The Hags of Heibarr (Inactive)

Game Master Elfriede

Night is falling on Heibarr, and no one survives the night in the haunted town.


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The Hags of Heibarr
Prologue: The Regretful Recruitment

Heibarr’s broken, battered river gate gaped open, its portcullis hanging askew like a sinister set of teeth as the river flowed into its throat. The current pushed the Nixie’s Impulse through it, slamming the river boat into the tunnel’s side despite the captain’s cursing and heaving. *Skreee-Crak!* The sound of the portcullis giving way and screeching against the tunnel’s stonework sounded like hideous laughter, and the crash of its tons of rusted iron crushing the river boat like the hammer of a god.

A few bedraggled survivors, yourself included, swam to safety on the river stairs on the western bank; from the torches, a handful more had made it to the east shore. It wasn’t likely that any of you would make it to Pitax, though. Night was falling on Heibarr, and no one survived the night in the haunted town.

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Welcome, poor, bedraggled souls, to Heibarr. The haunted town in the River Kingdoms has been abandoned for hundreds of years, after a year-long civil war due to a corrupt mayor and malicious cultists of Gyronna, and most riverboat captains won’t make the trip through after noon. Too bad the captain you bought passage from was feeling brave. Now, you’re trapped in the town with only your weapons, armor, and what you could carry; what you can salvage from the riverboat’s wreckage; and if you’re feeling bold, what Heibarr itself might give you.

Rumors tell of undead in this cursed town, but also haunts, traps, and hazards galore. And beware; not all residents of Heibarr are dead, and those who walk alive through its ruin are likely much more dangerous. Can you uncover Heibarr’s secrets and make the Sellen River safe for passage again…or at least, escape?

Character Creation:

Pathfinder 1E
Level: First Level.
Races: Core, plus Changeling. If you’d like to play a changeling, please contact me with a rough concept before you put too much effort into it.
Classes: All, with the following exceptions. Summoners must be unchained, while Monks, Rogues, and Barbarians can choose. Gunslinger is not allowed, except for Bolt Ace. Finally, Samurai and Ninja alternate classes aren’t allowed.
Point Buy: Twenty Point Buy. Max pre-racial bonuses of 16, maximum of one 7.
Starting Gold: Max starting gold for class
Traits: Two, plus a drawback for a third if you’d like.
Optional Rules: Background Skills and Feat Tax Rules are in play. Variant Multiclass is okay too.
3rd Party: I’d prefer to stay away from third party, since I’m not very familiar with it.

In addition to the crunch above, I’d like a paragraph or two of backstory. Give me a reason your character would be taking a boat from Pitax to the south River Kingdoms. I’d also like a description of your character, both appearance and personality. I’ll be selecting characters based on party composition and the strength of each player’s entry; please enter only one character. I’m looking for 4 or 5 PCs. Recruitment will be open until next Saturday, the 13th, at 8:00 Mountain Standard Time, or until submissions stop coming in, with a 24 hour warning.


Dotting here!

I've got two ideas I'd like to run by you:

1) A benevolent changeling druid who served as a guide to Heibarr and wishes to purge it of its unnatural denizens;
2) A snarky inquisitor of Abadar who was commissioned by his church to lead a restoration effort in Heibarr.


@Dragoncat: Both of those ideas could work. I should say that the Sellen is a major waterway, with lots of trade, so your characters don't necessarily have to actually want to be in Heibarr. In fact, unless there's a very good reason to be there, most people wouldn't want to go there at all.


Yeah, the changeling druid's long-term goal would be driving off whatever dark forces have laid claim to Heibarr; in the short-term, she'd have served more as a guide for those who couldn't avoid passing by Heibarr via the Sellen.

I'll see about putting her stats and background together tomorrow.


Hopefully I'll have something done by the end of the night!


Dotting. I'll see what I can come up with.


I present to you, Eshki Nalur, psychic sorcerer, comedian, and Pitaxian emigrant. Ought to be a combination of debuff/single target damage and buff based caster (later, because level 1 sorc doesn't have a lot of features to help out the party yet) Feedback is very welcome!

Crunch:
Eshki Nalur, Psychic Blaster/Utility VMC Wizard (Air/Smoke) Favored Class Sorcerer HPx1

HP:7|BaB:0|AC:15 T:12 FF:13|Fort:0 Ref:2 Will:3 (+2 vs mind affecting, +4 vs fear, -1 vs fire)|Init:+6
Str: 10
Dex: 14
Con: 10
Int: 12
Wis: 13
Cha: 16+2

Race Features:
History of Terrors: (Replaces Skilled) +2 to saves vs mind affecting, +4 if it's a fear effect
+2 Cha
Bonus Feat

Skills: Ranks Stat Class Misc Total
Sense Motive 1 1 Y - 5
UMD 1 4 Y - 8
Spellcraft 1 1 Y - 5
Background
Perform (Comedy) 1 4 Y 2 10
Artistry (Joke crafting)1 1 Y - 5

Class Features:
Bloodline Arcana: Is a psychic caster
-Blood Havoc: +1damage/die for bloodline spells and spell focus spells
Eschew Materials

Feats:
Eschew Materials
Human: Improved Initative
1st: Spell Focus (Evocation

Traits:
Armor Expert: -1 ACP
Focused Mind: +2 to concentration checks
Savant: +2 to perform checs, comes naturally
Burned: -1 to saves vs fire, -1 to rolls when adjacent to fire

Stuff:
Hide Shirt
100

Spells:
Spells marked with an * have a DC of 1 higher
0's: Mage Hand, Light, Detect Magic, Jolt
1sts(4/day, DC 15): Windy Escape, Magic Missile

Future:
Blood Intensity as 7th level bloodline feat
Grab Precise shot at 5th OR Spell focus enchantment
Get spell penetration at 9th
0's: Presti
1sts: Obscuring Mist
3rd: Haste

Backstory:

Eshki always had an excellent sense of humor, even as a child. Nothing made her happier than telling jokes, and seeing her friends and family laugh. As far as she was concerned, that was her true calling. She ignored the strange occurrences that plagued her existence, the knocks, the moving of small objects with her mind, and instead focused on honing her craft.
By the time she was a young adult, Eshki had become an attractive young woman, known for her wit, and self confidence. Although many came seeking the brown-haired beauty's hand, she always sent them away, with a joke. If they were a good sport about it, the joke would be at her expense. If not... well, best not to dwell. Sure the odd thing happened around her every once and a while, but what person didn't have that happen? This was around the time that Castruccio came to power in Pitax, and as a loyal Pitaxian civilian, Eskhi set her sights on the highest honor that she could think of; making the king laugh.
In order to gain access to the King's court, she had to study at the Academy of Grand Arts. Her time their was brief, as it became clear that she had already honed her craft well. Yet, the school wouldn't let her graduate without making it seem like she had in fact learned something, and so she studied magic, briefly at least.
Finally, her dream to perform in a royal court presented itself. After years of hard work, she had been noticed by one of the King's men. She was brought in to be an entertainer, and entertain she did! The noble lords and ladies of Pitax laughed so hard that they didn't even notice the plates moving on their own. Neither for that matter, did Eshki, who was so absorbed in the moment that she had forgotten to tamp down her magical talent. But the night did not end well. Emboldened by alcohol, and the success of her routine so far, she made a joke at Irovetti's expense. Enraged, the king threw a bowl of scalding soup at her, giving her serious burns, and ordered her thrown in the dungeon.
Perhaps a year passed down there. The less said about her time in the dungeons, the better, for it was not entirely pleasant, and she would have much rather have been forgotten about by the guards. Eshki had plenty of time to tell herself jokes to keep her spirits up. Her beauty had been marred, but her soul was still free. That, and as she practiced, she gained further control over her sorcerous heritage. One night, when the guard had too much to drink, she levitated the keys over to her cell. Stealing what she could, including some armor, and a heavy cloak, she prepared to escape from Pitax. A boat would do. Any boat really, as long as it was leaving this night, and didn't ask too many questions.


Doot.

Think im just gonna stick to the old stand by of a dwarven ranger. No nonsense dwarf with stick.


Curious, I've a barbarian sailor who might be perfect as a surviving crew member. I'll get him up to snuff and post him in a bit.


I may adopt Beerfiend the perenially drunk (Urban) Skald to this.

Why he is there:
--He has an unusual religious determination to bring booze, fun and laughter to places that lack these. A little bird told him to get on that boat so he did.

What he brings to the table:
--Chaotic Good teamplayer and semi buff bot who can hold his own in the frontline, at level 5 gains limited access to cleric and wizard spell list via spell kenning.

--A very friendly personality, with a "jump at plot hooks like a hyperactive puppy" adventuring dogma.

--Not sure what Totem he will go for, but thats a decision for level 3 anyway.

--Since Spellcasters dont benefit from Skalds, I am quite willing to go Urban skald to hand out goodies to everyone.


I had an idea to make a simple vanilla wizard that has dabbled in the necromantic art.


First of all, welcome back to the boards Elfriede. I'd have said that on my earlier post but I was on my phone, so I kept it to as few of words as possible.

This is RH's Barbarian sailor, Ivar.

As far as characters go, he's an old soul. I created him almost eight years ago, his basic backstory hasn't changed, though he's seen several different iterations. I had been reading 'Joe Abercrombie's' First Law Trilogy, and had wanted to build a northern barbarian; Ivar is the result. He's an adventurer, happy to sail wherever the wind takes him, and willing to help however he can; as long as it isn't farming...

It would be easy to put him on your riverboat as a crewmember. If you select him, I'd happily add that into his backstory.


Hi everyone. I should probably say that I use Google Drawings for battle maps. Is that cool with everyone? If someone can't access it for some reason, I'm willing to move their character according to what they say here and hope for the best. I also build my own maps in Inkscape, usually.

I'll check out submissions once I've gotten a few more, then ask any questions I might have.


Ah, Ivar and a female sorcerer that I play... where have I heard this one before? :)

Don't worry, this one is far less angsty.


Dotting for interest! I'm too busy this weekend to start a character, but I will try to get an application on time at the beginning of next week!

Also, nice to see you again Ivar!


Hej, throwing my hat in the ring with Sigurd - a Hallit clansman hailing from Numeria who, after a particulary unsucessfull raid, decided to try and make his fortune in the River Kingdoms, rather than return home.
After a drunken disagreement and a noblemens kid with a broken jaw, he was in a hurry to depart from Pitax, getting on the first ship available.

In terms of mechanics, he's a straighforward Slayer. He should be a decent frontliner gladly trying to flank, with a variety of skills for outdoor survival.
Depending on need, he can also handle a bow, or pick up Trapfinding - overall I attempted to keep him well-rounded and kept a few paths of development open to adapt to the party-needs.

I still have to put the background as well as the descriptions into writing - I tried yesterday but it's been too hot to think straight. I'll have that covered by Monday evening, but wanted to 'dot' in regardless(also to give other prospective applicants a better overview over which roles might still need applications and which ones are sufficiently covered).

@Google drawings: Incidentally, my preferred option. I've had some trouble with roll20 in the past.


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Some very familiar faces :)

Hey, Kazmanaught, Ythiel, good to see you. You've both actually played with Ivar, he basically hasn't changed. don't worry Kaz, I liked the 'angst'

Dragoncat always a pleasure!

MordredofFairy what's it been? Seven years? We hung out a little in 'Thirteen Kingdoms' but haven't actually played since Dvalin and Boram.

Of course, it's always a pleasure to play with new people Or should I say returning people? GM Elfriede.


I thinking of submitting either a inquisitor or cleric of Pharasma from Brevoy.

Will work on him over the weekend, hopefully.


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@Robert Henry: Thanks for the welcome back, haha.

No worries on when things are done. You all still have a week, and I'm not going to judge submissions based on when they're in.


Free Radical's submission, the liar wizard. Still working on skills.


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Haha Henry, you just made my day. When I saw you submit something I wondered if I should mention our Giantslayers-Heritage, but figured it's been too many years, who knows if you'll even remember :D I see you do, and doubly so.

But yeah, would be fun to get back in a game together.


Here is my submission. Aleister Blackthorn is a Spirit Walker Mesmerist. Thinking of variant multiclassing to rogue depending on the party mix. I’ll also have to finalize gear.

Background:
Aleister’s early life was pretty mundane. He trained as a blacksmith’s apprentice. He got married. He had two kids. But then his village was overrun by undead. His family was killed in the attack, and he was left with nothing.

Vengeance for his family’s death flooded him. He’s traveled around the River Kingdoms seek out undead and the knowledge to defeat them. His journeying lead him out of Pitax into the unknown.

Personality:
Driven
Studious
Vengeful
Intense

Goals:
To destroy undead and to find better methods of killing undead.

Physical:
He is of average height for a gnome. He has a large, bulbous nose, and straight black hair that falls to his shoulders. He dresses in dark adventuring clothes. On his forearms are scars of scratches from undead attacks.


And here is Beerfiend, send by his god Cayden Caylean to troll Gyronna, with the least important servant of his (who is not even a Cleric) who could maybe succeed.


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Okay, submissions list so far, just for reference.

Mightypion, Askold "Beerfiend" Magnusson, Human Skald
Ruin Explorer, Aleister Blackthorn, Gnome Mesmerist
FreeRadical, Mary Anne Kerrelia, Elf Wizard
Mordred of Fairy, Sigurd Koshckey, Human Slayer
Robert Henry, Ivar "Goldilocks" Theodinson, Human Barbarian
Kazmanaught, Eshki Nalur, Human Sorcerer (In Thread)

Other Hats in the Ring
TheWaskally - Inquisitor or Cleric
Ythiel
TarkXT - Dwarf Ranger
Louxman
Dragoncat - Changeling Druid

Interest Check Thread Dots
Benobo
Andostre
Ouachitonian
Lapyd
pad300


Askolds personality traits:

--The GM is clearly Cayden Caylean in disguise, as such, I shall honor the accidental god by jumping at every single plot hook like a drunk, overeager puppy!
--Talk first, smesh things later!
--I love coming up with unusual solutions to problems! If I see any opportunity to, by a cunning combination of ventriloquism, alter voice a conveniently placed Demon Lord statue, make a bunch of Cultists believe our Paladin is "the chosen one" then I shall do just that!
--If I have nothing to do, banter time it is!
--Trashtalking the foe always increases everyones fun!


To put an idea seed on the table, a cleric (varisian pilgrim archetype), who is wandering south from Brevoy to avoid the northern winter... He took the late boat not knowing any better (not being a local).


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@pad300: That sounds totally reasonable. It should be noted that while Heibarr has a reputation, it doesn't stop the mighty Sellen River from being a major highway. There's nothing wrong with taking a riverboat through...usually.

@Mightypion: Thanks. I'll make sure when I'm looking at characters that I look at this post.


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Askold "Beerfiend" Magnusson wrote:
...I shall honor the accidental god by jumping at every single plot hook like a drunk, overeager puppy!

ಠ_ಠ

"How Vould getting de puppy drunk honor der mad god Cayden and vhy vould you know vhat det looks like?"

Sorry couldn't resist


Ivar "Goldilocks" Theodinson wrote:

ಠ_ಠ

"How Vould getting de puppy drunk honor der mad god Cayden and vhy vould you know vhat det looks like?"

Sorry couldn't resist

Step 1, Have a puppy, which may technically have been my bard friend who got polymorphed into a puppy by "something", probably on account of excessive hornyness, or getting his hands on a wish spell and asking to "have looks irresistible to most women"

Step 2, have an unattended barrell of booze.

Step 3, be elsewhere while the ex bard puppy and the unattended barrell of booze do their thing.

Step 4, return from work to find incredibly energetic puppy

The main reason to for Askold to post is to make people smile and laugh, I think I am decent at doing that.


Currently working on a halfling paladin!

Are there any restrictions on the equipment we start with because of the scenario's focus on survival? As in, nothing that could get lost in the shipwreck (like a backpack) or be destroyed once immersed in the water (trail rations, scrolls...)?


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I'm not going to restrict items. It's a game with survival trappings, but I hate tracking food and weight. Be reasonable about what a character could expect to have, that's all I ask.


Lapyd here with my submission - Partisizya is a changeling feyform shifter! Thanks for running it, GM.


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Hi GM Elfreide,

On seeing this recruitment, I was excited to put together a concept for a Daggermark assassin! Here's Kirzon, a Half-Orc Alchemist (Vivisectionist), who can play the classic rogue role of stealthy scout, sneak attacker, and trap disabler. Alchemist gives Kirzon a surprisingly strong connection with poisons (e.g., poison use, poison resistance, swift poisoner), which I thought made it a good fit with the general Daggermark flavor.

As an assassin, Kirzon is lawful evil. But he's killing for profit and gain--definitely not an over-the-top evil creature delighting in the cruelty of killing itself. He'll very much be a team player in a survival setting, and the party might not know he's evil for quite a while. There's also a path for Kirzon to find some redemption. No guarantee, but a relationship of trust with a good person might begin to turn him around.

Thanks for your consideration!
-Kirzon / Tazo


GM Elfriede wrote:

Interest Check Thread Dots

Andostre

Thanks for the mention. I'm working on a gnome investigator.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Alright, here's my hat in the ring in the form of Caolaidhe, a half-elf and half-Sarkorian melee Slayer.

Like many, the Scarred Grove clan was driven out of Sarkoris by the demonic invasions of the Worldwound, and they made a new home for themsevles in the River Kingdoms. His mother found love in an elven adventurer out of Kyonin and the two settled with her kin--but the River Kingdoms is far from peaceful, and during a clash between two petty bandit lords the infant Caolaidhe's family met tragedy. Her husband dead, his mother Iseulti clawed her infant child from the burnt wreckage of her home, badly burned and near death. No stranger to the arts of god-calling and dealing with strange and wild spirits, Iseulti set out into the darkness to find a local sorceress who was more than mortal.

A dark bargain was struck--the babe's life in exchange for a service from mother and child. Caolaidhe was raised in the knowledge that this debt hangs over his head, his personal Sword of Damocles. And now he is trapped in this damned town, in Heibarr, and he knows that She is waiting.

Caolaidhe: NG m half-elf Slayer1; 12hp, F +4, R +4, W +2, Ini +4; Spd30
Str16 Dex14 Con14 Int12 Wis12 Cha9; BAB +1, CMB +4, CMD16; ACP –
AC16 (+4 armor, +2 Dex); Touch12, Flat-Footed14
Attacks: +5 greataxe (1d12+4; 20/x3) -or- +4 dagger (1d4+3; 19-20/x2) -or- +4 hammer (1d6+3)
Feats[i]: Weapon Focus [Greataxe]
[i]Skills
: Perception +5, Survival +5, Stealth +4*, Acrobatics +4*, Swim +6*, Sense Motive +5, Knowledge [Local] +5, Linguistics +2
Traits: Reactionary, Indomitable Faith, TBD
Drawback: Scarred
Languages: Common, Elven, Hallit
Equipment: Chain shirt armor, backpack, 50ft rope, greataxe, dagger, light hammer


Submissions list so far.

Mightypion, Askold "Beerfiend" Magnusson, Human Skald
Ruin Explorer, Aleister Blackthorn, Gnome Mesmerist
FreeRadical, Mary Anne Kerrelia, Elf Wizard
Mordred of Fairy, Sigurd Koshckey, Human Slayer
Robert Henry, Ivar "Goldilocks" Theodinson, Human Barbarian
Kazmanaught, Eshki Nalur, Human Sorcerer (In Thread)
CrusaderWolf, Caolaidhe, Half-Elf Slayer(In Thread)
Tazo, Kirzon, Half-Orc Alchemist
Lapyd, Partisizya Toranth, Changeling Shifter

Other Hats in the Ring
TheWaskally - Inquisitor or Cleric
Ythiel - Halfling Paladin
TarkXT - Dwarf Ranger
Louxman
Dragoncat - Changeling Druid
Andostre - Gnome Investigator
pad300 - Cleric
Benobo - Half-Orc Summoner

Interest Check Thread Dots
Ouachitonian

If I missed anyone, please let me know.


The premise sounds great! I note a lot of martial submissions so far, hmmm what to play...


Background&Description added.

I should also add that the Vanguard Archetype is optional.
If there is no "Rogue-on-Duty" I am willing to drop that and pick up Trapfinding on Level 2 if that is deemed necessary.
The added party value of the Vanguard Archetype would be nice to have, but if there is greater demand for a trapmonkey - well, as said, I'll be pretty flexible :)

Dark Archive

This sounds interesting. Do you know roughly how high the campaign will go level wise?


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I do! I'm aiming for level 10, but if people are having fun around level 8 and want it to go further, I have a few ideas to get to level 12. So, no fighting The Hag Queen herself, but certainly powerful enough to thwart some plans.


This is Malinor's submission.

Background:

Thraag grew up in Ustalav, near the border of Belkzen. He was a scrawny half orc who grew up as an orphan. When he was coming of age a warband from Belkzen attacked the village he was in and captured him and several other people.

Through the forced march back to Belkzen, Thraag noticed that those who took him were treating him with nicer and with a strange respect. Thraag soon found out why. When they reached their destination, Thraag discovered why. He met a shaman who seemed surprised at the sight of him and explained, with a great deal of yelling, what was happening.

Ten generations before, a warlord named Thraag (the Elder) was gathering forces in Belkzen when some traitors turned on him and set a trap using crusaders against him. A prophecy was made by an Oracle that in 10 generations Thraag would be brought back to the world through his final descendant. For generations, a cult of Shamans had watched the family of Thraag (the Elder) to find the 10th generation. The shaman claimed to have had great joy at hearing that the 10th generation was named after the great orc leader. But at seeing the scrawny orc in front of him the Shaman went berserk.

That night he had his followers make a massive bonfire and called upon the gods to bring the hero back. When nothing happened the Shaman raged and started smacking Thraag (the Younger) before finally shoving him into the bonfire. Thraag managed to catch himself by grabbing two of the large logs that held up the bonfire. Thraag (the Younger) screamed in pain as the fire burnt and blackened his hands and forearms. As he cried out in pain a strange glowing symbol suddenly appeared on his left hand. Suddenly, a huge form appeared and blasted Thraag (the Younger) away from the fire.

Thraag (the Younger) fell to the ground writhing in pain. As he looked up a massive naked Half-Orc seemed to step out of the fire. The Shaman was shrieking in joy at his apparent success when the new figure grabbed a greataxe from a stunned guard and slammed it into the shaman, slaying him. The followers panicked at the sight of the dying shaman and mostly fled. The big half orc freed the others from the town and ordered them to grab what they could before they fled.

Sometime in the flight Thraag (the Younger) fell unconscious. When he awoke he found that he was in Ustalav again. His hands and forearms were still blackened and burnt, but they did not hurt. He soon discovered a new voice in his head, that of Thraag (the Elder) who had come across the void to protect his final descendant. Under Thraag's (the Elder) advice, the two set off from Ustalav as the followers of the shaman had come here once before to find him and would likely come again once they collected themselves. So the two headed directly away from Belkzen and into the River Kingdoms where the Thraags are looking for a safe place for Thraag (the Younger).

What I bring to the group:

Thraag brings a lot of utility to the party. He will mostly focus on getting spells that aid the group or the Elder in combat. He also has fire spells for times when he must get in there and scrap.

Thraag the Younger will focus on support and aiding the party. Thraag the Elder brings additional combat support. As a humanoid, Thraag will never be the crazy Eidolon that some people have and should instead help provide some good RP for the group.


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As I've been fleshing out the campaign past concept into encounters, I just want to make sure everyone who's applied is aware that hags are...extremely unpleasant. I won't be pulling punches when it comes to them and the things they do. Everyone good with that?


Depends on what you mean, and where you draw the line. I love horror, and I don't really mind if the crimes committed by hags are discussed /referenced / brought up during the game. But I'm not comfortable with SA being something that can happen to a PC during an adventure.


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"Extremely unpleasant? You mean vorse den farming?"

I'm ok with unpleasant and Ivar won't pull any punches either, so it seems fair.


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SA won't be part of the game. I promise that much. I'll check with everyone I pick up about where their lines are before we get going to make sure I don't cross any.


Beerfiend may stop being a sunny person, and go full bore "murder all hags with extreme prejudice" perhaps with a deity change, if sufficiently horrified.

He would end his alignment change from CG at CN though.


GM Elfriede wrote:
SA won't be part of the game. I promise that much. I'll check with everyone I pick up about where their lines are before we get going to make sure I don't cross any.

Nice! Then my answer is about the same as Ivar's: unpleasant is what we'll do to these hags! :)


I'm not 100% certain: Are we talking forced mating when it's SA?

"Meh. Let them try to impress me. Pretty sure my people have done worse, while raiding.", Sigurd shrugs his shoulders.

I'm usually cautious not to overstep boundaries. But I literally have no lines to cross. It is fantasy, and if it furthers the narrative, all is fair in my book, as long as everybody knows what they are getting into. That said, I dislike elements that don't try to make a point and are only there to elicit a response from the audience. It doesn't sound like such would be the case here, though.

Also, regarding the end of recruitment: I will be on a family visit from Friday to Sunday evening - I guess you'll take some time to review the applications but still wanted to put it in writing in case there are any questions(such as with those lines you mentioned).

Silver Crusade

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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

No sexual violence, no violence against children.

Otherwise I'm fine with various flavors of horror and unpleasantness.


Ythiel wrote:
Depends on what you mean, and where you draw the line. I love horror, and I don't really mind if the crimes committed by hags are discussed /referenced / brought up during the game. But I'm not comfortable with SA being something that can happen to a PC during an adventure.

This sounds exactly right to me. Other than this, I'm not concerned.

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