
Dm Joseph Rauel |
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No rite of passage is more important for the adolescence of Kassen than journey to the Crypt of the Everflame. As those youth of Kassen are coming to the age of adulthood, they are challenged with the task of a pilgrimage to the resting place of Ekat Kassen. The founder of Kassen’s Hold. It is at this final resting place that those youth venturing forward will have the honor of lighting a lantern from the eternal flame found there, returning to the town of Kassen not only with the flame but as adults.
Greetings and a warm welcome as the weather turns cool this fall season! As I sit on my back patio enjoying a cup of hot tea, I begin to reflect on the past 25 years of gaming. All of the one shots and multiyear campaigns would not have existed if it were not for the very first. A group of youth setting out from a homebrew town in the Kingdoms of Kalamar to be tested by setting out from their hamlet for the first time. The adventure spanned a few years and saw us reaching epic levels and eventually saving the Material Plane. “For Kalamar, and the Rose!”
That experience could never be relived or matched, but I would love to see where the road may lead beginning with this first level adventure. One that sees a group of youths to be tested to become adults themselves. My goal is to start with this adventure and go into a homebrew game from there, if the players are interested and we have a positive group chemistry.
I would like a good balance of characters in the game, so I am seeking 6 players with separate classes. I am okay with doubled mentors; it would only mean that you have trained together.
Application Deadline October 10th 12 noon central time zone.
Good luck and Godspeed!
Background = You are all from the town of Kassen, and all within a few years of racial adulthood. Some younger, some older. (Adulthood for each available race = Human 15 | Dwarf 40 | Elf 110 | Gnome 40 | Half-Elf 20 | Half-Orc 14 | Halfling 20) You have grown up with a mentor from the town training you in an area of life. Either a trade or a skill. See mentors spoiler below for available option.
Races = Those native to Kassen (Take into consideration the demographic breakdown of Kessen when picking races. It is mostly human, but of you are another race you are related to the only other people of that race.) See "Town of Kassen" spoiler below.
Classes = Core
Point Buy = 15 point buy
HP = Max at level 1, rolled beyond that
Gold = Class Average
Alternate Racial Traits / Class Archetypes = I will allow them if they fit within the scope of the small town, your mentor and the area they are training you in.
Traits / Background Skills = None
Expectations = 1) Respect. In character and in real life. Be active in posting daily, but also let us know if something comes up and you need someone to bot your character. 2) Help tell a story. With every post leave something that another character or NPC can pickup on and continue the narrative. 3) Have fun. This is a game. If we can't have fun with a game, then it's time to put on the pencils, papers and dice.
Kassen City Statistics
Nation: Nirmathas
Size: Hamlet
Population: 750
Demographic: 93%/697 Human, 3%/22 Halfling, 2%/15 Half-Orc, 1%/7 Elf, 1%/7 Half-Elf, < 1% Other.
Government: Conventional (mayor)
Leader: Mayor Jonark Uptal
Alignment: Chaotic Good
Authority Figureds: Jonark Uptal (Human male) elected mayor. Colbin Vetnar (Human male) woodcutter guildmaster. Gregor Wisslo (Human make) Captain of the guard. Holgast (Human male) Town sage. Rantal Prasst (Human male) Priest of Erastil.
Kassen is a small town on the Tourondel River in the Fang Wood of Nirmathas. It’s relatively close-knit settlement with origins that stretch back to the year 4522 AR, when the town’s founder, Ekat Kassen, grew tired of life as an adventurer and retired there.
Kassen is ruled by Mayor Uptal, a fair, but mildly rim man. While most of the “townsfolk” actually live in small homes or camps in the woods and fields surrounding Kassen proper, the town is quitte tightknit. As with most of the folk in Nirmathas, they stand up for one another and refuse to be pushed around.
History
When established in the year 4522 AR by former adventurer Ekat Kassen, the settlement that would become known simply as Kessan was named Kassen’s Hold. Located where it was on the river, Kessan’s Hold became a stopover for those traveling the river to and from the city of Skelt.
Death of Ekat Kassen
In 4535 AR a man by the name of Asar Vergas arrived in Kassen’s Hold. Claiming to be a former adventuring companion of the town’s founder, he felt Kassen had cheated him before they has parted ways. Vergas and a group of mercenaries raided the settlement for a period of two months before their camp was located. Kassen mounted an attack on the raider’s stronghold, slaying Vergas and scattering the mercenaries before succumbing to wounds received during the fighting. Those killed on both sides were buried in the crypt that served as the site of the battle.
The townsfolk placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.
Geography
Kassen can be found in the Fang Wood of Nirmathas, its location giving rise to substantial lumber industry in the community. It sits on the banks of the Tourondel River, allowing transport of logs directly to Lake Encarthan.
Map of Kassen
Notable Locations
1. Seven Silvers: Most visitors to Kassen end up at this comfortable two-story inn and tavern. Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter, Asina, and the overly friendly
Jimes “Short Change” Iggins, who is known for giving himself generous tips.
2. Greathall: Typically used for meetings, weddings, and other celebrations, the Greathall is a tall, three-story wooden structure near the center of town. Inside is one grand space with a number of smaller rooms on each floor.
3. Woodcutter’s Guildhall: Kassen’s primary export is lumber taken from the surrounding Fangwood. While many of these logs are taken right down the Tourondel River to Lake Encarthan, the woodcutters require that all logs bear the stamp of the guildhall, which of course requires a small fee. As a result, the woodcutter’s guild is one of the more powerful groups in town, under the firm hand of the ever-opportunistic Colbin Vetnar.
4. Temple of Erastil: The only stone building in town is home to Kassen’s only temple. While the church is offcially dedicated to Erastil, there are a number of faiths practiced here, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is the only priest, but most in town refer to him as the “High Priest.”
5. Town Watch Headquarters: Guard Captain Wisslo spends most of his time in this building or patrolling the streets of Kassen. While the guardsmen are mostly relaxed in their duties, they become an effective force if there is trouble in town.
6. Renet’s Steel: While Renet’s shop services much of the town’s needs when it comes to metalworks, his quality is nowhere near that of Braggar’s. Most metal items can be found here for the standard prices, but there are no masterwork items to be found at Renet’s Steel.
7. Arnama’s Home: This is the home of Arnama Lastrid, one of the few rangers who lives in Kassen. Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently calls Arnama to the town council to report and advise.
8. Sir Dramott’s Home: This is the home of Sir Dramott, a knight from Lastwall who keeps watch on the town.
9. Braggar’s Shop: This is the workshop and home of Braggar Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel, but he works much slower and charges a higher price. Braggar can forge nearly any masterwork metal tool, weapon, or armor.
10. Vargidan Estate: This is the home of the eccentric Vargidan family, and has a bit of a spooky reputation in town.
11. Holgast’s Tower: Holgast’s slightly crooked tower stands at the edge of town.
12. Mayor Uptal’s Home: This modest building along the water is the home of Mayor Uptal, who can frequently be found in the Greathall holding meetings or on his small boat in the river, fishing.
13. Ilimara’s Home: This is the home of Ilimara Oniri, the mysterious woman from Qadira.
All of the following mentors have suggested class ties, but they do not need to be so cookie cutter. If you gravitate towards one of the mentors without a “matching class,” that is okay.
Sir Dramott (human): Possible Paladin mentor. The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.
Jocyn Elmaran (human): Possible Bard mentor. Jocyn is the only real entertainer in the town, having settled here 4 years ago afer a fight with orcs up near the Belkzen border left him with a crippled leg. Despite his injury, Jocyn is a capable performer, working with a variety of instruments and performance styles. He lives in one of the rooms above the Seven Silvers Tavern, where he performs nightly. Jocyn is a perfect mentor for bard characters. His loose style and relatively carefree nature make him a rather lax teacher, however, and his occasional drunken ramblings hint of a terror in his past that he refuses to speak of any other time.
Holgast (human): Possible Wizard mentor On the eastern edge of town is a single tower,
leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his
pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.
Jimes “Short Change” Iggins (halfling): Possible rogue mentor. Those who frequent the Seven Silvers tavern know to count their coins before they leave the table, especially if they have been served by “Short Change,” the halfling waiter who has a propensity for giving less change than is due (although he insists the name is due to his short stature). Although Jimes is genuinely kind and helpful to all the locals, he just can’t help but end up with some of their possessions at the end of the night, be it a few coins or a loose dagger. Most of the townsfolk are quite aware of this and do not take too much offense if something goes missing. After all, they know where the missing goods went. Anyone who works with Jimes at the Seven Silvers is sure to get a host of tips and tricks from this good-natured thief, who thinks that a little petty theft is all in good fun.
Braggar Ironhame (dwarf): Possible barbarian mentor. Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’s Steel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling their anger and unleashing it when the time is right.
Arnama Lastrid (human): Possible ranger mentor. Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Arnama is a skilled ranger but not the best teacher. Those who have tried to learn from her find her impatient and without discipline. She does, however, excel at teaching by example, leading her charges on far-ranging patrols and hunts.
Ilimara Oniri (human): Possible monk mentor. While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it.
Father Rantal Prasst (human) Possible cleric mentor. The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why.
Olmira Treesong (human) Possible druid mentor. Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.
Moltus Vargidan possible sorcerer mentor. If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a different wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.
Guard Captain Gregor Wisslo (human) Possible fighter mentor.The town of Kassen has never truly known the horrors of the war with Molthune, but occasional raiding parties from Belkzen do sometimes pose a threat. As such, the town has been watched over for many years by Wisslo, who serves as guard captain. Gregor is a staunch man who believes in schedules and regiment over ingenuity and spontaneity, much to the chagrin of the town’s residents. As an aging fighter, Gregor is a qualified teacher, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).

Dm Joseph Rauel |

I've been wanting to play this for forever...and with the lure of a possible campaign beyond it? Absolutely interested.
Will be rolling up a spellcaster for my submission, likely a Wizard.
That is what I want to hear, excitement for the module and beyond. There is something special about someone's first time through a module, but with the possibility of what could come beyond this opens the doors for people who might have played through this module in the past. That being said, 2009 was a long time ago and would be curious how many people have played this first level adventure.
The first time I played through this adventure I was some kind of skill monkey, a bard or rogue. If I were to do a replay I would probably pick some sort of primary spell caster. Wizard is an excellent choice if that is where you settle.

Albion, The Eye |

I have never played Crypt of the Everflame, and I specially like the fact you are going with a Core game DM JR!
So I am throwing my hat in the ring for this one, and with a very classic Core concept - a switch-hitter ranger. And I would like to make him an Half-Orc with the Sacred Tattoo alternate racial trait (an heritage from his tribe? A mysterious omen? Who knows?). Hopefully being adopted herself, Arnama Lastrid would make a fine mentor for him, understanding what it is to find a home away from home.
I am thinking he could have been but a child found after a roving band of orcs was defeated and cast out of the region, adopted by 'someone' in town (not yet sure who - perhaps mom is an herbalist, and dad is a guard under Captain Gregor Wisslo?), growing among the human children (perhaps not always an easy process), and finding he liked more and more each moment he managed to spend with Arnama on far-ranging patrols and hunts, in spite of her frequent lack of patience with him.
These are the bare bones of the character (I also have a simple crunch in mind, but first things first) :D

GM Polyfrequencies |

I'm not looking to apply for this, but rather to celebrate and encourage this module! I started running it with two tables earlier this year, and we're nearing the end. It has been a tremendous ride, and I am very much looking forward to what we do next!
Good luck and Godspeed to all of the young heroes of Kassen!

Dm Joseph Rauel |

I have never played Crypt of the Everflame, and I specially like the fact you are going with a Core game DM JR!
So I am throwing my hat in the ring for this one, and with a very classic Core concept - a switch-hitter ranger. And I would like to make him an Half-Orc with the Sacred Tattoo alternate racial trait (an heritage from his tribe? A mysterious omen? Who knows?). Hopefully being adopted herself, Arnama Lastrid would make a fine mentor for him, understanding what it is to find a home away from home.
I am thinking he could have been but a child found after a roving band of orcs was defeated and cast out of the region, adopted by 'someone' in town (not yet sure who - perhaps mom is an herbalist, and dad is a guard under Captain Gregor Wisslo?), growing among the human children (perhaps not always an easy process), and finding he liked more and more each moment he managed to spend with Arnama on far-ranging patrols and hunts, in spite of her frequent lack of patience with him.
These are the bare bones of the character (I also have a simple crunch in mind, but first things first) :D
I like it. I would have to double check, but he would be the only half-orc in Kassen. Not wanting to get the ideas ahead of the adventure, but the sacred tattoo could be something I would use beyond this adventure. Something I would say is an unknown to the character if that was okay with you?
I'm not looking to apply for this, but rather to celebrate and encourage this module! I started running it with two tables earlier this year, and we're nearing the end. It has been a tremendous ride, and I am very much looking forward to what we do next!
Good luck and Godspeed to all of the young heroes of Kassen!
Thank you for the well wishes! I might have to sneak over to your games and peek behind the DM screen. Since you have run through it twice this year you might see a question in your inbox if something comes up.

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I don't think I've played Crypt of the Everflame the whole way through- we stopped after leaving the crypt. It would be great to get that chance!
I'd like to submit Conrad Mendelson for your consideration! Any advice or recommendation is welcome!
Backstory
Irreproachable as they were, it came as a big surprise for the whole town that Conrad did not turn out that way at all.
It started with difficulties in church, where he struggled sitting through sermons and learning how to read, write and count. Then, it moved to unpredictable bursts of rage whenever another kid taunted him for being "slow", even escalating to physical violence more than once, or breaking objects against walls.
When he became a teenager, things got even worse. Any work requiring discipline was too much for him. An apprenticeship at Braggar's shop ended in absolute disaster, and he was fired from the guard after only two weeks. Woodcutting was out of question, as nobody wanted to place an axe between his hands. He was finally hired for the sole task of helping loading up carts with lumber, a job offered out of pity, that bored him to death. To bring some more money to the house, he secretly started taking part in illegal fights with other woodcutters keen to make some easy cash with bets. Through all this, his parents wept and despaired, wondering what to do with him.
It was some months after his sixteenth birthday that Conrad's life changed radically, when the recently arrived Father Prasst decided to let local Shelynites organize a small festival on the winter solstice. Stalls were installed and music was played, with craftsmen, artists, and other believers taking this opportunity to entertain the crowd while talking about their goddess and explaining the precepts of their faith.
Through most performances, Conrad sat transfixed. Between shows, he approached the faithful to timidly ask questions, and got enthusiastic lectures on the importance of art, beauty, kindness, and about how everyone could have a place and a role to play to turn life into a masterpiece. He went back home shaken. Three days later, Father Prasst found a sheepish, broad-shouldered boy in his temple, asking him if he could answer some more questions about Shelyn.
Though Father Prasst's explanations rather verged on the side of caution regarding the goddess's precepts, it made little difference. From what Conrad had understood, everything could be an art form worthy of Shelyn- even the art of fighting. To know that there could be a way to channel what he was truly talented at into something that a goddess of unconditional love might find beautiful filled him with a new sense of purpose.
For the past two years, Conrad's behaviour has improved tremendously. He quit the illegal fighting to take theology lessons with Father Prasst instead and managed to attend more rigorous combat practice with trained fighters without getting too overwhelmed with fits of rage.
He was promised that he would undergo the journey to the Crypt of the Everflame if he could keep his job as a woodcutter and stay on his best behaviour for a full year, and he held up his part of the deal. Now, at eighteen years old, Conrad is finally ready for his rite of passage into adulthood.
As for mentors, I think Father Prasst would be the most fitting for him.
EDIT: Just checked his character sheet, and I think it got meddled with another character's while I was making it. I'll set it right this week

Albion, The Eye |

I like it. I would have to double check, but he would be the only half-orc in Kassen. Not wanting to get the ideas ahead of the adventure, but the sacred tattoo could be something I would use beyond this adventure. Something I would say is an unknown to the character if that was okay with you?
Yep, that would be perfectly fine :)

Aldmus Greymantle |

Flanderdash here with my avatar for my submission. He's a Human Wizard of the Conjuration school, and until recently, lived as a slightly-disgruntled and overworked apprentice of Holgast. He's a smart-ass and generally thinks he's the smartest one in the room...and quite possibly is...but definitely needs his ego knocked down a notch or two. He's loyal to anyone who earns it, (mostly) trustworthy, and well meaning.
The crunch is in my profile, but the equipment is still a WIP, and his backstory isn't here yet.
For each of his spells, I've gone and used an English to Latin translator and used the text as the verbal components for his spellcasting, if that's ok?

Dm Joseph Rauel |

I'd like to submit Conrad Mendelson for your consideration! Any advice or recommendation is welcome!
Let me know when it is updated and I will give it a look over.
The crunch is in my profile, but the equipment is still a WIP, and his backstory isn't here yet.
For each of his spells, I've gone and used an English to Latin translator and used the text as the verbal components for his spellcasting, if that's ok?
I am cool with the Latin translator for the verbal portion of the spell. Anything that can add to the RP and story is fun.
I am not sure if I am sold on the Celestial Healing. Access to Good Outsider blood would be extremely limited to the youth, if it was even in Kassen. I don't want to rain on any parades, but I'd probably go with something else there.

Aldmus Greymantle |

It says you can use holy water instead...that's why I took it.
Here
But I won't argue it, if you decide against it.

Dm Joseph Rauel |

It says you can use holy water instead...that's why I took it.
Here
But I won't argue it, if you decide against it.
Oh, it sure does. It takes one dose each usage. That balances things out really. I am good with you having the spell.

Albion, The Eye |

And I now have a basic crunch for Herskor!
Herskor
Half-orc ranger 1
CG Medium humanoid (human, orc)
Init 1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort 5, Ref 4, Will 3
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+3 P or S/19+) or
. . morningstar +4 (1d8+3 B & P)
Ranged shortbow +2 (1d6 P/×3)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB 4; CMD 15
Feats Point-Blank Shot
Skills Climb +4, Handle Animal +3, Intimidate +5, Knowledge (nature) +4, Sense Motive +3, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, track +1, wild empathy +0
Other Gear studded leather, heavy wooden shield, dagger, morningstar, shortbow, 78 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Humans +2) (Ex) +2 to many rolls when dealing with creatures of the humans category.
Orc Blood
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Tattoo +1 to all saves.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Joras Iggins |

This sounds interesting and so I present Joras Iggins Halfling Bard, nephew of the hamlet's wayward waiter.
@Aldmus Greymantle Some of my background is aimed at your character in an indirect way. But if you want to have Joras as a friend he'd be over welcoming.
Any questions or comments greatly appreciated.

Dm Joseph Rauel |

And I now have a basic crunch for Herskor!
Herskor looks good. I know this is another "in the future" question that could very well change over time... but at the start would you be leaning more towards the bond between you and your companion and share your favorite enemy, or more towards an animal companion bond? I mainly ask because I like to see animal companion bonds form naturally and not something that appears out of thin air when PCs level.
This sounds interesting and so I present Joras Iggins Halfling Bard, nephew of the hamlet's wayward waiter.
I love it! Glad to see the family fleshed out and ties to Jimes. Also, why have I been missing Cosmopolitan as a feat for this long? That is amazing. Kassen isn't a "large, exotic city" but his outward nature and ties to Jimes, Jocyn, and Holgas can help fill in those blanks a bit.
For everyone
Be sure to include your characters age on the alias/character sheet. They can be within a few years +/- of adulthood according to Random Starting Age Chart.

Aldmus Greymantle |

@Aldmus Greymantle Some of my background is aimed at your character in an indirect way. But if you want to have Joras as a friend he'd be over welcoming.
@Joras: Would love to have the two of them bonding, and will absolutely put it into Aldmus' backstory. Also, I don't think I've noticed Cosmopolitan before either, and man, am I jealous. I'm set with the feats that I've taken, but if I'd seen it, I would have taken it. LOL

Albion, The Eye |
1 person marked this as a favorite. |

Albion, The Eye wrote:And I now have a basic crunch for Herskor!Herskor looks good. I know this is another "in the future" question that could very well change over time... but at the start would you be leaning more towards the bond between you and your companion and share your favorite enemy, or more towards an animal companion bond? I mainly ask because I like to see animal companion bonds form naturally and not something that appears out of thin air when PCs level.
Animal Companion bond - I just love it too much to pass :D
And it would be refreshing to see it come to life 'organically' - unfortunately most DMs tend to ignore it, no matter how many hints/ideas you may drop.
(I envision Herskor as being around 17 years old)

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Finished my character sheet! It's ready for review.
I chose the Brutal Pugilist archetype because I liked the option of fighting non-lethally, especially for a Shelynite who grew up in a rural area and hasn't necessarily been trained to kill. It gives also really nice bonuses to Combat Maneuvers as the barbarian levels up, and it's always great to think that a killing machine could disarm, trip, or grapple you even in a state of Berserker Rage. Absolute slaughter but done with style.
However, I am not the greatest at optimizing characters or planning ahead which feats and skills I'm going to pick for them, so any advice is more than welcome.

Mightypion |
Oh, optimization advice?
Note, I am not the GM, and this information has zero specific relevance to this module.
I am not a fan of brutal pugilist. The brutal pugilist by itself does not actually better non lethally then any other barbarian who pays a feat for improved unarmed strike, which, from an optimization standpoint, is something more effectively gained via a dip. It is a barbarian that trades being unflankable for being harder to grapple and better at grappling.
The bonus to CMB is only a +2 if you are wearing no armor, and you dont actually get extra feats to perform these combat maneuvers with, and you are typically locked into one combat maneuver, as you are having to pay a sizeable feat tax for each.
If you are looking for an unarmed fighter that is not a monk and is good at combat maneuvers, consider a brawler instead. Martial flexibility allows you to actually have the improved combat maneuver ability that is good in the likely situation.
If you are set on being a Barb,
There are 2 possible single level dips that are great on nearly any Barb.
One is mutagenic mauler, which has 2 strong saves (fort and reflex), gives you improved unarmed strike, which the brutal puglist kind of lags.
It also gives you mutagen, a 10 minute buff giving you an alchemical bonus of +4 to STR or Dex or Con (pick one while making the extract), and +2 alchemical natural armor enchancement, while costing you to in the corresponding mental stat. You can brew a new one, costing you one hour. As a human, you could burn a feat on dodge, and use improved unarmed strike from mauler to pick crane style at level 3, suddenly giving you pretty reasonable AC. Just remember to put 3 skill ranks into Acrobatics.
The other dip to be considered is a single level dip in spiritualist, with a dedication phantom. This in essense gives you a shield spell twice per day, and essentially improves you willsaves by 8, with the option to ignore one failed will save and shunt the effects on the phantom. You also get skill foci in diplomacy (eh for a bard) and sense motive (pretty reasonable), as well as a large selection of class skills.
The way it works is this, you dont actually ever manifest the phantom. As long as the phantom is within your conciousness, you get +4 vs mind effecting will saves. If its a deciation phantom, you get iron will for free for another +2, and its a strong will save class so you get another +2. It is also a strong fort save class on top of that, and it can cast shield, a fantastically usefull spell on any front line fighter.

hustonj |
I've started to put together a fighter trained to handle drunks without hurting them, because a town guard serves the people, doesn't serve them up.
Human Feat: Combat Expertise
1st Level: Improved Trip
Fighter 1: Improved Disarm
Fighter 2: Weapon Focus (Reach polearm of choice - haven't made up my mind, yet)
3rd Level: Combat Reflexes (Not much Dex, so not much Hurry)
Fighter 4: Weapon Specialization
The build gets pretty MAD for a straight Fighter. Int for Combat Expertise. Dex for Combat Reflexes. Con because Fighters get hit. Strength to make everything work.
You can do it with a Finesse Build and ignore Strength, really, but it adds another Feat into the mix.
But the concept provides a capable battlefield control character that doesn't have to do damage to keep his companions safe. But still has the ability to do damage. Not as much as a stock Barbarian or flanking Rogue, but consistent and regular easily enough.
The 3 reposition feats are worth including, too, but adding them almost eliminates your ability to do anything to scale damage. And they aren't core . . ..

Joras Iggins |

I'll comment on the optimization here as well, with some general advice. First decide what you are going to optimize for and I mean that in a fundamental way. Combat, Social influence, Scouting, Research, Survival in a broad sense, etc. All these feed into each other of course. I'll get more specific with an example already commented other than Mightypion's excellent but focused advice.
It's about Cosmopolitan feat, it may be the most powerful feat in Pathfinder 1 or completely useless. I've heard both opinions, even from GM's. And both views have some truth to them; it depends on the game, the GM's approach to gaming, and the player. I have often used it. Two skills and two languages for roleplay, for a skill monkey, that is great, if those skills will be of any use, and they may not be in some games. They add nothing directly to combat power. Knowledge is power except in some games it's not really. Or the player may not be interested in anything but action, combat, and blood. With the right GM, there are ways to use skills to aid combat in some way, but others don't give or allow such uses of skills. Or the player is bored by such an approach.
As for Joras he is a pretty min-maxed character but not for combat, as usual for me, I optimize for versatility. He is somewhat useful if carefully played in combat but he is good in almost any situation, social, magical, knowledge, healing, etc. I'll often not be the spotlight character but I'll be next to him almost all the time. How selfish of me. If not the King, I'll be his indispensable aide, next to the action. (Woah, I think I just exposed my evil plot, shucks.)
This thinking about this was caused in part by your comment Conrad,
Absolute slaughter but done with style
. Is style more important, or is your desire for non-lethal attacks your focus, or just combat effectiveness which is what Mightypion talked about, (I think his analysis is pretty good, I'll look when I can for additional effective options for non-lethal combat options) and what are you willing to give up for it? You do give up some very nice barbarian abilities for Brutal Pugilist and in a pure power sense Mightypion is right, it is not a good power trade.

Joras Iggins |

@ Conrad
Sorry I got carried away before too much about me, should have been about you. Getting too woolly-headed these days. Another problem with most of these ideas is that they don't tend to matter until later levels which may or may not happen*. The simplest answer to get belligerent people to do what you want non-lethally is intimidate and have a Sap, it's better than your fist and useful at level 1. I think you want to "bum rush" people like a bouncer but grapple etc. rules in P1 are not that great.
* Sorry GM but the demon that runs these boards occasionally eats a poster every now and then :).

Joras Iggins |

You guys do remember only Core classes are allowed, right? :)
No, I'm blind apparently but with that very important point made I think that using a non-lethal weapon and social skills are his best and maybe only Level 1 option or use the complicated grapple rules as is.
For a discussion of the grapple rules you could look here:
reddit grapple comments.
And I'll stop here; I feel I hijacked Dm Joseph Rauel thread and so I return to his regularly scheduled recruitment.

Dm Joseph Rauel |
1 person marked this as a favorite. |

Feel like I needed to collect a few bits of details.
Albion, The Eye – Herskor Half-Orc Ranger – Bare Bones – Arnama Lastrid Mentor
Ythiel – Conrad Mendelson Human Barbarian – Backstory – Father Prasst Mentor
Flanderdash – Aldmus Greymantle Human Wizard – Holgast Mentor
Veshly – Joras Iggins Halfling Bard – Jocyn/Jimes Mentors
For ease of access, could you add your PCs backstory in the alias? That would help me for one click reading. Thank you so much.
Optimization oh yes, the 12 letter word! I will say this. I would loosely plan things out based on optimization. I only say this because you never know what you are going to come up against and what feat/spell/skill is going to be a game changer at the next level. Also, nothing changes a feat progression like rolling two 1’s on your HP level up and you need to take a toughness.
One last remark about optimization/minmaxing and then I’d like to get back to the recruitment. When characters fall down this path of squeezing every bit of power out of each level (see Hustonj’s comment in mechanics discussion) things quickly can turn into an arms race. I don’t want to see this because it can cause people to feel weaker and less important when it comes to their PCs abilities. If a character tips into the overpowered realms, I am a DM that will approach a character and see how we can rein things in.
Albion I will do my best with picking up on any hints/ideas that are dropped. But if I completely miss them please always feel free to send me a message on it. I want to set up a game that you all can have fun.
You guys do remember only Core classes are allowed, right? :)
Core classes are correct. I do allow racial and class variants only if they fit the scope of Kassen and the mentors/people within.
I want to let you all know that I am in a wedding tomorrow and the rehearsal is tonight. If I do not get back to any future questions until Saturday at some point that is why. Keep the characters coming! We have 4 submitted, we need at least two more for my starting numbers.

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I'm debating whether to throw my hat in: I have a character who was part of a Crypt of the Everflame game that never quite got off the ground, so she's still first level, but I don't want to step on Flanderdash's toes and be redundant.
Part of me is also interested in writing up a new character like maybe a Vargidan scion who squired under Sir Dramott, starting out as a paladin and then switching to Sorcerer after a level or two, with the goal of eventually taking Eldritch Knight, which while a Prestige Class IS still Core only. That's what Betzolte was written in mind for, but with Wizard instead of Sorcerer because dwarven CHA penalty...

Aldmus Greymantle |
1 person marked this as a favorite. |

I'm debating whether to throw my hat in: I have a character who was part of a Crypt of the Everflame game that never quite got off the ground, so she's still first level, but I don't want to step on Flanderdash's toes and be redundant.
Part of me is also interested in writing up a new character like maybe a Vargidan scion who squired under Sir Dramott, starting out as a paladin and then switching to Sorcerer after a level or two, with the goal of eventually taking Eldritch Knight, which while a Prestige Class IS still Core only. That's what Betzolte was written in mind for, but with Wizard instead of Sorcerer because dwarven CHA penalty...
How badly do you want the wizard role? I'm definitely hoping to get it, and I like Aldmus quite a bit, but since you've already had the spot in one game and never got to play it, (that can really suck, I know), I'd consider a different role if you have your heart set on it.
Possibly as a Cleric or Paladin, since we don't seem to have any divine casters so far. Lemme know.
Edit: Oooh. Possibly as a Cleric who WANTED to be a Paladin, but didn't measure up to the rigid discipline and focus of purpose it required (NG instead of LG for rules purposes).

hustonj |
One last remark about optimization/minmaxing and then I’d like to get back to the recruitment. When characters fall down this path of squeezing every bit of power out of each level (see Hustonj’s comment in mechanics discussion) things quickly can turn into an arms race.
In my own (limited) defense, I'm trying to optimize NOT killing things. Not what people normally think of when they call out optimizations.
This kind of fighter doesn't really win fights. They just work real hard at preventing the other guy from winning. <wink>

Slowdrifter |

I've never played the module before but I'd be very interested to join.
I have an idea for a human cleric, mentee of Father Prasst that I'm working on. Would ecclesitheurge fit as an acceptable archetype? I think it seems to work with Father Prasst's position as spiritual rather than battle leader - and with the character, very much being support rather than a melee combatant.

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Much thanks to everyone who took the time to reply!
Perhaps I misspoke when I brought up "optimization": I did not mean "how to make the best character possible", but "how can I improve my character mechanically".
When I create a character, the first thing that pops into my mind tend to be the story ("oooh, wouldn't it be nice if we had a cleric with [b]this[/i] kind of backstory"), and then I spend a lot of time trying to make that idea work mechanically. I'm not good at maths, so I prefer to ask for advice from players who can identify at a glance which builds are going to work out, and which builds are doomed to fail.
(Seriously, I don't know how your minds work, but it's impressive to watch.)
Since the Brutal Pugilist archetype is not really that important, and you guys convinced me that it would take at least a very experienced player to pull off, I'm dropping it. The gladiator-like feel of it doesn't really work with the setting anyway, and it will leave a bit more flexibility for Conrad to evolve (if he gets picked, of course!).

Dm Joseph Rauel |
1 person marked this as a favorite. |

are you still accepting applications for this?
Albion is correct and I am still accepting application. Application deadline: Oct 10th @ Noon Central Time Zone.
Albion I don't know why it just clicked but your name just unearthed a load of fun on the original XBOX with Fable I & II.
DM, what's your play-by-post experience like?
Great question. I currently play on the Woldian PBP boards that run legacy games lvl 1-20 same character. On the Paizo boards I had an account back when Pathfinder first launched with the beta but deleted that account a long time ago. I dabbled in PBP world back then.
Would ecclesitheurge fit as an acceptable archetype? I think it seems to work with Father Prasst's position as spiritual rather than battle leader - and with the character, very much being support rather than a melee combatant.
I think it would be acceptable. I don't see anything gamebreaking (That I haven't overlooked). Makes Channel Energy more versatile.
Part of me is also interested in writing up a new character like maybe a Vargidan scion who squired under Sir Dramott, starting out as a paladin and then switching to Sorcerer after a level or two, with the goal of eventually taking Eldritch Knight, which while a Prestige Class IS still Core only. That's what Betzolte was written in mind for, but with Wizard instead of Sorcerer because dwarven CHA penalty...
I always say play the race/class you want to use the penalty as something to overcome. In the long run its the difference of 1 to the bonus of things. Let the RP fun with the race overlook that. I am perfect with you setting things up for the Eldritch Knight.
If others would like to shoot for any of the Core Prestige Classes that would be great too! Like I said, my goal is to use this adventure as a starting point.

Aldmus Greymantle |

Question: What are your thoughts on familiars? And on Improved familiars?
I currently have Aldmus set with Bonded Amulet for his spellcasting, and I may simply stay with that, but was wondering if you find familiars to be pests or entertaining? It makes a difference, all around.
Likewise, how fragile are they in your games? Back in the day, our tabletop group had a homebrew rule of "If you don't use them in combat, they don't get attacked in standard combat". Obviously if you were using them to scout or whatever, they'd be in jeopardy, but still...just wondering.

Dm Joseph Rauel |

Question: What are your thoughts on familiars? And on Improved familiars?
This is an excellent question! But, I am going to expand it to familiars/animal companions.
I would expect you to RP the creature in your post. The animal does not magically appear when you most need it. That are an active part of your character. They are active in combat and have their own action economy separate from your action economy. So if they need to fly/run away from combat to stay safe, then that is what they do.
I will say this, I will never DM hate target a familiar unless they are the most threatening option in the way of the "bad guys." (which typically they aren't)
As far as going from a familiar to an improved familiar, I like things to naturally happen. Meaning a Pseudodragon isn't going to magically appear when you hit the improved familiars feat.
BUT, I am here to serve and we can make things happen for the PCs.

Joras Iggins |
1 person marked this as a favorite. |

I'll provide some more of my often unsolicited advice but if DmJR would like me to refrain from further comments I'd be glad to comply.
@Aldmus and @Zousha
Wizards are very versatile classes I could see two selected, especially in a party of six, just work to make them quite distinct while having the same mentor. Perhaps Aldus takes no transmutation spells and Zousha takes no conjurations. Given all that our illustrious DM has said so far I suspect the quality of the character concept and its role-play potential will weigh more than the details of a build or even class choice.
@Slowdrifter
How much a cleric is a melee combatant is depends more on the stats you select. Once a player in a game I was in made a cleric with a 10 STR and put most of his stats into WIS and CHR. He did wear heavy armor and was at heavy encumbrance. In battle he stood near the front line and healed away. In real life even conscientious objectors that are medics wear helmets in combat zones.
My issue with ecclesitheurge is that Channel Energy is so useful as is adding more varied uses comes at a significant opportunity cost even more than the proficiencies lost. IMHO. In any case with this one I strongly suggest a high charisma, possibly even higher than your wisdom.
I like to suggest the Herald Caller archetype even though the loss of a domain choice is heavy along with reduced armor etc. but switching spells for summons can be very useful and more for defense than offense, the attacks of summoned creatures are often in my experience disappointing but their ability to distract the enemy helps with defense. And you still can wear light armor and keep your deity's weapon, if you choose Erastil that give you longbow and you could help with hunting, an act of worship for those followers. What I like about it is that it gives an increase in skills as well but that might be my personal interest, so consider my advice with that in mind.(I'm not actually sure that ecclesitheurge disallows the deity favorite weapon boon or not but it might).
But again, write a background for a good story then build to that end and see what happens. Hope that helps.

hustonj |
Ecclesitheurge is a marvelous choice if you want to build an adventuring preacher instead of a war priest, which is what the core Cleric was always intended to represent. One of the problems with the ever-expanding cruft that is inherent in trying to make money on an RPG, is that you eventually ignore or flat forget the original concepts in order to sell more books.
Businesses worry less about consistency than they do profits. Make no mistake, the big RPG companies are businesses. Most didn't start focused on the business side, but on the gameplay and game design side, but they wouldn't have become big companies without becoming businesses first.