Amwyr Yuseifah

AZVB's page

2 posts. Alias of DM Darkthorne.




This will be the out of character discussion thread for The Black Phoenix. Let the game begin!

Arvind Grunwald: Half-Orc Paladin

Roger McCuen: Human Monk

Voem Cubskel: Human Fighter

Connor O’Hoolihan: Half-Elven Ranger

Dieter Stolzdorf: Human Bard

Kale Porter: Elemental Sorcerer- Water

Cousin Schmitty: Halfling Rogue

Daemon Sone-of-None: Human Cleric: Healing and Death domains

Please note: Your characters will not know eachother beforehand. Please integrate a small story of how you came to Landrinor and why, and what you last remember doing. Do not include how you came to be unconscious or anything like that, simply what you were doing.


The Black Phoenix

You look up and see an enormous, dark form hovering above you. It has no discernible shape, but it fills you with fright. The thing descends upon you, swirling around you like a fell mist. The mist sweeps you high into the air through black thunderous clouds. You are utterly helpless and a deep feeling of dread fills you to your very marrow. The mist dissipates and you fall back through the clouds, increasing in speed as you plummet towards the black earth…

You start awake in almost complete darkness. You lie on your back on hard, smooth stones, achy and hungry, and parched as well. A damp draft brings with it the faint smell of smoke over the pervasive smell of cold stone and unwashed bodies. You feel as if you have not moved in days, and the cold of the stones has seeped into your bones and joints, making them creaky and reluctant. You do not know where you are or how you got there. There seems to be a large black patch in your memory that you cannot recall. You rub your eyes, and as they slowly adjust, you begin to be able to discern several things about your environment.

Perception Check DC 10:
As your eyes adjust, you are able to make out a faint light emanating from a window on high.

Perception Check DC 15:
A faint red light comes from a window set about ten feet high in the stone wall. The room around you is dim, but you can make out several other shapes near you that appear to be people. You are able to determine that this is some sort of holding cell or prison.

Perception Check DC 20/Dark/Low-light Vision:
You rub the haze from your eyes and a large, darkened, stone cell materializes before you. Several others lie on the floor near you. Through a barred window set ten feet high in the wall, you can see the red, blazing tail of an enormous comet gleaming against the sky. Looking around, you are able to see a barred entrance. There are stone benches inset into the walls of the cell. In one corner of the cell is a stinking bucket for use as a chamber pot.


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I am looking for five committed players who will be able to post regularly and will be enthusiastic. This is for fun! We need a variety of charaters, motives, and interests, so please consider the group dynamic when building your characters.

Title: The Black Phoenix

Characters:

- Use of any races and classes in the Pathfinder core rulebook is acceptable
- 1st level
- No evil characters
- Use epic fantasy, 25 point buy
- Characters may start with maximum hit dice
- Take two traits and one campaign trait
- The game will not be simple “hack and slash,” it will involve a lot of role-playing, but do not worry; you will see plenty of action.
- The DM will roll all initiatives and control the game
- YOU WILL START WITH NO EQUIPMENT OR GOLD
- Please do not worry about this, and do not include it in your background.
- Make characters as normal with any abilities, feats, skills, and spells that you desire and are allowed.
- Please make a plausible, interesting background. You do not need to include the lack of gold and equipment. You may select your place of origin from the following:
Landrinor: The port city of Landrinor, capitol of Kreonata, on the southeastern coast.
Klontar: Klontar is a village in the mountains far in the northwest of Kreonata, where hunting is the main profession.
Turingen: Turingen is a mid-sized agricultural city in the northeastern plains.
Alior: You may choose to come from Alior, the neighboring country on the west.
Village X: You may choose to hail from a small town or village in the land of Kreonata. If you do, please also make a backstory for your village.

Setting:
The land of Kreonata has a large coastline, and many forests in the lowlands of the north and south. In the west, Kreonata is connected to the main continent by a the neighboring country of Alior. Alior has diverse land, most of it is forested. A river passes into Kreonata through Alior, and is often used for trade. A great mountain range extends from the northern seas to the middle of Kreonata, curving in and continuing east, essentially separating the south and southwest from the northeast. In the middle of the mountain range is a vast desert at high elevation where little life can be found. Two mighty rivers spring from unknown sources high up in the mountains and crash down to the fertile valleys below. To the northeast of Kreonata are several islands. There is a peninsula that connects Kreonata to the largest of these. A small castle and garrison protect it. The cities of Kreonata have long been affluent due to their strategic positioning and rich natural resources.

Intro:
You awake in darkness. You lie on a cold stone floor on your back. You are confused and achy, and you have no recollection of how you came to be here. You are wearing simple peasant clothes and boots. You have no other possessions…

Please let me know if you are interested!


I am new here, I've played only once before. I am interested in playing in an exciting and adventurous campaign! I have a 1st Level Monk created. If possible, my friend is also interested in playing as a barbarian. We would be dedicated posters and I can vouch for our dependebility. The monk is adaptable, the barbarian is more set. Please let me know if anyone has room!

Here is the background I've made up for Alzkahar Von burin the Monk.

Alzkahar Von Burin was the son of a baker. His parents were taken as slaves in the Great War, and then he was wise for an orphan. He could live on the streets or in the woods. He had little choice. Sometimes he was hungry. Sometimes he was cold. He fought for his life, and he learned to live. He was fast and quick, quicker than most. Some days he went begging, some he went stealing. He thought and grew bold.

He went to the monastery and begged one day. The monk at the door stood like a tree. He did not talk. He beckoned only. Alzkahar followed, and was brought into training to be a monk. For many years he learned and studied in the monastery. He learned the use of the staff. He learned to be quick and to be slow. He was very good at baking because his father had taught him well, and he was the cook for the monastery. He learned many things. He did not leave the monastery for many years.

One day he was sent begging for the monastery in the city. The city was still much destroyed from the Great War, and was a painful reminder to him despite the many years that had passed. On crossing a bridge he was accosted by a gang of thieves and scoundrels who would have robbed him of his beggings for the monastery. A flurry and a tussle and a roar was there, and Alzkahar was beaten by the gang. Through the haze, he remembers only a screaming and a flashing of green and a sudden relent to the beating. He lost consciousness.

When he awoke, he was looking into the nose of an unprecedented creature. It wore a helmet of yellow metal. It was small, a child, perhaps, and carried a bucket full of stones and ripped parchment. Alzkahar lost consciousness again. When he awoke, the child was carrying him to its lair, muttering one word, very indistinguishably. It was “Party,” but he would not find that out until much later. He understood only grunts. He was perplexed and confused despite his wisdom. He struggled to his feet from the child’s arms. The child was very strong, and appeared to be of orc descent. There was no language it knew.

Alzkahar took pity on the orphaned child. He knew that the monastery would never allow this creature to study to be a monk, so he smuggled it in and housed it under his floor. For lack of a better name, he referred to his charge as Grunty. Sometimes he called the orc-boy Grunty McGrunts. He did his best to teach the child, but it proved to be a very simple creature, despite redeeming qualities like generosity and general amiability. One day, Grunty, who was simply too strong for his own good, was playing, he burst through the wall and into a meditation session. Alzkahar fled the monastery with his orcphan and went on the road. Since then, he has been teaching Grunty to make friends and to forget his cruel past.