Taking Pelipe's offered arm, Nara proceeds down the stars and out the front door of the tavern. As luck would have it, the rain has ceased, and the evening air carries a hint of the approaching summer months. She walks slowly, not awkwardly so, but her focus is on the many questions you ask. "Umm, gee, a family? I don't recall Aden ever mentioning any family in all my time working under him. Oh, when we were in Waterdeep last year, he said something about going there as a child with his father. Where did he say he came from…. Silverymoon, I think?” She pauses for several moments in the street, shaking her head. ”Oh, I am so sorry! I wish I knew more. I guess it just never came up. As for enemies, Master Grimdawn didn’t have any, I think? He was a scholar, not some champion of battle or nefarious merchant lord. Some years ago he did have a bit of a writer’s conflict with that hack Volo, but that was well before I came into Master Grimdawn’s tutelage. Beyond that, it’s mostly theoretical work, pouring over old manuscripts, academic research.” She then continues on toward your destination. At Delgar’s unique question, Nara seems a bit puzzled. ”I mean, I went in there, but I don’t think anyone else has since whatever occurred. I was there this afternoon, shortly past lunch, when he sent me out to run some errands. As I said, I was hurrying back to ensure he arrived on time, or at least not too late, for his meeting with all of you. He was truly excited for it, truly. This is all so strange.” Nara is caught off guard by Irving’s biting words. After a moment of shock, she begins to sob, ”I… I meant... no insult. Master Grimda - Grimdawn, he is a talented practitioner of the arcane. If someone cou - could take him, they’d have to be dangerous people.” Sobbing more heavily, ”The Proskur Guard do well to - to keep the peace, but this is not Waterdeep, with it’s many thousands of Watch, Guard, and eli - elite forces. and, the peo - people he usually hires fo - for field research, they are highly ca - capable. So yes, I trus - trusted his judgment and came - to you.” Overcome by the sobbing, Nara buries her face in Palipe’s shoulder. Irving launches into the second part of his thoughts, though Nara is completely oblivious to his words, overcome by the emotion of the situation and compounded by his brusque manner. As you each exchange words and try to smooth over the conflict of the moment, you realize you are standing before a curious building, set back from a small square. The two story residence has ivy growing up much of it’s stone and wood exterior, while the slate shingle roof still shows a slick of moisture in the rising moonlight. A peculiar sign hanging to the left of the front door, bearing the symbol of a rising sun, but painted grey with a cloud above it. Underneath is scrawled “Grimdawn’s Arcane Emporium”, with a subtext in smaller lettering ”thieves not welcome”. Rajiv: Taking a quick analysis of the entryway and front windows, the door is currently secure, showing no signs of damage. Likewise the windows are all shuttered, suggesting that whomever took Aden, they gained access without the typical thug-like bashing in of the door.
Pelipe:
Thinking on it now in context, the last name Grimdawn does come back vaguely in your memory. You recall reading a text or two published by him, but little of the substance contained within. Nara anxiously listens to all of your questions. Those that seek meaning behind her behavior find an honest woman who is genuinely concerned about someone she cares for. She seems very unsure of herself, especially in the given company. After several of you speak up, she begins to respond when Rajiv adds on. With a bit of a smile, she nods toward him, shaking her head in agreement. "Yes, yes! That was what I thought. If they could take Aden, what could the local guard do? But the type of men and women that Aden works with, well, those are capable individuals, so you must all be to, right?" Looking up to Baerlon, she sheepishly shrinks back. "I mean, I know you are strangers, but he sought you out, you would not mean me harm? I can trust you, can't I?" Starting to stand, she straightens her dress, "Yes, of course, yes, I can take you to Aden's house." At the druid's question, she pauses for a moment. "Umm, yes? I mean, yes, the floor is wood, there is a cellar beneath. And the walls are stone and wood, though mostly wood, I think. So, she we go?"
Responding to Irving's first question, the woman blurts out, "Umm, yes. I think so." As the large druid invites the young woman to sit, she closes the book in her hand, straightens her dress, and sits down in the chair offered. The knight's kind words ease her a little, and she delves into her story. "Well, right, sorry. I am Nara Halfin, apprentice of Aden Grimdawn, the renowned scholar and researcher of the ancient and arcane." She pauses for a moment as though expecting some grand response from each of you. After none comes, she continues, quite rapidly. "I'm sorry, I don't know, all the details. Umm, the day was getting late, and noticing the sun had set, I knew he was to meet all of you, and he always runs late, so I finished my tasks and hurried back to his residence to make sure he didn't forget, only to find the door burst open, and the lower floor in utter ruin, like a battle had occurred, and Aden was nowhere in sight, and I searched around, but could not find him anywhere, and there was blood, some blood, not a lot, but enough. " She takes a deep breath, looking up to each of you, "So I came here." As the dwarf enquires about employment, Nara looks a little caught off guard, "No, umm, no, well, I guess, I mean I can't pay you, I mean, Aden had wanted to discuss an opportunity with you, but I don't know the details of that, but I am sure he would pay you if you rescued him, though I don't know who took him, and there would still be that other opportunity, so...yes?"
You continue to sit and converse, enjoying the hearty stew, with its plentiful root vegetables and spiced, tender meat. The bread is a little dense and dry, but as such pairs well with the savory broth from the stew. The ale is a rich amber, with a nice balance of toasted, caramel notes on the front and bitter, herbal hops in the finish. In summation, the experience is far superior to what you expected from the ramshackle exterior and unremarkable interior of the tavern. So enjoyable, in fact, that you don't mind too much when you realize that almost an hour has passed since your arrival. As his delayed arrival shifts from a minor character quirk or annoyance into a significant concern in judgment, you hear a set of footsteps on the stairs. They are moving hastily, a good sign for someone running late, and yet, something is off about them. The footfall is wrong, it is lighter and has a crispness that you would not expect from someone referred to as the “Old Fool”. And, it has a sense of urgency, in an unsettling manner. As you all turn to look, a young woman, perhaps in her early twenties, comes hurrying up the spiral stairs, with a frantic look on her face. Her long brown hair is disheveled and partially cast across her slim face, while a pair of thin, wired framed spectacles sit on her nose. She wears a gray-blue hooded knee length frock that tapers at the waist, a pair of dark breeches and boots below, while an ash gray vest over the frock adding a modicum of protection from the elements. The vest itself is worn threadbare, with several aging ink stains on it. Looking around the room, her eyes glance over each of you before darting back down to a small, leather book in her hands where she shuffles through pages apparently seeking confirmation of your physical identity. In a both urgent yet apologetic tone, the woman finally speaks, ”Ummm, yes, so it would seem you are all here. That, that is good. My master would wish you thanks, were he here right now. And, he meant to be - he honestly did. Arranged for your refreshments.. And this room! But something has come up, and, he, well, he can’t be here. You see, I, umm - I am pretty sure someone took him…”
Dalgar:
[dice=Dalgar, Diplomacy]1d20+1[/idce] As the others ascend the stairs, Dalgar stays behind, waiting with his question for the barkeep. Gedard smirks a little at Dalgar's question, "Haha, if ye judge him that, ye may find yerself in a bit o' trouble. Mark me words, Aden ain't one to be trifled with. Many years ago, in another time, he and I trusted each other with our lives. I stand here to this day still thanks to the Old Fool. It's an acquired name, to say the least. So indulge him his lack of punctuality. Now, on ye go."
As your company continues it's introductions, one of the servers, a petite, younger Chondathan woman with auburn hair perhaps approaching twenty winters, carries up a sizeable pot which she places in the center of the table. A large handle extends from the pot, and the smell of rich spices and stewed meat reaches out to your senses. She then lowers a satchel from her shoulder, producing from it three large loaves of bread and a round of a hard, white cheese. "Lords and ladies, please enjoy. And if there is anything you need, just pull on the rope there-" she points to a rope extending from a hole in the back wall, "and we will be up to attend to your needs." With a swift curtsy, she is back down the stairs, leaving you once again alone.
The bar keep is about to respond to Rajiv when the second, then third, new patron inquires about the 'Old Fool'. He chuckles to himself, and shaking his head, reaches below the bar and lifts up a large pitcher and places three flagons on the table. "ah yes, the old fool. Well, I suppose there will be a few more -" his words are cut off as yet three more come to join your newly assembled company, standing crowded at the bar. With a big sigh, he reaches back below the bar, producing two more full pitchers, and a further three flagons. "By all the gods, you're a weird lot. Punctual, beyond it even. But your host has made arrangements for you, I am sure he will follow along shortly." Gesturing over his right shoulder, he points a thumb to the spiral staircase at the far end of the bar. "He's rented the loft out so that you might speak a bit more comfortably, feel free to make your way up. Take these here," he points to the pitchers, [b]"to start yourselves off. I have some food coming up for you as well, though I'd yet to lay it out. As I said, you are all more than punctual, a trait your host is not known for. Get comfortable, enjoy a drink or two, and the food once it comes up. I am sure your host will be along." Making your way up the spiral staircase, You find a single room, half open on one side, with a view down to the tap room and the stage below. A walled loft. A couple of stools sit by the railing, but further back are several worn leather couches and chairs surrounding a large, low table. At the far end of the furniture is a low burning hearth, with a pile of wood stacked off to the side ready to be used as fuel. The table has a stack of empty, simple wooden bowls, and a cluster of spoons next to them. Likely the beginning of the preparations for your gathering it would seem.
Okay, someone throw the penalty flag for my False Start! I jinxed myself Friday before leaving work when I declared I would have the post up that night. Had a crazy HR/harassment issue happen right before close Friday involving several team members. Suffice to say it make an already busy weekend rather insane with interviews, statements, suspensions, and more fun. But it is all done now. So, GAME ON!
The city of Proskur sits at the crossing of the High Road and the Overmoor Trail, between the southern gap that separates the Sunset and Storn Horn Mountains, just south of the Bridge of Fallen Men. It's unique location makes it the gateway between the Heartlands to the West, the Dragon Coast to the East, and Cormyr and the Dalelands to the North. It sits as a crossroads at the center of Faerun, and like many cities, stands as an independent city-state that welcomes travelers, and merchants, from across the continent. Proskur, Knowledge (Geography or Local), DC 10):
The longstanding, independent city is known for having broadly open trade markets, where anything one desires can be found, so long as you are willing to pay for it. The city guard is vigilant against crime, and always seem to be a step ahead of the actions of would-be criminals. Proskur, Knowledge (Geography or Local), DC 15):
The city has a defense alliance with the nation of Cormyr, but otherwise maintains its independent nature. It also houses a sizable Thayan enclave, which is both a source of economic strength, and arcane might. It boasts several major temples, including a rare open temple to Mask, the god of thievery. Proskur, Knowledge (Geography or Local), DC 20):
The merchant council that rules the city is composed of former thieves, all of whom were formerly active in other cities. Their background lends them an interesting perspective on trade, and a knowing insight into how best to protect their citizens from guilds, syndicates, and other nefarious powers.
Arriving to Proskur, you pass through the walled gates of the city into the streets beyond. The gatehouses are well built, showing recent reinforcement, and the roads bear the wear of heavy traffic. Though neither as large nor impressive as the likes of Westgate, Arabel, or Waterdeep, Proskur nonetheless presents as a vibrant center for overland commerce, and the diverse array of people seen moving about the City's streets is a testament to Proskur’s mercantile nature. With a few inquiries, you get directions to the Wretched Wench. A bit removed from the thoroughfare leading in from the Western Gate, the Wench is not an obvious attraction for travelers. The two-story building has seen better days, with it's wood exterior showing heavy signs of weathering, and it's thatched roof in desperate need of repair. A colorfully painted sign hangs above the door displaying its namesake, and as you approach, faint music can be heard from within. The fading spring sun rests on the western horizon as you enter, and you find a large common room, with scattered tables before a small stage, and a bar lined with stools to the right. A set of straight stairs runs up the wall to your left, while a smaller, spiral staircase is nestled back in the corner beyond the bar. A ill-managed minstrel picks out a pleasant tune on the stage before perhaps twenty patrons, while a pair of serving girls attend to their needs. Behind the bar stands a stocky bearded man in a dark brown vest, a receding hairline flecked heavily with gray suggesting his age is well past forty. Looking past the trio of guests seated before him at the bar, he offers a surprisingly jovial smile, ”Welcome, traveler, to the Wretched Wench. What can I do you for on this fine eve?”
Okay, this took a lot longer to type up thoughts on, but here it is. Please share any feedback you may have. I want to note that if you are taking a Domain, Bloodline, or something similar that has abilities based on a primary casting score, it will use YOUR primary casting score, not that of the original class. Bharaz:
Major Black Blade * keep the cost of the liquid glass greataxe, but gain back the 2000 gp for the +1 enhancement bonus, as that is included with the Black Blade. Also, rather than Common, its starting language will be Dwarven. Minor Blightblooded (immune to all diseases and nauseated/sickened)
Baerlon:
Major Judgement * Very fitting, will be interested to see your character evolve Minor Wild Empathy
Irving:
Looking over your sheet, you are missing your +1 from 4th level to one ability score. Major Finesse Training
Minor Blessed Surgery
Also, the feat Signature Skill (Heal) would help significantly with ability damage if picked up at 5th level. Just a thought.
Delgar:
Hero Points Everyone will have 2 per episode, you will gain 1 for a total of 3. Magic Item I am coming up with something flavorful for you. Any thoughts on something you might be interested in? Major Channel.
Minor many options.
Pelipe:
Major Shapechanger Bloodline * Unlike the Archetype, you gain most of the benefits of the bloodline. That includes the class skills, the spells known (think of them as permanently prepared once you gain the appropriate level), and the powers. Also, you have an Arcane Exploit to select from 3rd level (the one you took is from the feat you spent). Minor Deep Cover
Rajiv: I had actually been suggesting doing a full, 4-level rebuild with the Bard (archaeologist), but glad my multi-class approach is to your liking. A 4 level bard build would lose two things of note, sneak attack and finesse training. You could take either as your Major Power, but not both. However, either paired with Archaeologist’s Luck (which I HIGHLY suggest you get 2 things for, the trait Fate’s Favored, and the feat Lingering Performance) can make a solid combatant. Accomplished Sneak Attack still won’t benefit you at this level but assuming you are going to continue to multiclass both classes, it will have a benefit later on. As such, you may want to get Lingering Performance now, and/or retain Two-Weapon Fighting (depending on some of the topics covered below). Major Oracle Mystery, Intrigue
Minor Eclectic feat
I've always enjoyed gothic horror, and I think the dual setting across the two timelines is a unique and dynamic idea! The Kirthfinder stuff is interesting and definitely gives more flexibility, but it seems like there are a lot of changes from core Pathfinder that could get complicated, both for PCs and you as the GM. Perhaps just straight Gestalt (pathfinder) with the 50 pts for abilities and the extra feats you proposed? And rather than Vampire Hunter for everyone, they must have an aspect of their character (one of their two classes) that fits the "undead hunter" theme (between the myriad of classes and archetypes, this allows almost anything but keeps it thematic)? I would definitely like to see this concept come to fruition!
Gang, I am so sorry for my double disappearance. As may have been inferred from some of my earlier posts, I am a restaurant manager. When I posted last Thursday morning about everything balancing out that day, things instead only got worse. Power surges on the electrical grid triggered out kitchen fire suppression system (some of you might have heard of an ansul system perhaps), dumping an ungodly amount of foam powder and chemical into our brand new facility, with no fire to even put out. This lead to a massive cleanup process and meetings with the city and county electrical departments, as well as the building owners, to resolve the system problems that caused it and prevent it from happening again. It has all 'been corrected' now (we shall see what the future holds). While I am frustrated that these things have happened, I am especially frustrated with myself for not reaching out and updating you all sooner. You all submitted exceptional characters and I am truly looking forward to sharing a storytelling endeavor with you all. I once again want to apologize for having left you all hanging in the wind over the past two weeks without correspondence. I appreciate both the ongoing conversation on here and you all moving your avatar on the map, showing your continued interest. I promise a post continuing play within 24 hours. Best Regards, - The Chronicler
My apologies, things turned sideways at work on Thursday and has had me out straight the last several days. All the state inspections passed yesterday and I was able to receive in my bulk orders yesterday afternoon and more today, so things will balance back out by this evening. Will get things rolling tonight. Thank you for your patience. Gavamania, can you PM me a Gmail address I can share maps with?
Whispering Falls is a simple medieval village, like countless other scattered across Caliban, the multitude of planets, and the innumerable planes. Yes, simple… that's a simple way of putting it. In truth, nothing is simple in Whispering Falls, or any of Neralus for that matter. For most, life goes on as it always had. They rise, they toil at their chosen task, they enjoy a meal with family, they go to bed. Whether they are farmers, craftsmen, innkeeps, or traveling merchants, life goes on as it always has. Now, there is the First Harvest, but that's been going on for more than 20 years now, so in a way that is how life always has been. Each Neralan owes the finest of th eir product, whatever it may be, to the Kesadrian Empire. For a blacksmith it’s a quota of fine blades and armor, for a farmer it’s the ripest and most bountiful of his crops, for a traveling merchant it could be goods or coin, for an innkeep its keeping rooms reserved for visiting dignitaries. And of course each settlement also owes its finest young men and women, either to serve in the armies of the empire, or the households of its rulers, as part of the Harvest. Those with aesthetically pleasing qualities are drawn into the high households of ranking arcanocrats. Those with noticeable talents and skills are drafted into specific guilds to be utilized to their full abilities, akin to a tool. Those of strong and hardy stock are conscripted into the military and sent to other sides of the continent, either to quell Rebellion or to face the monsters of the Wild. Those conscripts who show a fondness for fighting their fellow Neralans, and/or a willingness to embrace the Empire are drafted into the Huron Guard, who are later used to police their fellow Neralans. The Huron guard are colloquially known as Gray Scarves, after the gray sash they wear to denote their rank. And thus things have been for over 20 years. But back to the village of Whispering Falls. All things considered then, the townsfolk of Whispering Falls have had it pretty easy since the beginning of the Occupation. The lack of a military force when the Empire arrived prevented the widespread destruction that occurred elsewhere. The arcanocrat granted control of the region, Baron Vogel, ruled over the logging and fishing community dealt with the first several uprisings with an subtle, even hand, and he worked hard to protect the settlement against the dangers of the wild realms beyond. Baron Vogel has taken counsel from village elders at times, and has been moderate with the application of Harvest during hard seasons. And so you find yourselves each in the town of Whispering Falls, at the dawn of autumn, on an uncustomarily cool morning…
Okay, so it sounds like everyone's on board with regards to maps and group saves, so those are both a go. I will set up a couple Google Docs and share them with everyone, if you could all PM me a Gmail account that be greatly appreciated. I will also start off a spreadsheet for group loot tracking, to just keep everything on the same page. With regards to automatic bonus progression, we had 3 people affirmative, 1 negative, and 2 abstaining. While that is only 1 negative, neither is it a resounding affirmative, so I would like to discuss it a bit further. I definitely agree that it is far from a perfect system, itself being built around a single or two weapon dependent character (as opposed to a multi weapon or no weapon- character), and assumes you will wear armor. That said, if we were to use the standard WBL system, then a multi-weapon character or one dividing their loot with a companion or eidolon would lag behind, just as in the ABP system. This has always been a frustration for me as well Zayne. Gavmania, to your concern, using standard WBL, you should acquire your first +1 weapon sometime across 3rd and 4th level, so DR/magic is actually specifically intended to be challenging to low-level characters (and yes, I would definitely still allow the magic weapon spells)... So, a thought. Some years ago I ran a low magic game where I created a series of bonuses that could be selected as characters level, with frequency restrictions. This allowed the martial characters to focus more on weapons and armor, the casters on spell enhancing features, and so on. In a sense, they are like a hodge-podge cross between the ABP system and the mythic rules. If I can recover these, would we want to give those a try? We have a little time to decide on how we want to pursue things as pretty much the only magic items you will see for the first level or two will be potions and scrolls. Well, unless I get inspired by the story, that is....
Okay, so it sounds like everyone's on board with regards to maps and group saves. I will likely set up a couple Google Docs and share them with everyone if you could all PM me a Gmail account that be greatly appreciated. I will also start off a spreadsheet for group blue tracking just keep everything on the same page. With regards to automatic bonus progression, we had 3 people affirmative, one negative, and 2 abstaining.
Okay, let's touch on some game mechanics options. First, do you want to do theater of the mind, or use maps? If Maps, I would likely use Google Docs, as it has the most flexibility people to access from various type of various workplaces behind firewalls. If not, I would try to be rather descriptive and laying out scenes and given distances and helping the people would be reasonable with how they're moving and acting. That said, I would then be the final Arbiter over any layout/range/encounter situations. Next topic, group die rolls. After playing on these boards for a while, I've noticed that the time when games slow down the most are when simple processes, like rolling initiative or making perception checks, turn into a two-day process. As such, rather than asking each player to roll initiative or perception at the beginning of every scene, I would simply roll it en masse and then distribute the results. For initiative specifically, I would like to get to all the rules and then allow any players going before NPCs to go, have the NPCs go, then have the rest of the players finish their actions. For group perception checks, I would post the results in a spoiler and allow you to read accordingly. I feel these two changes especially would help speed up gameplay. I am open to either using the same system for saving throws, with me rolling on behalf of you, or allow each of you to roll for yourself. After all, some of the fun is seeing you seeing that number generated on the d20 you roll (even if it is digital). Next topic, wealth by level and automatic bonus progression. I confess, I like magic items to have a lot more character than is typical of 3rd Edition and post 3rd Edition magic items. That said the mechanics of the D20 system generally require you to have the statistically increasing numbers. As such I think automatic bonus progression would be a good choice, allowing for both those two just to the bonuses and the inclusion of some really fun items. I would love to get feedback from all on you on these topics. Greatly appreciated.
Sadly, your responses were included in the mega post that got eaten last night... Lirandra Slumber hex is a go, just don't become a one-trick pony... Zayne go for both the sword and the lance. They could be stashed in the rafters of the family's barn. And combat lances looked a lot like longspears historically, especially at this equivalent time period. Kesadrians vs Neralans
Kesadrians are quite striking, even by comparison. Males average between 5'9" and 6'6", yet generally weigh between 160 and 210 pounds. Females are likewise taller than their New Orleans counterparts ranging from 5 5 to 6 feet tall. Their skin is pale white to ash gray, and their features are strangely angular. Hair color is uniformly jet black, with white streaking as age progresses. Eye color ranges from ice blue two purple and red. They are fiercely loyal to their own culture, and approach the world with a strong sense of superiority. Whispering Falls
Eastern armors are NOT available in this setting; I am permitting lamellar armor as a option for 2 reasons: 1st, it was present in eastern europe, and 2nd, to allow another option for leather based armor. a Neralus is roughly 9th century Europe (not in landmass or political structure, but rather in culture and technology - at least before the invasion). Zayne I would think, if anything, it would make more sense to drop the barding (to start). Remember, I knight does not necessarily mean plate armor, it is more a way of thought. It would perhaps even play better into your story that you were only wearing studded leather with a faded, threadbare tabard. Remember, at 1st level you would be a neophyte playing at being a knight more than anything.
Sorry, had a LARGE post on background info get eaten last night, very frustrating. Sometimes I really hate this site. Grrr... Wrapping up at work now, will have some content up later on. The 7th will likely join as we get rolling. Zayne That's what she will look like.... once she gets the appropriate armor. ;) EDIT the group description has been added to the Campaign Notes
Almost ready to start. Need to send Tevan her balancing updates, and we actually do have a 7th joining us. Given the general rate of attrition on PbP, and the drive for a rebellion needing lots of members, I upped it. After that, we have a few game play items to address, which I will get to later tonight.
Though we are still waiting for our remaining members, I would like to officially say Welcome to all of you! I want to thank you for your excellent proposals. Many things stood out to me, not the least of which was none of the builds felt like an attempt to "power game". Note that the none of the players selected had a 19 or 20 for a starting statistic (choosing to use ability score bonuses to boost secondary stats rather than to have 1 awesome primary stat). Additionally, with the exception of Lucatiel, you are all relatively close when calculating out the "point buy" value of your rolled stats. I will be doing a little balancing as well, which I will PM you each about, as well as several mechanical issues that I noticed. Everyone, please refer to the Wealth, Technology, and Equipment Availability section, and update your equipment accordingly. Also, the Kesadrian tongue is vastly different from the Common tongue of Neralus. If you want to speak Kesadrian, it will require the selection of the language as either a bonus language from intelligence of the expenditure of a skill point (I will allow a background skill point to be spent on this). Lucatiel That is totally fine for Gallant Imposter.
I would like to thank you all for your applications for this game. I have spent far longer than anticipated reviewing and considering each candidate, which is a result of the high quality of the proposals that have been submitted. That said, in order to give the best experience to those I select, I have elected to only run one game rather than two as has been requested by several people. I have send private messages to all those characters who have been selected. You have 72 hours to post in the discussion thread. After that point I will send private messages to other players until I have a full group. Once again I would like to thank you all for your excellent applications, and wish you all the best in your gaming endeavors.
Alright, if anyone has posted interest, I will accept your completed applications through tonight. I want to thank everyone who has applied, there are a ton of really exciting characters. As I review all the applicants, I will send messages to people if I notice anything is amiss and needs to be adjusted. I will be working to assemble what I hope will be a compatible role playing team, based on a review of your applications, as well as your posting history (both frequency and quality of content). Let the fun commence!
Lem Ingram Notes on Lokk have been added to the Campaign Notes page.
Okay, here is a compilation of applications so far: Martial
Skilled
Arcane
Divine Nature
Expressed Interest & Base Concept
Hey gang. Thanks for the continued interest, sorry I did not get to touch base last night - the wife enlisted me to assist a friend with hauling furniture after work. Anywho, onto responses. First, my apologies to Sam C and Cuan, your responses got cut off my last post. Sam C: You likely missed it, but bards are tagged in with wielders of The Way in the recruitment overview post. That said, I could also see skalds falling under The Gift (divine) if serving the right dieties...
Okay, onto the rest of the questions: GM Spiderbeard – Good point on the weapon finesse feat. Weapon Finesse is replaced with the Rogue's Finesse Training ability that adds dex to damage for 1 weapon, at the same levels as the Rogue (including the houserule update for this game).
I want to encourage everyone to make sure they have a reason to be in Whispering Falls... most likely, you were born and raised there. Whispering Falls is not exactly a "high traffic" area, a fishing and logging settlement a day and a half travel from the nearest city.
Hope everyone had a great holiday yesterday. On a quick break for lunch and wanted to check in. Lots of great questions, will try to respond to them all. Traits Looks like my update to the campaign page got eaten, will repost the traits this evening. Religion vs The Way I have received multiple PMs regarding the details of the Gods and their gift vs the Way, so I will add all that to the campaign notes as well. Deadline I am setting a deadline of June 8th for all applications. This will allow me to announce all accepted players by the morning of the 10th and do any housekeeping before starting gameplay on the 13th. That said, if I have a glut of solid applicants earlier, I do reserve the right to end recruitment earlier. Gameplay Format I will wait to decide on gameplay mechanics (theatre of the mind vs mapping, group rolls on initiative, etc) until the group has been selected and I have had the chance to discuss it with them. Froki I am totally up for fluff over mechanics, so you could definitely take Eldritch Heritage to gain a familiar. Have you considered the shaman class at all? It is the hybrid witch/Oracle and I think might fit your concept well. Ellison the region around Whispering Falls is an extensive forested region, with the town itself at the meeting point of a river and a lake. It is a temperate climate. There are hills not too far away, the nearest mountains are around 100 miles off. Prior to the coming of the Kesadrian empire, the independent city-states saw some trade/commerce on a limited scale. The economic growth since the Empire took control is probably the biggest gain for Neralus, but given that Kesadrian control all commerce, the Neralans see little gain from it. Miteke their are gladiatorial arenas in the cities, these are used as a method of public execution for the amusement of the Kesadrians and the reinforcement of domination over the Neralans. There are not "professional gladiators" per say, nor would a 1st level character have already seen enough success to have retired from such a career. Mishima I am a little confused by your concept, so let me clarify. Bit. Prior to the arrival of the Kesadrian Empire, there was no arcane magic in Neralus, and the Empire used said magic to conquer Neralus. As such, they guarded their knowledge of the arcane fiercely, so it would be nearly impossible for a Neralan to not only learn arcane knowledge but to gain enough power with it to found a school and begin teaching others.
@Cuan: after reviewing the proposed archetypes and mystery, I will allow them with two exceptions. The Phantom Thief, as the bored noble who is off getting his kicks just doesn't really fit the theme of the campaign. The Guildbreaker is the other. While the concept fits perfectly, we would need to do some tailoring to Favored Organization, or I could see it getting out of hand (as I saw "outsider evil" do to a WotR campaign).
@Ellion: The alchemist/investigator category can fall into one of two categories: the Way or the Art. There were alchemists, in the form of apothecaries, midwives, herbalists, in Neralus before the invasion, though they were a scattered few. @Mishima: I am a little confused by your statement. Perhaps you misinterpreted the intro post, but their is no "new force". The Kesadrian Empire invaded 23 years ago, and currently occupies all of Neralus, ruling with an arcane fist. Are you suggesting that a Neralian who stood against the invastion somehow learned arcane magic and started a school, or that a Kesadrian abandoned his duty and started a school? @Emissary: Define "strong ties"? This will be an anti-Kesadrian Empire campaign, so if you want to be a noble's son or something similar, the benefits of station will likely be lost to you pretty fast. Hopefully once I get the campaign traits up this will help.
@Androstre: generally, yes, though that connection could be obtuse. A young sorcerer or bloodrager might be the ill-gotten offspring of a native of Neralus who was "claimed" for pleasure by one of the invading army, with the invader being of a magical lineage and thus passing it into the native population. It is possible, though unlikely, that the learned arts (wizard, magus) would be taught to one of the conquered. If a wizard or magus that is the course you would like to go, you'd likely be Kesadrian - but perhaps something has caused you to become disillusioned with the Empire? @Froki: You seem to have missed my meaning. I am not going to send you material so you can chose one Pact/Philosophy or one God. I am sending you the material so you can choose either to draw on the power of the Way through the sacred pacts/philosophies of nature, or to receive the Gift after having been chosen by several of the Gods. The confusion lies in my lack of initial information released about my unique magic and religion system. The gods embody emotions, ideals, aspects of life (professions, challenges, etc). None among them count in their realm of power the aspects of nature - plants, animals, the elements, and similar subjects. There are fey beings of great power, referred to as the Sin'Alfar, and if the Way is the direction for you then it would've been through contact with them that you would have been able to tap into the Way. As to Oracle Curses, I know the deaf curse well, and have unfortunately seen it played rather poorly in several tabletop games - twice for comic relief, and once as a tool to be abrasive, arrogant, and impossible to role-play with. As someone who had worked with the hearing-impaired, the mockery did not sit well with me. If you can play it legit, then we are good. @Reg: I would encourage you to at least roll a set of scores and see what you get. You can elect to use the 20 pt buy after rolling.
@Oyzar: given that the unchained monk was an entire rebuild of the class, the previously established archetypes (save a few) do not match up ability for ability, and what is more, many of them house-ruled across can be OP with the many combat boons the unchained monk received. As such, I will have to say no for underfoot adept for an unchained monk. @Cuan: what archetype(s) were you interested in? @Froki: I like the general concept and will send you a couple "pacts" or "philosophies" of the Way to consider, as well as a couple of the Gods that may have called to you as well (the powers of nature, and the gods are two different things, but either side could have "chosen" you). I would also want to see a full build to the character. I do have a concerns: how is a deaf character going to work in a story driven role-playing game, especially a deaf character who desires to be a leader?
An Untamed Land
The Coming Tide
Once initial control was solidified, a second wave came through – bureaucrats. Or more precisely, arcanocrats. Welding their unique magic, which they called the Art, they moved quickly to solidify control over all of Neralus. The pastoral Halflings and artisan Gnomes both fell quickly and the races were drawn into roles of servitude, though rumors persist of hidden realms of the Small Folk. The elves and dwarves, with their isolated kingdoms, held out far better and eventually were each offered a truce, allowed to exist as semi-autonomous yet ultimately owing fealty to the Kesadrian Empire. That was 23 years ago. Today
------------------------------------------------------------------------ Concept
If you are still interested, read on… The game is set in a realm of my own creation. For a setting overview, imagine if 7th century Europe were invaded by the Roman Empire at its height, equipped with the technology of the Renaissance and a mastery of arcane magic. The game will begin in the small lake town of Whispering Falls, a loose community of fishermen and loggers that supports the city of Durmstadt. Character Creation:
Ability Scores: 2d6+6, or 20 point buy (you can select the point buy after rolling if you so desire) Race: Core races preferred; alternate traits from ARG for Core races are allowed. I will consider other races given exceptional applications. Class: all Core, Base, and Hybrid classes; Unchained versions of Rogue and Summoner are in effect (barbarian & monk – player’s choice)… No Alternate, Occult, or Intrigue classes. Level: 1st Hit Points: Max at 1st, rolled after (1/2D as minimum) Favored Class Bonus you may select any favored class bonus assigned to any Core race, not just your own race. Alignment: I will likely not accept evil applicants. If you want to run an evil character, you will need a strong proposal. Traits: 3 (one campaign trait, listed in the campaign notes) Skills: background skills are in effect Feats: to encourage players to take feats with more flavor and reduce feat taxes, the following feats are automatically gained by all characters - Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse. (Unchained Rogues gained the 3rd level Finesse Training ability at 1st, with a second selection gained at 3rd.) Starting Wealth: rolled by class (average if rolled below) Fluff: please include a completed backstory, along with a physical description and an outline of your character's personality. In addition, I encourage you to include a few tasty tidbits that can be used as storyline hooks. MAGIC & RELIGION
Religions & Pacts: I have extensive notes on the gods, but they are not digital yet. If proposing a divine character, simply include a concept for a deity your character would worship and I will send you the appropriate deity. Age: demihumans reach maturity far earlier in Neralus than in Golarion. No character should be over 35 (regardless of race). Half-elves hit physical maturity only a year or two behind humans, halflings in their early twenties, both dwarves and gnomes in their mid twenties, and elves in their late twenties to thirty. |