Valeros

Arythain's page

Organized Play Member. 83 posts (3,293 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 8 aliases.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Glad to hear your own life may get back to normal-ish soon as well, Wastrel.

I'm going to try and catch up on things and also decide whether or not I really can drop back in or if I need to formally withdraw.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Or do we simply leave these lands, and let her?

Tristan was momentarily ashamed. Always it seemed he advocated the retreat, the coward's path. Yet they had an entire town's worth of lives dependent on their good decisions now. He'd happily risk his own life to fight this deposed Queen of the Fey, but she wouldn't stop at taking only his.

Still, he said nothing. The decision was Aivar's, and the others were far better equipped to council him on it than a mere singer. He said his thanks to Brigid as well and made ready to depart.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

"I think you fundamentally misunderstand my skillset!"


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gonna do something a tad rash to shake up loose again.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Know(Nature): 1d20 + 6 ⇒ (19) + 6 = 25
Wisdom: 1d20 - 1 ⇒ (2) - 1 = 1

"Er, on second thought - I know horses can sleep standing up, but might not a sudden unexpected sleep... er, make them fall down?"

Tristan hurries to agree with Raquel, as he'd prefer not to test his knowledge of equine dormancy responses.


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Outsider

"No place for a ship like this to put-to around here," the sailor says. "Draft's too low. I reckon the Captain will make for Bulchik. Not much of a port, but if we don't sink too much lower we can make it."

He seems about to continue when the bosun shouts at him, and he scurries off again.

There are a few crewmembers who require Tyrus's attention, and despite any misgivings most are happy for the care. Fortunately few of the injured are in serious condition - the creatures were more concerned with harming the ship in its entirety than damaging the crew, it seems. Once his work is done, a trio of crew inform Tyrus and the rest that the passengers have been ordered to their cabins so the crew can more easily go about repairs.

You wait until the evening, when the captain finally comes to visit. "We're underway again, and by Arrond's grace we won't sink. We're making our way to a nearby town - another two days, at our speed."

He gives Kien a look. "You gave us some warning, and for that I thank you. But I need to know what it was attacked my ship. Right now, I'm of the mind it would be best to set you ashore when we reach port. Unless you can convince me that it's safe to keep you around."


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

In addition to pitching in with the construction whenever he is asked - while unskilled, he can at least take direction well - Tristan begins delving into the task Aivar had thought him fit for: Diplomacy and its intrigues. Or rather, the preparation for such, the Mark being yet too new to be embroiled in much of anything over than putting a roof over its collective head. Soon, though, the Mark would need policy for and connection with a variety of entities, organizations, families and eventually, nations.

First up were those same hunters and trappers Aivar had thought to tax... but they were not denizens of the Mark's to tax. They could, however, be a valuable asset. They would hear and see much that could be useful to the fledgling settlement. Then there were the great houses of Brevoy, whose political dealings would surely surface again. Oleg's unjust fate was always in the back of Tristan's mind. The kobolds could hopefully be dealt with peacefully, as Tristan had no doubts that eventually they would need dealing with.

The neighboring nations may lie far beyond the Stolen lands, but eventually they might be valuable sources of trade and even other settlers. Closer to home, the other fledgling settlements and their people and leaders were similar problems and opportunities in equal measure.

Finally, though certainly not least in Tristan's mind, the Fey who seemed so common here. He dared not speak the title aloud in the Greenbelt, but this 'Queen' had made her presence - and her hostility - known already. If she had enough power to commnandeer Tristan's mind in the middle of the day, certainly she could make herself known in other ways.

And then, of course, there were the factions and problems that Tristan had not yet thought of, or had yet to spring up.

In any case, Tristan started with the closest and most obvious. He approached Yuri. "Yuri, my good man. I hope your men and woman are getting to know the area - have you seen any sign of woodsmen? Hunters, trappers, the like? Or perhaps the Greenbelt's more... shall we say *spritely inhabitants?" *The Fey.

Not sure how much time there is going to be for RP in between kingdom turns, but want to start establishing some steps Tristan is taking towards making him worth his breakfast!


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

10 Sarenith to 11th:

After his impromptu performance, Tristan spends the rest of the evening in his preferred manner - drinking, talking, and enjoying himself. For a short time he almost feels himself again, above the cares of 'ordinary' people, embraced in song and dance and loveliness. He sings several more songs upon request, and by the time the sun is hinting at its impending arrival he falls into bed - along with one of the ladies whom had been enjoying turns with him upon the dance floor and now sought a turn of a different kind.

Tristan wakes next to her only a few hours later, his ability to spend long periods of the morning in bed apparently ruined by his time in the Stolen Lands. He extricates himself from his lover's arms without managing to wake her, dresses, washes, and leaves, penning only a brief note to her beauty - and vigor - before departing.

Tristan will stroll about the parks and whatever other 'nice' parts of town are nearby until more is required of him.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

10 Sarenith, Evening:

”I happen to be composing a tune in ode to that very event. Will you hear it?”

Perform(Sing): 1d20 + 13 ⇒ (16) + 13 = 29

You know the tune. Except, like… somehow a bit more martial and ‘manly’.
"At first I was afraid, I was petrified -
Thinking we all would surely fall come that eventide.
The monsters of the wild had brought another still more vile,
so strong it shattered stone,
yet still only flesh and bone!
Then our Graf -
You know his face -
Strode upon the field and declared 'You shall not conquer this place!'
We are the warriors of Restov, sons and daughters of Brevoy,
Then he took up his mighty weapon, his face lit with feral joy...”

Tristan continues the energetic tune, telling a somewhat-embellished version of events at the Battle of the Post. Each of his companions features in turn, including himself and his felling of the dark wizard through a striving of songs of power. He improvises in places where he had not yet finalized the lyrics, but feels overall that the song had merit.

I do not regret this. I regret only that I don’t have the time right now to write more.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Tristan's eyes go wide as he reads through the proclamations. For a moment he stands speechless.

"Congratulations then, Ser Aivar," he finally says, giving an extremely exaggerated courtly bow. "I suppose for a noble it might be expected, but I cannot say I saw this coming. I even think you might be suited to it."

In his own head, Tristan was still reeling. Claim and own. Claim and own? Claim and own! Even his own parents, successful merchants in their own right, owned no land. They leased all they had from the nobility.

"I'd thought our work might not be done here, but... well, suffice to say I had no idea just how not done we might be. Aivar, you at least seem to have just been given the task of a lifetime."


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

I had written a gimp script to do that a few years ago. Long since lost to time and computer switches. Lately I've been using the mapping tool Inkarnate, which allows you to stick a grid onto your maps and adjust the size/color/etc. Very handy.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Know(Noble): 1d20 + 7 ⇒ (19) + 7 = 26 What does Tristan know about the implications of this marriage? Are Houses Surtova and Garess already on good terms or is there tension in this marriage alliance?

Tristan mulls over his options. He is loathe to leave his companions, and for some reason all of them seem happy to stay and fight. Is he simply being pessimistic? Do they have a better chance than it seems? He was no military man - perhaps he simply underestimated the benefit of the posts fortifications. But his task was done - the land had been mapped (if not exactly pacified). Would that be enough to end his exile? Even if not, it would be smarter to leave. There were plenty of lands he could make his way in.

He had long fancied himself (with entirely false humility) as 'just a singer' - but he had also wondered what it would be like to be the heroes he sang about. The ones who had done things worth remembering. The ones who'd had causes worth dying for.

Tristan downs a drink to calm his nerves, and sets to sharpening his blade.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

At least Belir is braver than Durkon in the face of fearsome foliage.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar can send Blinder (his owl companion) with Thozar as another pair of eyes-in-the-sky, if that would help.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar's heart sinks a bit at the empty chest. "Aye, the hag and her ilk may have taken anything valuable from the place long ago. If she could access it, and we, then why not others?" Gundar says.

Or maybe they simply hadn't found the right place to look yet...

Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Perception(Blinder): 1d20 + 5 ⇒ (11) + 5 = 16
Know(Nature): 1d20 + 11 ⇒ (18) + 11 = 29

Looking for clues, and searching his memory for what a group of Druids might have done to hide away weapons in alternate dimensions. Totally coffee-table talk, right?


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

"Heartily agreed," Tristan says to Sasha. Then, when Raquel speaks: "Yes, and that too. Funny, they never seem to mention the odor of travel in any of the songs. Perhaps I'll write the first honest one, eh? Hmm, somewhat like... 'Many were the fearsome foes brought low / by the might of the brave knight's hits / but this number paled to those who quailed / at the stench of the brave knight's pits...'"

A smile grew on Tristan's face as he played with the rhyme. "Yes, I rather like that. The Bawdy Ballad of Sir Aivar the Pungent will be a hit in all the taverns in Restov!"


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar advances on the twisted tree-thing. "Aye, the right tool. Tree, meet axe."

Attack: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Damage: 2d6 + 8 ⇒ (5, 1) + 8 = 14

Know(nature): 1d20 + 10 ⇒ (3) + 10 = 13 Hrm, maybe not high enough to know anything about it.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Feh, I forgot an entire feat while I was leveling up. Time to go feat shopping!


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

After supper that night, Tristan is quietly humming and playing his violin by the fire. Suddenly he looks up, his head bobbing as he counts out rhythms. He speaks up again, to no-one or to anyone who desires to listen, a habit he's been developing as the group travels.

"I suppose I've death on the mind today, with that poor creature's fate. I finished a bit of a dirge for our mutual acquaintance, the thoroughly-unrepentant Happs. Not to explain, or even to mourn, really... I don't know. If we're to be fighting banditry, we might need to know exactly when we will forgive, or forget, or at least have a better idea. I know were weren't all onboard with giving the Petrov lad a chance at life."

Tristan strums a low, somber intro.

"I rarely think about laws. Or good and evil, all that grand, important stuff. Seems I'll need to start."

Tristan lowers his head and begins singing as he accompanies himself in a slow, macabre tune.

Sung to the tune of Rains of Castamere by The National, of Game of Thrones fame.

"'And who, are you,' the dead man said,
'To pass judgment on me?
Neither a devil nor a god,
'tis just a man I see.

Both Kings, and bandits take their want.
You say I should feel shame?
if you had lived the life I did,
you'd have done the same.'

And so he spoke, and so he spoke,
as the knot's tied round his throat,
an' whatever truth was in his words,
could not convince the rope."


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Outsider

Yidi's answers:

Written in OOC style for time constraints.

Yidi tells you that the mantids are ambush hunters mostly - they lie in wait for things to come nearby, then spring up, often leaping directly from cover to attack. Due to the tall grass in much of their chosen hunting area, they are hard to spot and possess almost no scent. He knows about the antivenom and suggests that if nothing else, whoever you have riding in the vanguard should be dosed with it, as the leading members of a group are often poisoned before they have a chance to react.

Generally speaking, your group is big enough that you won't need to fear the other hunter bands trying to kill and rob you, and there are essentially no bandits to worry about in the area the mantids threaten.

There is no field hospital nor any kind of help. Once you leave the camp, you're on your own. If you are far to the north and in need of help you can try reaching Harraw - they don't tend to love strange outsiders but they'll help people who are hunting mantids more than likely.

Garca only tends to show favoritism to especially good customers, and tends to dislike people who cause trouble in the camp and harm his business. He has ruled against Kulwa's group in several recent altercations to punish them for their antics. Beyond that simple self-interest, he seems an honest judge of things as best as he is able. Yidi is not really sure the old merchant actually trusts anybody.

Most of the bands keep to themselves, though Kulwa's group has been stirring the pot recently saying that hunting the mantids is too small a goal for the lot of warriors gathered here. Urim's group ignores most people. There are occasionally allegations of theft (that might even be true) but there's no reason to be overtly suspicious of nefarious intent by most people in the camp. Keep and eye on your stuff and you should be fine.

One possible exception is Iri the elf, an enigma even to Yidi. Probably working for someone, and always leaves the camp alone - doesn't have an association with any of the bands.

Surtur wrote:
"How much, Yidi Tir, can I trust you?"

To your surprise, your glower and suddenly threatening stance do not phase the halfling at all. He simply smiles up at you and replies: "Exactly as much, big man, as I can trust you."

Then he gives a wink and a casual salute, and disappears back into the brush towards the camp.

How far are you intending to scout, and in what direction?


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

When the foe falls, Gundar hews it once, deeply across the neck. Then Gundar comes to join the others over the fallen comrade. "Ah, lad. It is too soon," he says with a sigh. After a moment he reaches into his belt and withdraws an acorn, and dips it into the soil to mingle with Kragmyr's blood. Then he places it into a handkerchief and tucks it back within his pouch. "When I can, I'll find yer kin and plant this year their dwelling. Yer spirit will guard them ever onward."

Gundar gives a whistle, and his owl returns to roost on his shoulder. "Shall we bury him at the site of his victory? That circle of stones could make a passable tomb."

Ingrahild wrote:
"I know not your quest, but mine own has ended in failure and death. If you would have me, I would join yours."

He nods to Ingrahild. "'twould be an honor."


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

I'll bet we could piss off the 'Queen' enough to make it scale.


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Outsider

You guys are being defeated by challenges I wasn't even behind!


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Outsider

Surtur had been told to watch for a halfling wearing a bright red scarf, which he probably shared with you guys as well (up to him).

But also, given that we dragged a little due to forum outages, I'm going to short-circuit the Yidi search and fast forward to the evening of your first day when he will come to visit you anyways. Apologies to those who were enjoying unfolding their own plans, but I don't want to let the pace drag too much so soon! The new post will be up later today.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Stumbles out of a tavern, half-naked and three-quarters drunk.

"Wha, we back? Sphlendid then!"

I'll have time for a proper post later tonight.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Yes, yes I do intend to keep up with the 'song-writing.' Soon I'm going to start re-writing lyrics to my favorite songs and claiming Tristan wrote them. Prepare for lots of grunge-rock and folk-rock songs, Kingmaker-style.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Tristan helps as he is able when setting up the camp, though he fears he is little better than no help at all. He resolves to pay attention to those in the group with such skills from now on, and learn quickly.

On the ride in the morning, he sings along with Raquel on some of the songs. When she inquires if he'd like to take over, he smiles and nods. "I've been considering a few verses of a song to... commemorate our first day and night in the wild."

He takes a deep breath, and begins to sing in simple balladic style.

Perform(Sing): 1d20 + 10 ⇒ (9) + 10 = 19

"We hail from cities built of stone,
where civil folk do tread.
They seek the wilds, overgrown,
and send us in their stead.

Wolves may howl, and bandits prowl,
And monsters lie in wait,
Soon they'll run, the hunters come,
'tis we who set the bait.

Across the frozen meadows where
Lord Winter sits his throne,
He sends his winds and frozen air,
To chill us to the bone.

Through driving snow, and winds that blow,
Comfort just a fading thought,
We have braved the kingdom of the cold
and the cold has claimed us not.
And the cold has claimed us not!
"

Tristan pauses a moment after finishing, then shrugs. "A bit short still, and admittedly needs polish."

When they arrive at the trading post, Tristan nods appreciatively. Walls and watch towers - these folk seemed quite secure. He wondered if they had anything like a guest house or if the group would need to set up camp again - though hopefully they could do it inside the walls.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.

Tristan does not often encounter vermin. He favors classier establishments. He gives this whole 'nature' place 1/5 stars.


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Male NG Human (Taldan) Bard (Court Bard) 5 | HP: 40/40 | AC: 19 (14 Tch, 15 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +5 | Init: +4 | Perc: -1, SM: +13 | Speed 30ft | Performance: 14/14 | Spells: 1st 5/5 2nd 3/3 | Active conditions: None.
Audrey wrote:
"...outdoors - where there's bears, and wolves, and stuff."

"Indeed. Like dirt, so I hear - never seen the point of the stuff. But I'm afraid 'conscripted' is more the word," Tristan explains with a shrug. "Ash from the conflagration of my latest... indiscretions. Though I was certainly trying to be discreet at the time. It was either this or the headsman, or so the judge said," he says, leaving out the part where he was given the option of exile to Issia as well. He still wasn't sure why he'd taken this option. "My best guess is that I still have a few allies in the nobility willing to pull a string for me, and this is the best they could do."

He looks out a southern window. "It seems my worldly experience is about to expand rather rapidly."

After a moment he gives an exaggerated shrug. "Naught to be done for it! I'm glad, at least, to have been able to see you again before I go. Do you suppose you might fancy a last dance? You always dance superbly when you're angry with me," Tristan says, flashing the most charming grin he can summon.

Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


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Outsider

Gork:

Merry's Holy Symbol is a thin sheaf of grass, hay, wicker, or other similar material looped into a figure-eight and tied in the middle with some kind of ribbon or fabric (people tend to use the richest material they can get ahold of as a method of praise, but Merry has never made a preference known. Poor people might tie the loop with simple twine or unraveled string). It is often worn on a necklace of some sort - leather thong or simple chain. Plenty of faithful adherents simply carry it in a pocket, though.

Merry has very few calls to 'mass' or assembled worship. The devout are expected to keep her in mind as they go about their day and chores. A quick prayer that the cow gave good milk, or thoughts of praise that the rains came on time - these are all Merry desires. Devout communities might say a quick prayer (or raise a tankard of ale) when they gather in the evenings for communal suppers or to share drink and gossip, if that is the way of their community. The only times when it is considered appropriate to take time away and celebrate Merry's worship more mindfully is during festival days (when you'd be taking time away anyhow!). At these times - whatever holidays and festivals the people might observe anyways - Merry loves it when people call her name in joy, as they dance and sing and drink, so she might be joyful with them.

Merry does not awe, nor leave her followers trembling after her presence. She brings warmth, and comfort, and mirth. She brings joy at simple pleasures and good company. Merry is old wood and warm bread and the dull glint of steel in the corner. Merry is a newborn's laugh. Merry is a young woman dancing on a bright summer day.

I've done a little thinking on how worship of Merry might translate to an ogre tribe. No doubt it was strange at first for all parties, Merry probably had to make some rather forceful interventions, and probably considered ordering Gork to abandon his tribe entirely (or maybe she did? maybe he asked her to keep trying?). The various cruelties so common to ogres would have been the first to go - no torture, no painful sporting, no delighting in the pain of anything. But joy in the hunt? Great! Happiness at defeating an enemy? Appropriate! Love of a proper, gut-stuffing feast? You bet. Maybe even some of the tougher aspects of ogre society survive, like trials of leadership or some such when an ogre comes of age or wants a position of command (I'm spitballing now). Merry doesn't shy from voluntary pain or violence. A good brawl or wrestling match, even if dangerous and painful, can be great fun so long as all those involved are willing. Once we get your ogres on the scene, we'll have to do some work to figure out how a Merry-changed ogre society really works... (well, we won't have to necessarily, but it'd be fun).

Nope, Gork would never have seen mantids before. So far as anyone knows, they have never been seen anywhere else in the world.

In the bandit situation, Merry would be of the mind that you've done your duty by talking to them in the first place (assuming you went into it honestly trying to get them to stand down, surrender, whatever - which Merry would know). After that, killing is probably justified - though when the opportunity comes to take somebody alive without undue risk to yourself or those with you, you should probably take it.

Extenuating circumstances may come in when you account for how the bandits themselves have behaved: Have they shown willingness to extend mercy even when raiding caravans? Are they raiding because they are starving and simply trying to survive? Have they been brutal and cruel? Etc. How much violence to use will always be a judgment call.


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Outsider

Gork: Everything You Wanted To Know About Merry, But Were Afraid to Ask:

This represents everything Merry the Golden Maid has revealed to you about her own nature.

Above all else, Merry is a guardian and helper to the simple people. Those who till the fields, tend the herds. Those who live in their villages amongst the people they've always known, and have no ambition to do any more than enjoy their life, raise their children, and watch the cycle repeat.

Merry is most present in villages and rural areas. Low population, low industry. While she does work among the poor people of the cities, there are other gods that usually outwork her for their adoration.

Merry does not shy from violence. The drunken brawl can be fun, the border fight can be necessary - hell, the destruction of true evil can be joyful. But Merry recognizes that 'true evil' is rare. Most people just want to get by. Thus, Merry prefers her worshipers value life and take it only at great need. Merry understands that sometimes killing is necessary - but she teaches that where the strong and capable folk might need to kill to establish peace, the very strong and capable folk establish peace by only knocking a few folk about.

Basically this means that Gork should shy away from killing people unless he is convinced their deaths will protect more people.

Merry values hard work. People should not sit idle, even the those who are needy. People do not deserve kindness just for existing, but if they are willing to do something, anything to earn their way, then those with the means should provide. (There is an exception for recognized holidays - Merry loves a good festival! Nobody should have to labor on a holiday when they should be getting drunk and enjoying life).

When it comes to the needy, Merry does not necessarily look down on beggars/panhandlers/etc, but she much prefers people who are willing to do some kind of work. Those who are severely disabled should still be willing to try and work when a task can be found that suits their abilities. In this sense, Merry holds a special love for the elderly - advising and sharing wisdom, giving council etc is very much a task worthy of compensation and honor.

As far as relations between peoples goes, Merry is adamant that all thinking people should be accepted as equal. Neither the place or wealth of one's birth really makes a difference. People are people. If you're willing to get along, you should be gotten along with.

There is no room in Merry's theology for speciesism, racism, classism, or any other kind of bigotry. She protects and loves all good, kind, simple people. This has probably been one of the biggest hurdles for Gork and his people - learning to treat non-ogres the same as ogres, and other ogres the same as others of their own tribe.

Okay, so trying to devise even the basics of an ethics system directly handed down by a god is hard. I think this gives you the right idea. If you think there is a major topic that Gork would have run into already that isn't either covered or could be inferred by what I've written above, go ahead and ask.


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Outsider

For poisons and such, we'll be using the Unchained Poison and Disease tracks shown here. I have to look at my notes, but I think I also decided to bump up listed poison and DCs by like +2 or something. They' a bit more of a threat in Eldreon than you might be used to (as, I should say, are most things).

And having some versatility in the party is good, but don't feel like you need to cover everything. You'll have opportunities where being combat monsters will be a great benefit, as well as times when if only one person is capable of a certain thing it doesn't help much. Go with what feels right for your character idea before anything else, and let the rest fall where it may.


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Hello all, welcome to the second phase of recruitment for the kingdom-building campaign Go Forth and Conquer set in my homebrewed setting of Eldreon. I've re-copied the info spoilers into this post, but for additional info you might want to read through the Captain recruitment thread (especially my replies) here: Captain Recruitment Thread. You can also ask any further questions here.

We will be selecting 3 or 4 additional party members.

Campaign Info:

Quote:

A generation ago, the Gelkrosh region - in the midst of an economic and population boom - was struck by disaster: prehistorical monsters dubbed mantids were unearthed from an ancient slumber beneath the vast coal and tarpits of the central badlands and spread rapidly, driving people away from a vast swath of the area and cutting off travel and trade for even more. But this was before the lands of the Dragon bordered Gelkrosh. She has had her alchemists devise a antidote for the most powerful weapon of the mantids - their paralytic poison. With this, she believes she can begin to make inroads to taking the region and its mines and farms for her own.

But how to do it? She is already at war with the giants to the north, and has no interest opening another front in the combat. She wishes to take the region more subtly. Picking a small number of her loyal followers, she directs them to subdue the region as much as possible before revealing her involvement.

There are many paths they can take to victory, by stealth, intrigue, and assassination, by the steady grind of clever economics, by sheer bold brutality, or by these and others mixed in a deft combination. All possible, and legitimate, paths to domination. But there will be worthy and clever opponents at every turn, and should they fail in their charge they'll have no refuge back in the Dragon's lands...

This campaign will begin with 3-5 players (one being the acknowledged leader, appointed by the Dragon herself) along with a company of around a dozen 'soldiers' (a motley crew of brutes, fit for fighting but not much else) being dispatched to the region known as Gelkrosh. They will decide on how and where to enter the region, how they'll go about building up a power base, how to deal with the other factions and threats, and how they'll rule the lands they control. It is entirely possible that they'll get in over their heads and end up assassinated, defeated in open battle, or simply deposed by an unruly populace.

Furthermore, after the players have established the "kingdom" aspect of the game, they'll be able to roll up secondary characters. These characters will be controlled as NPCs (but be available to inhabit kingdom roles that need filling, if desired) unless and until their corresponding player's primary character dies (a very real possibility), in which case they'll take over the secondary character.

In General, How I Run My Games:

I like high roleplay focus, low loot-focus games. I've created Eldreon to be a world where magic is rampant but magic items are rare. You won't be getting wealth-by-level, and even powerful characters might not have much in the form of permanent magical gear.

On Alignments: You can be any alignment. Generally speaking, I treat the alignment of any mortal character as "light." They have some leanings in that direction, but obviously are not embodiments of the alignment. The exceptions being divine spellcasters, other extremely religious people, and characters who single-mindedly fulfill their alignments tenets (mass-murdering psychos or feed-the-hungry philanthropists, to pick extreme examples). This extends to the use of Detect Evil/Good/etc spells: most regular people won't show up as anything in particular.

Also just a heads up, the economy is silver-based instead of gold based. Mostly that just means we transpose "gold pieces" to "silver pieces" and leave gold for much larger sums of wealth.

What I Want From You!:

I don't want full-on character builds! I select players based on their ability to dream up and role-play a personality first and foremost. What I want to see are character concepts. Use the details about the Dragon's Realm below, sketch in a few details of your own, and run with it. You will be playing a character hand-selected by the Dragon (or at least, her top lackeys) to subjugate a region and add it to her lands. What skillsets do you have that aid that goal?

You SHOULD include at least one tidbit of history - what you have done to bring your name to the Dragon's attention. Have you worked for her directly up until now? Were you merely a notable resident somewhere in her realm? The scion of another loyal servant? Whatever. Give me some of that history.

You can include thoughts on crunch if you like, but the fluff/background is what I'm really interested in. Once characters are selected, we'll do character builds and such in the discussion thread before beginning the campaign.

As far as race/class choices go:
Race - this region of the world is highly diverse. With all sorts of races living alongside each other (though not always peacefully).

Human - common, many human cultures both sedentary and nomadic live in the area.
Hobgoblin - just as common and varied as humans (fun fact, hobgoblins in Eldreon have no native concept of gender and reproduce asexually).
Halfling - The halflings in this part of the world tend to be more rough-and-tumble than elsewhere.
Goblin - Goblins tend to be short-sighted and prone to violence, but their communities are still tolerated in some places due to their surprising industriousness and their willingness to do dirty, dangerous jobs.
Ogre - Ogres tend to be quite dumb and violent, but they're also incredibly strong. Found frequently as bodyguards and laborers when their employers have the talents and means to keep them under control.
Elf (and half-elf) - Elves are generally disliked by the other races of the region (and vice versa) due to myriad old grudges as well as the tendency for elven communities of this part of the world to "cause trouble" (freeing slaves and such). However, some elves have managed to carve a place for themselves (often by matching the violence and savagery of their neighbors). Half-elves are more common, but also frequently the subject of bigotry.
Orc (and half-orc) - Several orc tribes exist in the area and are often found in martial trades.
Kobold - Kobolds tend to stick to themselves and don't often interact with other races, but in a kingdom ruled by a Dragon several of them have risen to prominence.
Dwarf - Dwarves found in the region are usually outcasts from their holds, or the descendants of outcasts.
Gnolls - Gnolls are uncommon in this part of the world, but not unknown.
And finally, a homebrewed race called the Drecna which you can read about here. They're uncommon here as well, but are famed travelers.

Classes: You don't actually have to decide on one now, but I'm open to considering any class except barbarian, monk, and alchemist, and psionic-types. (Barbarian and monk 'flavors' can be worked into other classes if desired). I tend to favor people who work within the basic classes (fighter, ranger, wizard, etc) and their archetypes.

Eldreon:

This campaign sticks to the region of Gelkrosh, and the players don't need to know much about the world-at large. If you would like to read a bit just to see if I'm a terrible or passable world-builder, I threw some stuff up on a blog awhile back (including some things about religion, which might be useful). The Blog Is Here.

Information you'll actually want to know is in the spoiler marked "The Gelkrosh Region" or in the attached documents.

The Gelkrosh Region:

In this folder you'll find a map and a document with some initial information on the various notable settlements.

Gelkrosh is a hinterlands region bordering The Dragon's controlled lands and a couple other regional powers, one of which (a nation ruled by giants) the Dragon is engaged in a border war with. She believes the time has come to claim it, but she wants to start things off quietly by building up a base of support so that she doesn't anger the other nations before her control of Gelkrosh is already a done deal. That is where the players come in.

General History:

In the distant past, the region was very sparsely populated, with mostly nomadic populations of humans, halflings, and hobgoblins living and warring over the grazing regions. More recently burgeoning populations to both the east and west drove settlers into the area, mostly displacing or assimilating the original tribes. Once the river floodplains were found to be incredibly fertile, the increased food production began a population and expansion boom in the area. Discovery of the tar pits and coal seams in the eastern badlands region only accelerated this. However, disaster struck early into the process - coal mining opened up a cavern which held some dormant monstrosity from earlier times, enormous venomous insectoids that were dubbed Mantids. Awakened, they erupted from their cave, slaughtering most of the nearby mining town overnight and spreading rapidly. Over the coming months they caused nearly the entirety of the badlands regions populace to flee or die, and even threatened the farming towns to the north. Furthermore, they made travel so dangerous that it choked off most of the region's trade.

Almost 25 years later, the region has reached a sort of stability. The central portion is still mostly deserted, and dominated by the mantids. Gelkrosh still provides food to the rest of the area, but must transport it along a threatened route in heavily guarded caravans. Hafton has survived on its own surrounding lands and trade from unthreatened routes to the north and west. Swampside has remaining largely cut off from the rest of the region except for a small trade in magical and alchemical goods, small enough to be carried by more highly-mobile merchants who skirt the mantid's territory or pass through it by unknown means.

And finally:

Mercy's Pledge:

As a GM, I may beat, burn, rob, abuse, and kill your characters – but I will never abandon them. I have been in several dropped games on these forums, and so here is my pledge to you as players: I will never, ever abandon a game if even one player wants to continue. We will find other players or make it a solo adventure. Due to real-life reasons, games may be delayed and they may slow down – but so long as I have players, my players have a game.


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Quote:
The Dragon has summoned you to her audience chamber. It seems she has set her eye upon the fruitful - though dangerous - region of Gelkrosh to the southwest. It also seems she expects you to realize her ambitions for her.

Hello all. I am setting up a campaign that will heavily use the Kingdom Building rules, set in my homebrewed setting of Eldreon. This setting isn't particularly off-the-wall, so it shouldn't take too much adjustment.

This campaign features a group of miscreants who have been sent to expand the domain of their mistress, a powerful dragon who already rules a sizable realm. My plan is to select a single player who will be the Dragon's hand-picked leader, and then that player will help select the other players to fill out the rest of the group.

This game can be thought of as open-ended within a certain frame - it has specific objectives, and a clear ending point, but no set path to get to any of them. Players will start at level 5 (with the leader starting at level 6) and can be expected to level as high as 10-12 or so depending on specific paths taken.

Campaign Info:

Quote:

A generation ago, the Gelkrosh region - in the midst of an economic and population boom - was struck by disaster: prehistorical monsters dubbed mantids were unearthed from an ancient slumber beneath the vast coal and tarpits of the central badlands and spread rapidly, driving people away from a vast swath of the area and cutting off travel and trade for even more. But this was before the lands of the Dragon bordered Gelkrosh. She has had her alchemists devise a antidote for the most powerful weapon of the mantids - their paralytic poison. With this, she believes she can begin to make inroads to taking the region and its mines and farms for her own.

But how to do it? She is already at war with the giants to the north, and has no interest opening another front in the combat. She wishes to take the region more subtly. Picking a small number of her loyal followers, she directs them to subdue the region as much as possible before revealing her involvement.

There are many paths they can take to victory, by stealth, intrigue, and assassination, by the steady grind of clever economics, by sheer bold brutality, or by these and others mixed in a deft combination. All possible, and legitimate, paths to domination. But there will be worthy and clever opponents at every turn, and should they fail in their charge they'll have no refuge back in the Dragon's lands...

This campaign will begin with 3-5 players (one being the acknowledged leader, appointed by the Dragon herself) along with a company of around a dozen 'soldiers' (a motley crew of brutes, fit for fighting but not much else) being dispatched to the region known as Gelkrosh. They will decide on how and where to enter the region, how they'll go about building up a power base, how to deal with the other factions and threats, and how they'll rule the lands they control. It is entirely possible that they'll get in over their heads and end up assassinated, defeated in open battle, or simply deposed by an unruly populace.

Furthermore, after the players have established the "kingdom" aspect of the game, they'll be able to roll up secondary characters. These characters will be controlled as NPCs (but be available to inhabit kingdom roles that need filling, if desired) unless and until their corresponding player's primary character dies (a very real possibility), in which case they'll take over the secondary character.

In General, How I Run My Games:

I like high roleplay focus, low loot-focus games. I've created Eldreon to be a world where magic is rampant but magic items are rare. You won't be getting wealth-by-level, and even powerful characters might not have much in the form of permanent magical gear.

On Alignments: You can be any alignment. Generally speaking, I treat the alignment of any mortal character as "light." They have some leanings in that direction, but obviously are not embodiments of the alignment. The exceptions being divine spellcasters, other extremely religious people, and characters who single-mindedly fulfill their alignments tenets (mass-murdering psychos or feed-the-hungry philanthropists, to pick extreme examples). This extends to the use of Detect Evil/Good/etc spells: most regular people won't show up as anything in particular.

Also just a heads up, the economy is silver-based instead of gold based. Mostly that just means we transpose "gold pieces" to "silver pieces" and leave gold for much larger sums of wealth.

What I Want From You!:

The ideal kind of player who's fit to be the "leader" of the group should enjoy the idea of the managerial aspects of a Kingdom Building game, as they'll need to be able to consider a lot of info over the course of the campaign. They also need to be able to make decisions and tell other people what to do, naturally.

I don't want full-on character builds! I select players based on their ability to dream up and role-play a personality first and foremost. What I want to see are character concepts. Use the details about the Dragon's Realm below, sketch in a few details of your own, and run with it. Will you be a clever but formidable fighter leading your subordinates in battle? A priest who wants to see the region they subdue come to the worship of a particular god? A spider-in-the-web puppetmaster who'll come to power by wit and machination? Something much less cliché than these?

You SHOULD include at least one tidbit of history - what you have done to bring your name to the Dragon's attention. Have you worked for her directly up until now? Were you merely a notable resident somewhere in her realm? The scion of another loyal servant? Whatever. Give me some of that history.

You can include thoughts on crunch if you like, but the fluff/background is what I'm really interested in. Once characters are selected, we'll do character builds and such in the discussion thread before beginning the campaign.

As far as race/class choices go:
Race - this region of the world is highly diverse. With all sorts of races living alongside each other (though not always peacefully).

Human - common, many human cultures both sedentary and nomadic live in the area.
Hobgoblin - just as common and varied as humans (fun fact, hobgoblins in Eldreon have no native concept of gender and reproduce asexually).
Halfling - The halflings in this part of the world tend to be more rough-and-tumble than elsewhere.
Goblin - Goblins tend to be short-sighted and prone to violence, but their communities are still tolerated in some places due to their surprising industriousness and their willingness to do dirty, dangerous jobs.
Ogre - Ogres tend to be quite dumb and violent, but they're also incredibly strong. Found frequently as bodyguards and laborers when their employers have the talents and means to keep them under control.
Elf (and half-elf) - Elves are generally disliked by the other races of the region (and vice versa) due to myriad old grudges as well as the tendency for elven communities of this part of the world to "cause trouble" (freeing slaves and such). However, some elves have managed to carve a place for themselves (often by matching the violence and savagery of their neighbors). Half-elves are more common, but also frequently the subject of bigotry.
Orc (and half-orc) - Several orc tribes exist in the area and are often found in martial trades.
Kobold - Kobolds tend to stick to themselves and don't often interact with other races, but in a kingdom ruled by a Dragon several of them have risen to prominence.
Gnoll - Gnolls are uncommon in this part of the world, but not unknown.
And finally, a homebrewed race called the Drecna which you can read about here. They're uncommon here as well, but are famed travelers.

Classes: You don't actually have to decide on one now, but I'm open to considering any class except barbarian, monk, and alchemist, and psionic-types. (Barbarian and monk 'flavors' can be worked into other classes if desired). I tend to favor people who work within the basic classes (fighter, ranger, wizard, etc) and their archetypes.

Currently, I'm planning to post a separate recruitment thread for the rest of the party once this recruitment is done.

Eldreon:

This campaign sticks to the region of Gelkrosh, and the players don't need to know much about the world-at large. If you would like to read a bit just to see if I'm a terrible or passable world-builder, I threw some stuff up on a blog awhile back (including some things about religion, which might be useful). The Blog Is Here.

Information you'll actually want to know is in the spoiler marked "The Gelkrosh Region" or in the attached documents.

The Gelkrosh Region:

In this folder you'll find a map and a document with some initial information on the various notable settlements.

Gelkrosh is a hinterlands region bordering The Dragon's controlled lands and a couple other regional powers, one of which (a nation ruled by giants) the Dragon is engaged in a border war with. She believes the time has come to claim it, but she wants to start things off quietly by building up a base of support so that she doesn't anger the other nations before her control of Gelkrosh is already a done deal. That is where the players come in.

General History:

In the distant past, the region was very sparsely populated, with mostly nomadic populations of humans, halflings, and hobgoblins living and warring over the grazing regions. More recently burgeoning populations to both the east and west drove settlers into the area, mostly displacing or assimilating the original tribes. Once the river floodplains were found to be incredibly fertile, the increased food production began a population and expansion boom in the area. Discovery of the tar pits and coal seams in the eastern badlands region only accelerated this. However, disaster struck early into the process - coal mining opened up a cavern which held some dormant monstrosity from earlier times, enormous venomous insectoids that were dubbed Mantids. Awakened, they erupted from their cave, slaughtering most of the nearby mining town overnight and spreading rapidly. Over the coming months they caused nearly the entirety of the badlands regions populace to flee or die, and even threatened the farming towns to the north. Furthermore, they made travel so dangerous that it choked off most of the region's trade.

Almost 25 years later, the region has reached a sort of stability. The central portion is still mostly deserted, and dominated by the mantids. Gelkrosh still provides food to the rest of the area, but must transport it along a threatened route in heavily guarded caravans. Hafton has survived on its own surrounding lands and trade from unthreatened routes to the north and west. Swampside has remaining largely cut off from the rest of the region except for a small trade in magical and alchemical goods, small enough to be carried by more highly-mobile merchants who skirt the mantid's territory or pass through it by unknown means.

And finally:

Mercy's Pledge:

As a GM, I may beat, burn, rob, abuse, and kill your characters – but I will never abandon them. I have been in several dropped games on these forums, and so here is my pledge to you as players: I will never, ever abandon a game if even one player wants to continue. We will find other players or make it a solo adventure. Due to real-life reasons, games may be delayed and they may slow down – but so long as I have players, my players have a game.

Yeesh, that's a lot of stuff. If I've forgotten something or you have other questions, feel free to ask. This recruitment will go for at least one week, with the recruitment for the rest of the party shortly after.


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Outsider

Tyrus, New Spell Research:

At long last I've ironed out what I'll want to see for the research on this new spell.

The added zombie-raising bit certainly raises some interesting possibilities. Still, given that the zombie is uncontrolled and is meant more as an interesting side-effect (and one you'd assumedly not want to see happen often), I'd say this spell can stay at level 2, as it represents a personalized upgrade to an existing spell.

We'll also assume that Tyrus has been idly considering a spell of this type for awhile, so the cost in time can be a bit lower as you're drawing upon expertise you already have to address a problem the group has been facing for awhile now, and the effects are right in your wheelhouse. The cost to finalize research will likewise not be particularly high - I'll roll 10d20 for the cost in silver pieces (representing necessary materials).

I'll require three rolls, which can only be taken during relatively non-threatened and unbothered downtime. You cannot take 10 or 20 on these rolls. The DC value represents that required to get the behaviors you want. Failing by 10 or more will introduce a penalty into the spell. Exceeding by 10 or more will introduce a boon (or allow a reroll of a different roll). I'll describe the likely areas of effect along with the rolls.

Heal DC 16: You know the pathways to deaden pain, but to also trick the brain into a state of ferocity, possibly before danger has even presented itself... that could be more complex than meets the eye. You cannot fail this except on a Nat 1 on purpose. Great Failure will result in you needing to do some damage to the target, or only cast it on a target which is already damaged, in order for the spell to take effect. Great Success has a number of possible effects, chief among them the possibility of granting temporary HP to your target a la your commonly used False Life.

Know(Arcana) DC 12: You're modeling this on a spell you know to exist, but don't actually know yourself. You have confidence you can duplicate most of it and get away with merely a slightly more complex incantation. Great Failure will result in possible decreased range or duration. Great success may result in a possible reduced casting time, or reduced components.

Know(Religion) DC 20 OR Spellcraft DC 25
If Religion: Your experience with Applied Theology gives you the theoretical framework wherein you could apply limited mental control of the target should their own cognition fail (IE, in essential brain-death despite the body's continued operation). The created zombie can tell friend from foe - but the CASTER decides who that will be. This is the success effect - there is no fail effect.

If Spellcraft: There are some interesting principles at play here. Maybe you can formalize and generalize them enough to be of some worth to the other wizards you may come across in your travels. I'm going to give you a stat called Shareable Research, which will come up in rolls to make money off of... sharing your original research. Currently you're at a 1 in that, success here boosts it to a 3. This is the success effect - there is no fail effect.

What do you think? Seem fun enough to take a crack at it?


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Er, that was, uh... on purpose. Yeah, I don't have anything specifically against the pink guy. Seemed like a nice bloke.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Nobody tosses a dwarf, but launching their asses from siege machines is highly encouraged.


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Outsider

I'm going to start highlighting items of interest a little more blatantly so you don't have to depend as much on close reading. Such highlighted items basically encourage you to make whatever skill checks you deem appropriate.

With the rush of combat through, you are able to study the room more closely.

The Devil's Corpse looks both ancient and somehow newly dead, the enormous rents that the maggots had torn in it still seeping a thin, fiery-red blood.

The Skeleton In the Corner, wedged between the two cabinets or altars that line the wall, is wearing the remnants of ornate clothing. The glint of gold shines from parts of its belt, and in a circlet on its skeletal brow. It is clutching some manner of object, cradled in its arms.

The Makon Writing that lines the walls is everywhere, covering every possible surface save the floor itself. There is, however, a sizable portion high up on one wall marked by a large series of pictographs, seeming to indicate the 'beginning.'

Kien:

What a strange time you've had of it. You've been in no shortage of scrapes in your life - many of them life or death - but enormous maggots and acid-blood creatures were never on the menu before. For a brief moment you consider the possibility that coming with these folks was a mistake...

Nah. You put the enemy on the ground in the end, right? You're standing and they're not (even if only just barely). This trip has been all right.

You may immediately ascend to Level 6.

Luca:

Every time you stray close to another source of power, the Void leans in. Learns. Grows. You feel a surge of it inside you, the familiar feeling of falling backward through an inky nothingness, and then suddenly you are yourself again.

The Void has learned much through you. To what end?

You may immediately ascend to Level 5.

Tyrus:

Temples, cities, sacrificial pits, all built for one person, this Priest-King. Enchantments the likes of which you've never seen woven for his benefit and protection. He had commanded more than respect. He had commanded fear.

He had commanded an entire nation, by force of his arcane might alone.

You have ascended to level 5 and may apply the effect once you have gotten a full restful night's sleep.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

"Does seem a mite unlikely we'd find the beast still alive," Gundar mutters. Like the others, though, he buckles on his armor. Maybe they could just subdue the flying monster and strap its ass to the boat.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Quit being fussy about your healing and remove this splinter from my thumb!


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Same team, Kragmyr! Haven't I suffered enough crits?

Gundar snarls as the axe marks him. It had been a long, painful few days. But he was alive, and many of his enemies could make no such claim. He brings his axe around hoping to add another to the list...

Attack v Orange (Power Attack): 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
Damage: 1d10 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Hearing Torith, Gundar smiles wickedly. " 'old on, my pretties, we've got a gift for you," he says as he heads back to help move the boulder.

Strength check for if/when
Strength: 1d20 + 3 ⇒ (3) + 3 = 6


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gundar steps up to help Belir dispatch the drumming orc.

Attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Confirm?: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14

He brings his axe down in a vicious overhead arc, aiming to split drummer and instrument alike.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

You should try to be more like Gundar's enemies. They manage to crit all the time!


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

My stellar record on combat rolls continues. Now all I need is for one of these rats to crit one-shot me to unconsciousness.

And yes, I plan to continue complaining. Until I hit something good and hard. Cuz I'm a damn dwarf.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

First, vermin. Now, undead vermin. What a delightful place.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6

Gundar swings half-heartedly at the little monsters, testing to see if they react at all like real rats and scamper off.

That's my story and I'm sticking to it.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

"Ye just hate boxes, I think," Gundar snarks.


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Was tough to settle on a concept for this one. I decided to go with one that was a little more on the weird side than I usually favor, because I wanted my "evil scheme" and the reason the world should fear me to stick out.

Officially submitting: Mariana, Servant of Dagon.

Mariana's Plan:

Mariana is a devoted servant of Dagon, demon prince of the sea. She wants to grant her lord and his aquatic servants greater reign over the world of Golarion by raising the sea levels - but she doesn't want the land-based creatures to die. Oh no, Dagon needs them, for servants and slaves and worshipers... and food. So much food.

Mariana has devised a plan to flood the world of Golarion with a water-like substance that is hospitable to both sea creatures and air-breathers. This would allow the creatures of the deep to roam anywhere they liked and render nearly the entirety of Golarion save for the highest mountain peaks open to Dagon's servants - and even Dagon himself. Land-based creatures would be able to continue their lives, though they'd certainly need to adapt a little.

Story/Fluff:

(This is still in broad strokes)

Mariana is a gorgeous Undine women. She has light bluish skin and silvery hair alongside largely elvish features. She is generally amiable and soft spoken, but is also wholly amoral. She lives to serve her appetites and those of her master Dagon's. For herself, she is greatly fond of most physical desires, be it for food, sex, art, music, or any other. She is also fond of great depths of knowledge and mystery, and she tends to enjoy the company of the elderly and the learned (though few of them ever truly earn her respect, as she is merely using them to slake a lust like any other).

Mariana keeps her true intentions secret from nearly everybody, usually professing an overtly hedonistic worldview with no other aims than pleasure. In reality, she secretly gathers knowledge, followers, and raw power to enact her lord's wishes, as well as a dire grand plan for Dagon's resurgence in the Prime Material plane (see above).

For partners, minions, and servants, Mariana would have those who are likewise devoted to Dagon or to a compatible goal/master (an allied Demon lord, for instance), or to herself directly in the case of smitten lovers or hedonistic "friends" (insofar as somebody like her can feel friendship).

A few quirks in no particular order:

Mariana enjoys shapeshifting (through magic item use or spells of a follower) into sea creatures and eating people for some of her meals.

Mariana ironically despises sea travel on ships and boats, preferring to swim or conjure up seaborn mounts.

Mariana is fond of creating lakes or other bodies of water in unexpected places, often where they'll be a boon to the inhabitants (high mountain areas, deserts, badlands, etc). But she also likes conjuring nasty creatures to live in said "surprise lakes."

Mariana likes it when her followers and others give her flattering nicknames. One of her favorites is "Deepfathom" which some people mistake as her surname. It was given to her by an old lover who said it described her eyes, her beauty, and her mind.

I'll flesh this out more, but I think that gives the idea well enough. I envision her as an Oracle (maybe Covetous or Hunger curse), perhaps with the Planar or Seeker archetype, and starting somewhere within levels 8 -12.


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Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Gah! I hadn't realized that Belir and I posted at the same second. I'd like it on record that I posted the "scream if you find anything" bit before I knew he'd actually scream. ;)


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Outsider

I can see Dante and Kienyach are going to be close.

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