Angus' build - know Kaz suggested Swashbuckler for me as an alternative for the Sikh Warrior 3PP, would that not fit in with your vision of Angus? Picaroon archetype would work well methinks.


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@Black Dow, since VMC is in place, you might want to consider VMC rogue instead :)


Cheers Lapyd - forgot about the VMC... that might work even better :)


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This is RH's Rogue Scottish nobleman's son Angus Elphinstone. I need to finish sorting languages, purchasing items, setting HP, picking a free teamwork feat and altering his back story slightly to get him to the "Wardens of the Wyrd".

I took the human Alternate race trait 'heart of Fey. "Clan Elphinstone" is a real Scottish clan; I assume the name came from the idea that there is standing stone where elves/fey enter our world. I'm thinking that somewhere back hundreds of years ago Angus has a fey progenitor and his bloodline is manifesting now that the 'gates' are opening again. Kazmanaught let me know it that's not ok.

Black Dow wrote:
@Robert Henry: If you fancy linking Angus and Ranveer's military history would be totally up for that chief. Also regards Angus' build - know Kaz suggested Swashbuckler for me as an alternative for the Sikh Warrior 3PP, would that not fit in with your vision of Angus? Picaroon archetype would work well methinks.

I really like the idea of linking backstories. Take a look at Angus' 'backstory' I copied it directly from the last game he was in specifically the battle of the Thar desert.

He returns to England to convalesce. I assume he will be contacted by the "Wardens of the Wyrd" at the Social Club he's staying at. Then join the adventure from there. We've got two easy options, either Ranveer Singh (also a survivor) returns to England with Angus. Or when Angus is asked about any "Good men" for the "Task at hand" he sends for Ranveer Singh.

I spent a lot of time looking at full BAB/vs Un Rogue. I didn't find a full BAB that I felt let him do both weapons better using Dex and I liked the extra skill points to show he was an 'educated man.' I was closest going with Slayer, but really wanted the 'Finesse training'

I looked long and hard at swashbuckler/Picaroon. I love the idea of fighting with sword and pistol in hand. But the 'dueling sword' and any basket-hilt broadswords, double-edge or single-edged are slashing weapons. The picaroon specifies a piercing weapon and for other deeds like Precise strike "To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler". you can't have a pistol in your off hand. And besides, I'm very familiar with the rogue, and not very familiar with the swashbuckler. If Rogue becomes untenable, I may multi-class.

As a side note, if Kazmanaught wants to hand wave both the piercing weapon rule, and the 'empty hand' rule. I'd re-look at it. But I wasn't going to ask, and I'm satisfied with Angus as is


Hey GM,

Sounds like a very interesting game. One question I wanted to ask about though...

I know you said no occults aside from kineticists, but would you consider a mesmerist? Functionally they're bards, just... not as friendly, and the victorian age was absolutely one of spiritualism and interest in the occult.

If it would help I'd be fine playing them as an arcane caster rather than an occult one if that would make the difference. I know that would make them a lot like bards but I do love the stare and basically everything about them far more than I like bards so I felt like I had to ask.

If not then my apologies for being cheeky and I'll look into something else.


Lapyd here with my butler! Still working on the background and sheet, but wanted to post the profile here already as a placeholder. I'm thinking on making him Belgian or French instead of British, so I can make him a mix of Poirot and Alfred Pennyworth; full of pet peeves, some cheeky arrogance of sorts and etiquette, but a warm and loyal friend inside. Not sure if anyone around is building a background of royalty, otherwise I'd just link him to NPCs :)


Currently in a basement waiting for the tornado warning to pass, so seems as good a time as any to respond to some questions!

Poor Picaroon. I've looked at it so many times... and it never gets better. I don't mind giving a dueling sword the swashbuckler finesse feature, that's fine. I'm unsure about giving it precise strike, but... let's be fair, that's not going to break anything. Go for it, but only if you really want to.

Mesmerist: Slap on the bard spell-list, and you've got yourself a deal. Basically makes it an archetype anyway, so go for it as well!


Do we get the class skill bonus of +3 to background skills?


If they are otherwise class skills yes.


Do we want to try to agree on combat feats we should all have to synergize better?


Phillip here. Here is Icabhod Tilneros. Only first level right now. I'll keep leveling him.


Phillip Gastone wrote:
Do we want to try to agree on combat feats we should all have to synergize better?

If the gm wants to give out some flavor of the elephant in the room package to turn stuff like power attack into generic options everyone with +1 bab gets and we agree to take feats at level 1 that are more story focused and less combative as a result (stuff like the story feats or breadth of experience, although the latter obviously is for elves) that makes sense to me to add more gothic character depth but maybe I’m misunderstanding your proposal?

“Gm Questions”:

May our characters be nobility or would you rather we not have blood ties binding us to House Hanover or one of it’s branches? (Thinking about how cadet branches often got their start from some second/third child’s valorous conduct, loyalty, and ambition ie perfect warden material). Kicking around a younger daughter of some house out to prove herself, but don’t want to develop it if being related to nobility isn’t kosher.

Is Warder (by DSP) a reasonable fit for Wardening? I’m looking at it as a martial paladin to remove spellcasting and replace with maneuvers which are generally less strong but still have the “school of combat” feel to them.


Kazmanaught wrote:
Mesmerist: Slap on the bard spell-list, and you've got yourself a deal. Basically makes it an archetype anyway, so go for it as well!

Cool. In that case I'll put together a female mesmerist - Lady Guinevere Howard, or something similar. Her father will be the 'Mad Duke' Merlin, and she'll be quite the upper class lady.

Could work well with Armand at least. :) She wouldn't be royalty itself, but definitely the uppest of the upper crust, a good friend of some of the princesses and something of an honorary daughter/niece to Her Majesty.

Hopefully that will mesh well with some of the other ideas proposed so far!

Also, quick question to make sure I've understood properly...
@GM Is the 23 point buy a 20 point buy and then +1 point for each level we've gained. (As though every level was level 4) Meaning that I could buy a 16 and then by level 2 have pushed it to 18? Or is it just a 23 point buy at the start?


I'm afraid that I'm going to hold off on going whole hog and approving elephant in the room. What I think Icabhod/Phillip was going for was the bonus teamwork feat that you all get at 1st level, which is basically useless unless someone else also has the same feat.

Lesser nobility is fine, nothing above a count please. If you want to be nobility, please do try and help me with some of the legwork, and give me some details about your family. I can backfill in the secrets, treachery, and backstabbing that would be appropriate if not provided, but some grounds to go off of would be great.

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