Legion Archon

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And dot! Feel free to introduce yourselves (both in character and out), and get to know each other a bit! As there are only around 700 people in Cinderfall it is likely that you already know each other, in-game at least. I'll be getting the first gameplay post up sometime early tomorrow; I meant to do it today but time got away from me.

Welcome to Mournfall, and the already-happened apocalypse!


Dot.


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The world is not ending, it already has. The sun hangs behind a pale curtain of ashes, remnants of the First Scouring. The fiends broke up through their realm into ours, and tore down the heavens. Slayed the gods and drowned the world in oceans of their blood. It wasn't the quick death of an apocalypse, but a slow cumbersome bleeding out.

And yet, some pockets still endure. Bastions of mortal hope, each with their own unique way of fending off the nightmares and fiends that prowl the dark. On jagged cliffs above the rolling tides, but a scant seven hundred souls fight the end of the world in a way only mortals can. They scrape by and do what they have to in order to have some form of life. This new world has been christened 'Mournfall' as long as any still living can remember, and it is quite obvious why.

Each of you, for some reason or another, has been given an invitation to the Emberwake, a once-a-year ceremony where the priests of High Ember re-sanctify the Pyre Below in a crucial ritual necessary for the bastion's survival.

Ashes Beneath the Tide is a dark, low-magic sandbox (with a general story in mind) set centuries after a slow apocalypse. The world did not end in glorious fire, instead slowly bleeding out. The sun dimmed, the seas rose, kingdoms drowned and burned. Humanity survives in scattered bastions carved into mountains and cliffs. Cinderwake is one of them: small, strained, and quietly fracturing.

This game will be darker than your usual Pathfinder game, and contain dark themes (within reason). You are not heroes in this world, you are survivors and desperate adventurers.

The World of Mournfall (what your character knows):
- The sea is not safe to drink, or even touch in some places.
- Demons, mutated sealife, and worse roam the drowned lands beyond the walls.
- The bastion survives because of a great Pyre that burns beneath it.
- The sun grows dimmer each year, behind the ever-present cloud of ash hanging over the land.
- Other bastions may yet remain...though few travelers return from their attempts.
- Food, water, and space are limited in the bastion, and every citizen needs to physically pull their weight. Not counting those in the High Ember Monastery above the city, of course.

Character Creation:
Level: 1st
Classes: all Paizo approved, except for the important clarification that no 9th level spell caster classes are allowed.
Wealth: standard by class
Races: all core, plus tieflings, ifrit, and dhampir allowed. Additional races available by request, but aasimars are completely banned.
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: against my usual tendencies, all alignments are allowed. If you bring an evil character and are a problem, then you will be removed.
Traits: two normally, can take a drawback for a third. One must be from the 'campaign traits' I have created for this game (see below).
Skills: we will be using the extra Background Skills rule.
Changes to Spells: any of the 'survival beating' spells (purify/create food and water, goodberry, etc.) are banned. This list is not all inclusive and I reserve the right to expand upon it should any spells become a problem.
Corruption: Each of you will be receiving the benefits and downsides of one Corruption, with a few alterations to fit the flavor to the worlds' lore. We can talk about the specific manifestations of each character's corruption during the character creation process and after selection.

Character Campaign Traits:
Order of the Last Dawn Traits
Dawn-Vowed: Your oath to rekindle the sun steels your resolve. Gain a +1 trait bonus on Will saves against fear effects. If the fear effect originates from an outsider with the evil subtype or undead, the bonus increases to +2.

Lightbearer’s Discipline: You were drilled to stand firm when others falter. Gain a +1 trait bonus on Fortitude saves. Once per day, when reduced below half your hit points, you gain a +1 morale bonus on attack rolls for 1 round.

Sunfire Scholar: You study lost rites and ancient celestial lore. Gain a +1 trait bonus on Knowledge (religion) and it becomes a class skill for you. When identifying abilities of outsiders or undead, you gain a +2 bonus instead.

Ashen Crusader: You have fought beyond the walls of the bastion. Gain a +1 trait bonus on weapon damage rolls against outsiders with the evil subtype. You gain a +1 trait bonus on Survival checks made in ash-choked or ruined environments.

The Drowned Choir Traits
Penitent Voice: You speak with the weight of moral certainty. Gain a +1 trait bonus on Diplomacy checks when influencing creatures who are frightened, guilty, or grieving. Diplomacy becomes a class skill for you.

Tide-Touched: You have spent long hours in red surf and storm. Gain a +1 trait bonus on Fortitude saves against disease. You gain a +1 trait bonus on Swim checks, and Swim becomes a class skill.

Quiet Confessor: People unburden themselves to you. Gain a +1 trait bonus on Sense Motive checks. If a creature has shared a secret with you, you gain a +2 bonus on Sense Motive checks against that creature.

Herald of the Drowning: You believe destruction is inevitable and prepare accordingly. Gain a +1 trait bonus on saving throws against emotion effects. Once per day, when you fail a saving throw against a fear or compulsion effect, you may reroll it and take the second result.

Tidewatch Traits
Watchridge Sentinel: You have stood long hours scanning the horizon. Gain a +1 trait bonus on Perception checks. Perception becomes a class skill for you.

Beacon Keeper: You were trained to respond quickly to threats. Gain a +2 trait bonus on Initiative checks when within sight of a settlement or defensive structure.

Law of the Cliff: You enforce order in tight, vertical spaces. Gain a +1 trait bonus on combat maneuver checks to trip or reposition. Gain a +1 bonus on Acrobatics checks made on narrow or unstable surfaces.

Quiet Interrogator: You know how to extract truth without violence. Gain a +1 trait bonus on Intimidate checks. If you spend at least 1 minute questioning someone, gain a +2 bonus on Sense Motive checks against them for the next hour.

Ember Council Traits
Council Aide: You have access to minor records and procedures. Gain a +1 trait bonus on Knowledge (local) and it becomes a class skill. Once per session, you may declare familiarity with a minor local official or bureaucratic procedure.

Whisper Network: You overhear more than you should. Gain a +1 trait bonus on Sense Motive checks. Once per day, you may reroll a failed Bluff or Diplomacy check within Cinderwake.

Ledger-Keeper: You understand supply and scarcity. Gain a +1 trait bonus on Appraise checks and Appraise becomes a class skill. You may determine the rough ration value of goods with a DC 10 check.

Court Survivor: You’ve learned how to avoid blame. Gain a +1 trait bonus on Reflex saves. Once per day, when an ally within 10 feet fails a social skill check, you may attempt the same check as an immediate action to replace their roll(using your own modifiers).

Flame Seekers Traits
Ruin Delver You’ve ventured beyond the walls. Gain a +1 trait bonus on Survival checks, and a +1 trait bonus on Perception checks made in ruins.

Relic Appraiser: You know the value of lost things. Gain a +1 trait bonus on Appraise and Knowledge (history) checks. Appraise becomes a class skill.

Ash-Hardened: You’ve survived storms outside the bastion. Gain a +1 trait bonus on Fortitude saves against environmental effects (cold, heat, ashstorms, inhaled toxins).

Tide Runner: You move confidently in dangerous terrain. Gain a +1 trait bonus on Acrobatics checks. Ignore the penalty for the first 5 feet of movement through difficult terrain caused by rubble or uneven ground.

Saltcrusted Traits

Brine-Hardened Flesh: You’ve hauled nets and ropes soaked in poisoned seawater until your hands cracked like coral. Gain a +1 trait bonus on Fortitude saves against poison and disease. You gain a +1 trait bonus to CMD against grapple attempts. However, your skin is scarred and coarse — you take a –1 penalty on Diplomacy checks when dealing with nobles or officials.

Tide-Blooded: Saltwater flows through your veins; you’re almost adapted to it. Gain a +2 trait bonus on Swim checks, and Swim is always a class skill. You can hold your breath for twice the normal duration. Once per day, when submerged in water (or blood-water), you may reroll a failed Fortitude save against environmental hazards.

Dockrat Survivor: You grew up beneath the terraces where the Tidewatch never bothers to patrol. Gain a +1 trait bonus on Reflex saves and on Acrobatics checks to move on narrow or unstable surfaces. Stealth becomes a class skill for you. Once per day, when reduced below 0 hit points, you remain conscious and staggered for 1 additional round.

Salt-Eaten Resilience: Your body metabolizes toxins poorly, but pain is familiar. You gain a +1 trait bonus on Fortitude saves vs. fatigue and exhaustion effects. Whenever you succeed on a Fortitude save against a disease, you heal 1 hit point. You suffer –1 on saves vs. dehydration or thirst (your body needs more water than most).

Ash Farmer Traits

Soot-Lunged: You’ve breathed ash storms since childhood. Gain a +1 trait bonus on Fortitude saves against inhaled toxins, smoke, and suffocation. You can ignore the first round of the sickened condition caused by environmental smoke or foul air each day. However, your lungs are scarred — you take a –1 penalty on Constitution checks to run for extended periods.

Char-Tilled Hands: You know how to make dead soil live. Gain a +1 trait bonus on Profession (farmer) and Knowledge (nature) checks. Knowledge (nature) becomes a class skill. Once per day, you may treat poor or infertile soil as normal soil for the purposes of survival or long-term crop growth.

Emberwise: You understand controlled burns, kiln heat, and the fine line between warmth and disaster. Gain a +1 trait bonus on Reflex saves against fire effects. You take –1 damage per die from nonmagical fire (minimum 1 per die). You gain a +1 trait bonus on Survival checks made in arid, scorched, or burned terrain.

Terrace Runner: Ash farms climb the inner cliffs — falling means death. Gain a +1 trait bonus on Acrobatics and Climb checks. Acrobatics becomes a class skill. You treat narrow ledges and sloped rooftops as one category less severe for movement penalties.

Bone-Mix Tender: You work soil blended with cremation ash. Death feeds life. Gain a +1 trait bonus on Will saves against fear effects. Once per day, when within 30 feet of a recently deceased creature (within 1 minute), you gain a +1 morale bonus on your next attack roll or saving throw (you remember what feeds the soil). You take a –1 penalty on Diplomacy checks with those uncomfortable around death rites (many nobles, some Order members).

Background Questions: I'd like you to take a look at these 20 questions and answer them. This is meant to help both you and me understand who your character is.

20 Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Cinderwake Map

Gods and Religion:
Most of the gods on all ends of the alignment spectrum either perished or departed this world entirely at the onset of the First Scouring. People in Mournfall (and therefore Cinderwake) draw power and pay reverence to more concentrated forces and concepts. The Tide, The Flame, and the Ash are the most common three, although no one questions if you pay service to a lesser force.

Classes that receive their divine powers from gods normally, instead receive them from 'concepts', like druids do. Just about any concept could fit, just make sure to mention it ahead of time.

Cinderwake Dossier:
Cinderwake is a coastal bastion built atop the bones of a drowned city. It stands on black basalt cliffs above a churning grey sea that rises a little higher each year. The sun is dimmer than the old records claim it once was. Winters bite longer. Crops strain. The waters creep upward. Other bastions once answered Watchridge’s beacon-fire. None have answered in years. Cinderwake endures.

Factions:
- Ember Council: ruling body at the center of Cinderwake, controls what is left of religion and what passes for the law in the bastion. Maintains the Pyre Below, keeping the city safe from supernatural threats outside and below. Classic noble caste, out of touch and sometimes overbearing in the name of enforcing peace and safety.
- Order of the Last Dawn: group of what paladins and holy men are left in Cinderwake, they believe (to varying degrees) that the secret to rekindling the sun and 'saving' the world is still out there. In the meantime, they protect the people of Cinderwake from threats outside (fiends and mutated monsters) and inside (criminals, undead attacks). Work with, but are not beholden to, the Ember Council.
- The Drowned Choir: so-called 'doomsayers' by those outside their ranks, the Choir is made up of people who believe the current state of the world is punishment for mortal sin. They seek to atone as much as possible (to a wide variety of successes) and implore the nonbelievers to repent. They are also devout believers in mortal strength and fortitude, however, and many are trained in the art of medicine.
- The Tidewatch: Cinderwake's city guard equivalent. They patrol the streets for criminals (who are usually harshly punished) and have the responsibility of maintaining Watchridge, the bastion's beacon and watchtower.
- Flame Seekers: archivist and explorer faction, usually employed by the Ember Council to find sacred prepared ashes and other relics (usually bones) to fuel the Pyre which maintains Cinderwake's protective force.
- The Saltcrusted: poor class of Cinderwake that have been exposed to the poisonous waters of Mournfall for too long. red salt crusts on their skin (hence the name) and they are usually outcasts outside of extreme circumstances.
- The Ash Farmers: These are the terrace growers, fungus-tenders, rooftop soil-mixers, and charcoal orchard keepers who coax life from cliffside earth and crematory ash. They feed the bastion, and breathe its death.

Districts:
Cinderwake itself is layered, physically and class-wise. There are five main 'districts' in the city:
- High Ember: the highest, safest point of the city. Nobles and ruling class. Holds the High Abbey of the Last Radiance, where the Order of the Last Dawn are stationed.
- Cliff Terraces: middle class tradesman housing, merchant families and the like. Cramped housing and hard work define the life here, but it most certainly could be worse.
- Watchridge: home of the Tidewatch. There's a beacon system for alerting other bastions, but none have signaled or replied for decades now.
- Low Docks: poor district. Homeless and those unable to pull their weight. Jobs down here are dangerous (usually involving some form of fishing) and usually result in the workers becoming saltcrusted.
- Ash Farms: most isolated district. you live here, you work here, you rarely see anything else. grows plants and raises 'safer' fish for the bastion, and then ships it up in baskets attached to rope pulleys to the Cliff Terraces above for processing and distribution.

Life in Cinderwake:
Life isn't easy in Cinderwake, even for those in High Ember who are comparatively well off. Food and water is scarce, and most people are too thin, with a few notable exceptions.

Food: Only a handful of options exist for food; Ashroot (a strange root topped with an even stranger grain) is used in the making of ashbread, and the roots are eaten as vegetables. Cliffleaf greens are anything but green, a blackish horrifying leafy food similar to spinach but tasting slight of dirt. Emberfungus is a mushroom grown in the caverns below the cliffs of Cinderwake, tended to by the ash farmers. The tidefish pens down in the Ash Farms is the only reliable source of meat in the bastion. Of course, rumors of more extravagant and rich quality foods being served in High Ember have always existed.

Water: Water is even more restricted than food, with your only option being the bastion's tightly-regulated wellspring or collecting water from the numerous rainfalls each week; assuming it isn't bloodrain that is.

Work & Labor: Everyone works, if not as laborers, then as servants, scribes, guards, or artisans. Physical work is harsh: climbing terraces, tending ash farms, hauling nets, or cleaning cisterns. Most jobs are routine but dangerous; injuries are common. Many roles are inherited (Saltcrusted become dockers, Ash Farmers tend terraces).

Housing & Shelter: Space is tight, even middle-class houses are small and shared. Saltcrusted live in crowded, low-lying terraces near the docks or Undertide access points. Ash Farmers live on terrace plots near the ash terraces and farms; dust and soot are constant. Nobles occupy sturdier stone buildings on the highest terraces in High Ember.

Health & Hygiene: Disease is common: brine, stagnant cisterns, ash, and overcrowding. Minor injuries often fester. Baths are rare luxuries — mostly for nobles. Saltcrusted and Ash Farmers have physical signs of exposure (cracked skin, lung scars, mineral residue).

Entertainment & Rituals: Public entertainments are rare — songs, chants, and small plays on rooftops. Religious or semi-religious rituals mark tide changes, Pyre cycles, or solar observances. Pleasure is fleeting: food, warmth, touch, storytelling, illicit gambling, or daring trips into ruins.

I know that's a lot, and if you got this far then thank you! I plan on keeping this recruitment running for two weeks, so it'll end and I'll make my decisions on February, Saturday the 28th.
Let me know if you have any questions!

The world may have ended, but your lives have not. Yet, anyway.


Dotting


Begin discussion! Feel free to introduce yourselves, tell us a bit about yourselves.

The idea here is that you don't know each other, so don't worry about making connections.


Hello, and welcome to Modern Dreams in an Ancient Land, a Call of Cthulhu 7th edition recruitment set in the 1920's in New York City, America.

You didn’t expect to inherit anything from Professor Elias Farnwright. You barely knew the crazy old man, or if you did it was strictly a professional relationship with him through your time at Columbia University. Not a word. Not a warning. And certainly not under these circumstances.

The telegram simply reads: ‘You are invited to the memorial and estate reading of Professor Elias Farnwright. Attendance is requested. Details enclosed.’

A funeral. A will. A death that doesn’t quite make sense. The blossoming Empire City. And you, stuck in the middle of it.

How Much Experience Do I Need?
Absolutely none. We’ll all be learning this together! This is my first foray into the CoC system.

How Much Do I Need to Know About the Cthulhu Stories?
Nothing at all. While my world will share similar themes with the Cthulhu Mythos world, it will be a world of my own design, separated from the big names of the usual setting, though I'm sure fans of CoC will recognize the inspirations well enough.

What Kind of Horror Should I Expect?
The best kind! Serious answer, though, all sorts of the usual suspects with CoC: body horror, gore, death, violence, loss of both property and personal natures (up to and including your own character and any of their associates), etc.

Content Warning:
This game may have slight sexual themes such as scenes inside of a brothel or interactions with a prostitute or other sexual content. What this game will not have, however, is any sort of direct, on-screen sexual assault content. Not the place for that.

Character creation: Follow the standard character creation process in the core rulebook, rolling for stats and everything. You aren't supposed to be super powered heroes, these are every day people sucked into something beyond them!

End Date:
I plan for this to run for two weeks, in order for people to have a chance to get everything together. That means I'll be aiming for December 7th as the end date, but that is subject to change.

Let me know if I missed anything or if you have any questions at all!


Recently discovered the Magnus Archives podcast and have been binging it excessively (not finished yet, so no spoilers!), and I just have to imagine a game using the CoC system in the MA universe would be incredibly fun and fitting.

Is there any interest in this?

You wouldn’t have to be intimately familiar with the Magnus Archives world (it would be preferable to have at least a couple players who aren’t, honestly), and I’m still working on the actual details of the plot and setting. It’s mostly just a floating collection of ideals at this point, rather than any concrete details.

Warning: this would deal with pretty heavy subjects and would absolutely be full on horror, as is tradition with CoC.


Welcome! I’m looking for 1, potentially 2, new recruits to join up with the current party in their work for the Sharran church. They haven’t gotten too far into it, so the gameplay thread is worth a read if you’re interested.

The most important part of your character is who they are and why they’re working with the Sharrans. They don’t have to be worshippers themselves, but you most certainly need a reason to be here. If need be, can use an existing party member as an existing connection.

Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Level: 1st
Alignment: any, but I don't want a CE party wrecker character. If you're evil, I expect you to work with the party towards your stated goals.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo (within reason, no drow noble etc) are accepted, as the church isn't picky.
Traits: two normally, can take a drawback for a third.
Wealth: maximum starting for your class, you have been well equipped by the church.
Skills: we will be using the extra Background Skills rule.


Roll20

So it begins!

Feel free to make a small ooc introduction here, there will be a few minutes ahead of the protest for your characters to get to know each other there.

I also didn't notice this as I was making my selection, but it seems as if three of you (Tessa, Maccha, and Llewela) are directly related to Milani and the fourth (Tessa) is 'just tagging along' for the protest. There's a chance the four of you at least knew of each other before the start of things, and could be friends or the like if you so choose.


Roll20

It begins!


Beep Boop


Just getting things set up!


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Hello all you aspiring rebels! I've heard a lot of good things about this adventure path and I've always wanted to run it. So I am!

Looking for 4 players to light the flame of rebellion in Kintargo, and hopefully have some fun along the way!

Level: 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, leaning towards Good. Chaotic is fine as long as it's not that CN.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the rebellion can't be picky.
Traits: two normal and one Campaign, which must be from the Hell's Rebels Player's Guide.
Wealth: maximum starting for your class
Skills: we will be using the extra Background Skills rule.

Alongside your character sheet and background, I'd like you to answer these 20 questions. They're just meant to help both me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.

Background Questions:
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why would you join the rebellion?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Looking to close recruitment in two weeks from today, at midnight CST July 1st.

If I missed anything, feel free to ask!


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Night City, the City of Dreams. A gleaming chrome facade of a city hiding a rotting underside.

And also your home. Whether you've grown up on the streets a gutterpunk, always looked down on the rot from the upper echelons of a corpo tower, or are a just recently arrived outsider, you find yourself stuck here. This city has a way of making sure every single one of its citizens are constantly drowning in something. Debt, problems, money, drugs; you name it, Night City has it.

You've been trying to claw your way up that iconic social ladder for years now, and seem to finally have gotten your chance. Your favorite fixer, Vex, hit you up with a big lead. She's been gathering some intel on a Militech truck convoy for a while now, and finally sent you a ping to meet her in the usual spot.

Welcome to Night City, chooms! With the Humble Bundle containing all of Cyberpunk Red's published material, along with finishing the Edgerunners anime and starting the 2077 video game recently, I've been deep diving into the Cyberpunk world.

Is there much interest for a Cyberpunk Red game on the boards? I'm early on in the brainstorming phase, and haven't finished learning the system yet, so it'll probably be a month or two out before I get things settled. Just checking if its worth the effort!


Roll20

More totally nefarious setup.


Roll20

Just getting things set up for the future, nothing to see here!


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The small Selûnite village of Silvermoon Glade at the edge of the Wood of Sharp Teeth has gone unnoticed by most of the rest of the world, the only exceptions being the Selûnites and druids who reside there. A week ago, that changed.

The priests of the Moonmaiden in Baldur's Gate have not heard anything from the frontier religious settlement in nearly a week, and have in fact been receiving ominous dream portents from Our Lady in Silver recently. A darkening moon hanging in the sky over the village is the most common one, although unfortunately it is hard to sift through the relevant dreams in these times.

That's why they have reached out to several different groups they are allied with, asking for aid in reaching the village and determining just what has caused the druidic village to go dark. They have a contact with a Selûnite priest waiting in the Friendly Arm Inn (which is a day west of Silvermoon Glade and a day south of the Gate) that will likely have more information on the village's plights. Of course, it will be a paid excursion, with a promise of 300 gold pieces per person once the situation is settled.

Hello! I, like many others, have been loving Baldur's Gate 3, and want to finally dip my toes into the wonderful world of Faerûn and the Forgotten Realms. I have been brewing this idea for a few months and am now ready to open the recruitment for it. I'll still be using Pathfinder because that's the system I have the most experience with, but the world is too much fun for me to not run a game in. Now, onto the nitty gritty parts!

Note: this will be a (hopefully) long campaign with a good mix of combat, exploration, social situations, and investigation. It is good to be good at one thing, but try not to over-specialize in one field.

Character Creation:

Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Level: 1st
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it. Good alignments will most likely have a slight advantage unless you can really sell me on an evil angle.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo (within reason, no drow noble) are accepted, as the church isn't picky.
Traits: two normally, can take a drawback for a third.
Wealth: maximum starting for your class, you have been well equipped for the journey.
Skills: we will be using the extra Background Skills rule.

Background Questions: I'd like you to take a look at these 20 questions and answer them. This is meant to help both you and me understand who your character is and why they have chosen to accept the call for aid from the Selûnites.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

I aim to leave this recruitment open for around a month, and will probably end it on October 31st. What better day to end than on my favorite holiday? As always, if I find the perfect party before then, I reserve the right to close it early, but I won't close it without warning everyone in advance.

If I missed anything, or you have any questions, feel free to ask!


Welcome, all, to Harrowstone!

This was a private game, but now we’re looking for a third to join our other two heroic party members in cleansing Harrowstone Prison of its past problems.

Looking specifically for a divine caster of some sort, that can handle healing and status effects. The party has mostly cleared the first level of the prison, and will likely be heading back to rest soon in order to find their third party member awaiting them before continuing their dive into the past of Harrowstone. The gameplay thread is there, should probably take a look at some of the bigger moments in the story so far.

Character build:
- 25 point buy
- 'normal' race options (including aasimar and tiefling)
- gestalt, level 2
- background skills
- two traits, one must be a campaign one from the Carrion Crown campaign guide.
- elephant in the room feat tax rules are in effect
- need a reason to be in Ravengro, as well as how you knew the Professor. You’ve missed his funeral already, so that’s unfortunately not an option anymore.

Any questions, just ask!


Welcome, one and all, to your future!

Feel free to introduce yourselves and discuss any build changes you may require for this party.


Starting the gameplay thread.


"The Bountiful Venture Company wants you!"

That's what the advertisement said, asking for experienced adventurers to take the six-week long journey deep into the Arcadian Ocean to the island colony of Talmandor’s Bounty. Six months before your ship is scheduled to arrive at the colony, the Liberty's Herald took the initial wave of colonists out. You, along with your fellows, will make up the second wave and resupply the colony.

Welcome to the Ruins of Azlant! I intend on taking 4 PCs, and hopefully having a lot of fun exploring some island ruins and building a successful colony!

Level: 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the company isn't picky. More on races later.
Traits: two normal, and one Campaign, which must be from the Ruins of Azlant Player's Guide.
Wealth: maximum starting for your class, you have been well equipped for the journey!
Skills: we will be using the extra Background Skills rule.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.

Feel free to ask any questions for things I missed, I look forward to meeting all of our new colonists!


Just getting this set up while I work on my into post,


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Hello! Welcome, acolytes, to the famously grim dark setting of 40k, and the Dark Heresy system. Before we begin and you introduce yourselves to your group and Inquisitor Vervize du Bordaal's Interrogator, I have a few disclaimers.

First, this is a completely new system to me. I don't have any experience with it, and as such, I will likely be somewhat shaky with the mechanics in the beginning of things. I'm sure I'll get the hang of it quickly, but you'll have to give me some time to get used to it. We'll be doing the intro adventure in the core rulebook to begin with, to help everyone get acclimated.

Second, this is the Warhammer 40k setting, with all the nasty dark stuff that entails. This will be a more adult-themed campaign, in terms of violence and such. I won't go out of my way to describe anything horrendous or unnecessary, but there will be gratuitous violence, blood, gore, and death. With all the horrors awaiting you in the 41st millennium, you will need to be strong of mind and spirit. You have been warned.

With that out of the way, feel free to introduce your character here, and talk about any small choices you may need to change to make the group work. I'll get the intro post up on the gameplay thread in a bit.


"Welcome, acolyte prospects. You have been selected for a special assignment under Inquisitor Vervize du Bordaal of the Gilead System. I am acting as his agent in this matter. I do not have to explain to you how dangerous this system has become since the Cicatrix Maledictum split the Imperium in half, and how much holy work the Inquisition has performed since."

The vox voice pauses for a second, as if to gather its thoughts, before continuing in its electronic tone.

"Hive Desoleum on the capital hive world of Gilead holds many heresies and horrors, and you are gathered here for but one of them. There are increasing reports of horrible deaths within the hive’s upper levels, with odd items of a possible xenos or archaeotech nature found with each corpse. Fellow nobles have related these were preceded with bouts of erratic and troublesome behaviour, and worry that a hive noble named Lans Guljian has exhibited many of the same behaviours. You are tasked with the Emperor’s Work: to investigate the deaths and possible connections to any illicit artefacts, determine if they are potential dangers of a wider nature, and terminate their distribution. Recover and contain any items uncovered, lest they corrupt others. Carry the Emperor’s Light with you throughout the hive, for there is little proper illumination to be found in this festering, ancient edifice. Desoleum teeters on the blade’s edge of damnation, and one further heresy could topple the entire hive into the abyss. You must not fail in this task."

Now that that's over with, welcome any and all acolytes! I have been reading up on the Dark Heresy rpg system ever since Humble Bundle released the entire system, and have been wanting to get into running a 40k game for quite a while. As an opening disclaimer, I will be learning the ins and outs of the game's mechanics alongside you, as I don't have any experience with actually running. Going to run the 'starting adventure' in the back of the core rulebook before expanding out into the idea that originally inspired this.

As far as I am aware, there isn't any variance in character creation, so I want to see your background line up well with all of the choices you made during character creation. I use these background questions for 'normal' Pathfinder recruitments, but I have a feeling that they will be useful here too.
I'll be taking four players for this group, although I'll keep an eye out for any replacements I may need.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?


Humble Bundle had a huge 40k rpg sale today, and as a huge fan of the setting (and beginning collector/painter) I decided I had to pick it up.

I've had a story idea set in the 40k universe rolling around in my head for a while now, and as it turns out it adapts fairly well to the idea of playing an inqusitorial retinue Dark Heresy presents.

Once I have the basic premise planned and finish my reading of the ruleset, how many of you would be interested in playing a Dark Heresy campaign?


Just setting this up while I work on the first post.


Here ya go! Feel free to introduce yourself and plan any character changes you might need to make with the party.

Can do in person introductions in the gameplay when I get it up.


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You have all heard the rumors. An abandoned dwarven mine dug far below the ruined citadel of what was once Tar-Urkatha, full to the brim of undiscovered treasures enough to make anyone a king. A formerly imposing dwarven fortress reduced to ruins and infested with gnolls that guard the entry ways deeper into the mines.

Each of you received the same letter: a 'Truther & Trathis Mining and Excavation Company', based out of Katapesh itself, has put out a somewhat significant amount of gold and treasure in reward for aiding their attempts to breach the mine and recover a lost member of one of their earlier expeditions. Even for those of you not driven purely by money, there's plenty of power and artifacts and anything else you might desire inside the dwarven mountain mine.

Given the nature of the mines, rumored to be full of all sorts of nasty undead, experience with the unliving is expected and appreciated. Although of course you'll have to deal with the living gnolls holding the entrance first, the offer letter says.

Build Rules:
Level: Gestalt 3. You should be a somewhat experienced adventurer, with a few excursions under your belt. If you aren't sure about any gestalt interactions or rules, feel free to ask me!
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character.
Classes: any Paizo, minus Antipaladin.
Races: any and all 'normal' Paizo ones are accepted, as the miners aren't picky.
Traits: three, with one being linked to your background. Make it work flavor wise, be fun with it!
Wealth: 3,000 gold.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Beyond just this, you need to make sure you explain why your character is in Katapesh, and how much general knowledge they have of the area.

I'll be taking 3 players, and the recruitment will be open for roughly two weeks, ending on Wednesday, November 2nd, or earlier if I get enough interest to make a decision earlier. I'll let you know ahead of time if I change the date.


One of our members has come upon some busy times so a slot has opened for this game.

Character creation same as this thread, don't want to repost them here.

I'll leave this open for as long as neccessary to get the fit for this group, which contains a Wizard/Bard and a Slayer/Telekineticist. Something front-liney is what they're looking for, as it's the paladin that had to leave.


Roll20 link

Dotting


Roll20 link

Here's the discussion thread. Feel free to use this to discuss potential characters and how you all know each other.

I have recently started using discord (just text) to keep up with the campaigns I GM and it has helped a lot with accountability and availability, would that be an option people want to use for this?


Gameplay thread is up!


Hello! Welcome to the Corrupted side of the Worldwound campaign. Feel free to introduce yourselves, and take a look at your four soon to be party members and write up a few reactions that you may have to them based on faith, appearence, or the like.

I'm not 100% settled on what type of game it'll be just yet, but I have the beginning outlined pretty well. Include a bit about your character's personal goals, and how you see those goals being accomplished, and I'll work on the details over the next few days to bring some threads together.

Congratulations on making it!


Kenabres. Fortified city of the crusaders. At the edge of the Worldwound, guarding the border between civilization and a world full of chaos.

And your current prison. Whether falsely or not, you have been accused of some heinous crime, and been placed inside a holding cell in the Kite, a small fort inside the city of Kenabres.

Character Creation basics:
Level: Gestalt 1. If you aren't sure about any gestalt interactions or rules, feel free to ask me!
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any non-good. You are not heroes. You do not have to be villains, and can be neutral, but it'll be more of a hard sell as to why you work with active cultists and demons.
Classes: any Paizo, minus Paladin.
Races: any and all Paizo are accepted, as the crusaders aren't picky.
Traits: three total. Two can be unrelated, but the third needs to be deeply connected to why you ended up in this prison, regardless of how you did. Be descriptive!
Wealth: maximum for your highest of the two classes.

Background details:
This is an obviously different campaign angle than a lot of other ones, and that means a bit more detail should be put into the background stories. Sure, it'd be easy to have the random slaughtering CE villain characters, and I'm sure there will be at least some of that in the party. But that's not interesting.

What I want is a party of interesting villains that are willing to work aside demons and cultists of demon lords, for whatever reasons. Revenge, hate of all life on this planet, whatever. Just sell me on your villainous intentions.

Background Questions:
1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Huge content warning:
This is not really the game for the faint of heart. I will be playing up the brutality of a demon invasion, which will include a lot of violence. Don't worry, I'm not going to touch upon any of the particularly undesirable topics unless it's necessary. But, there will be a lot of blood and gore in descriptions of fights and scenery, as a demon invasion would bring. It just goes with the territory of the type of game I want to run.

This was the warning for my Righteous campaign. This evil-leaning one will obviously be worse, and depending on the party's alignment and goals, a lot of cruel and evil acts could be taking place> I won't go into super detailed descriptions of anything extra, but do be prepared for a lot more violence and evil themes.

If I missed anything, feel free to ask! I know this isn't the typical campaign, so I'm sure there will be some extra questions.

Welcome to Kenabres!


Opening of the discussion thread for Team 2.


Start of the team 1 gameplay.


Start of the Team 1 thread.


Thread for Team 2


By now, I’m sure a lot of you have seen my Wrath of the Righteous recruitment. Fun times for the good and kind hearted among us.

But I was thinking earlier today, the evil cultists and the demons and the monsters of the Worldwound never get their ‘day in court’, as they say. Their stories aren’t ever told. And I want to change that.

How many people would be interested in an evil campaign inside of the Worldwound setting? Would obviously be slightly more tailored towards the Chaotic Evil side of things, but I believe that the demon lords (and myself) have plenty of ways to make their underlings work together towards a common goal, at least until they’re ready to overthrow said demon lords.

Would obviously write a bit of it myself, but I’d likely end up scrapping together some of the work of evil adventures before me or using their influences, most notably the infamous Way of the Wicked.

Just an interest check, wanting to see how many people would bite.


Hello! Welcome to the Worldwound, glad to have you. I've recently been playing the new Wrath game released by Owlcat Games, and it has renewed my interest in running the campaign on my own.

With that in mind, I also love gestalt, and I figured that would add a little bit more power fantasy to the game.

Character Creation Basics:
Level: Gestalt 1. If you aren't sure about any gestalt interactions or rules, feel free to ask me!
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the crusaders aren't picky.
Traits: two normal, and one Campaign, which must be from the Wrath of the Righteous Player's Guide.
Wealth: maximum for your highest of the two classes.

Background Questions:
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.

1. What is your character’s name?
2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?

Beyond just this, you need to make sure you explain why your character is in Kenabres, and how much general knowledge they have of the area.

Slight content warning:
This is not really the game for the faint of heart. I will be playing up the brutality of a demon invasion, which will include a lot of violence. Don't worry, I'm not going to touch upon any of the particularly undesirable topics unless it's necessary. But, there will be a lot of blood and gore in descriptions of fights and scenery, as a demon invasion would bring. It just goes with the territory of the type of game I want to run.

Just wanted to be up front about the content that will exist in this game.

I'll be taking 3 players, and the recruitment will be open for roughly two weeks, ending on Saturday the 24th of September, or earlier if I get enough interest to make a decision earlier. I'll let you know ahead of time if I change the date.

I think I covered just about everything, but if you have any questions, feel free to ask!

Sovereign Court

Starting the gameplay thread here. Sorry, thought I had.

Sovereign Court

Here ya go guys! Feel free to introduce yourself and work on any connections between characters that you see the possibility for.

I'll have the opening gameplay post up later tonight, got dinner and family stuff to attend to first.


Hello! What with my copy of the Theros D&D crossover source book arriving sometime next week, I was thinking about starting a Theros Pathfinder game on these boards.

Would people be interested in a Classical Greek style hero adventure? With the flavor of the MTG world of Theros mixed in of course.

Would most likely want four to six players, depending on interest, with each of the heroes either revering a specific god (and therefore somewhat abiding to that gods interest and color pie for personality and beliefs), or not worshipping any, for whatever specific reason.

Will have more details together next week when I get the book in and can fully form a plot idea and storyline together.

Sovereign Court

I will admit, seeing the recruitment thread for the other War for the Crown game has inspired me to make my own. I, however, very much prefer gestalt rules, and will be using them for this campaign, to provide a different experience for those who enjoy that.

Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Level: 1 gestalt. I do so love the mixing of classes’
• Classes: Only official pathfinder stuff. Sorry, no third party shenanigans.
• Alignments: I prefer any Good or Neutral alignment. Evil characters will have to make an argument for being allowed. (I likely won’t allow a CE character unless you come up with a very convincing argument.)
• Abilities: We’ll be using 20 point buy. No ability can be raised higher than 18 (after racial modifiers).
• Skills: We will be using the background skills system.
• Traits: Two traits, one from the War of the Crown Player’s Guide. One drawback allowed for an extra trait.
• Hit Points: Start with Maximum hit points at first level. Can roll or take average after that.
• Starting Gold: maximum for your class. You’re nobles and agents thereof, no need to be poor!

Feel free to ask any questions!


Just opening this now, to get it dottable. Sorry, thought I had set it up already! Oops.


Hello everyone! Welcome to Strange Aeons!

A fair warning, again, before we get started. This is not a normal campaign, and there are a lot of weird and unusual things that will end up happening.

Beyond that, feel free to introduce yourselves ooc and talk about your envisioned roles in the party while I get the gameplay set up!


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Yes, I know someone else started a Strange Aeons thread earlier this morning, but I imagine the audience will be slightly different for mine so.

Welcome to the Sanitarium! Is what you would've heard had you had any sense to you.

I'm looking for a party of four tragically brave adventurers to take on the horrors of the Elder Gods in the Strange Aeons adventure path!

Character Creation basics:
Level: Gestalt 1
Ability Scores: 20 point buy, nothing below an 8 after racial adjustments.
Alignment: any, but I don't want a CE party wrecker character. If you're evil at all, have a good explanation for it.
Classes: any Paizo, minus Antipaladin.
Races: any and all Paizo are accepted, as the Gods aren't picky.
Traits: two normal, and one Campaign, which must be from the Strange Aeons Player'as Guide.
Wealth: maximum for your highest of the two classes.

Anything I missed, lemme know.

Background:
This adventure path is unique in assuming that you don't know your full backstory and are missing quite a bit of memories when it starts. I will be enforcing this in order to work that amnesiac aspect of the path, so while I do expect some sort of working background for your characters (such as what you were doing before transported to the asylum), I want to hear about your character's particular quirks and maladies much much more.

I don't want normal Joe, the local bread salesman. I want twisted characters with real problematic background events they barely remember, all the better to take advantage of for my horrific machinations.

Warning:
I plan on emphasizing the horror aspect of the Strange Aeons path, as I have been watching Stranger Things and have plenty of inspiration for such a horror atmosphere.
If these sort of horrific and grotesque topics aren't for you, then I'd recommend avoiding this particular recruitment.

As such, the campaign will focus on body horror, gore, and other classic horror tropes such as the real threat of death.
I do not want to kill the party every five minutes, but I want there to be a feeling of actual endangerment, so I will adjust encounters as I see fit to match the party's power level. You have been warned!

I plan on keeping the recruitment open for two weeks, so it'll close on Friday July 19th at 12:00 pm Central.


To whom it may concern:
It is with utmost regret that I must report the death, and most likely murder, of Senator Platicar IV. There is currently an investigation into his untimely death, and it has been recommended to me on the basis of your talents that I trust you with part of the investigation into the events surrounding his death.

Therefore, it is with the highest of honors and expectations that I hereby offer you the position of Investigator, as well as all of the benefits and responsibilities of said position.
Normally the Azorius Senate would not simply promote someone like this, but desperate times call for desperate measures.

Should you accept the burden of this new mantle, report to Arrester Lavinia at the break of dawn tomorrow morning. She will start you along the path of investigation.

For the Senate, 
Supreme Judge Isperia’

This letter arrived to your location late last night, and now you find yourself at the Augustin Station inside of Precinct Two, the home of the Azorius Senate.

There, a guide took you inside of New Prahv, and delivered you to Lavinia’s office.

About Nausicaa Ingrid Leona Ioanna

Name: Nausicaa Ingrid Leona Ioanna (Most just call her Leona)
Race: Succubus Tiefling (re-skinned Rakshasa-Spawn tiefling variant)
Class: Bard (Brazen Deceiver) 2/20
Gender: Female
Age: 16
Alignment: NG
Deity: Kurgress
Languages: Common, Abyssal, Elven

Stats: 14,13,12,14,12,13
STR: 14 = 14 + 0 + 0
DEX: 15 = 13 + 0 + 0 + 2(Racial)
CON: 12 = 12 + 0 + 0
INT: 14 = 14 + 0 + 0
WIS: 12 = 12 + 0 + 0 + -2+2(Racial)
CHA: 15 = 13 + 0 + 0 + 2(Racial)

HD_Level_Up: 5+CON

Hit Points: 15/15
Init: +2

Melee: +3
Range: +3

AC: 16:12:14

Skills:
Bard 6+INT+FC (8+FC), +2 Background
ACP = -2 //Armour Check Penalty
SS = 1/2 Bard Level (Min 1)
*Acrobatics: 7 = 2 + DEX Mod + 3 - ACP;
b*Appraise: 2 = 0 + INT Mod + 0;
*Bluff: 12 = 2 + CHA Mod + 3 +4(BL) +1(SS);
*Climb: 6 = 1 + STR Mod + 3 -ACP;
b*Craft: 2 = 0 + INT Mod + 0;
*Diplomacy: 7 = 2 + CHA Mod + 3;
Disable Device: 2 = 0 + DEX Mod + 0 -ACP;
*Disguise: 8 = 2 + CHA Mod + 3 +1(SS);
*Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
Fly: 2 = 0 + DEX Mod + 0 - ACP;
Handle Animal: 2 = 0 + CHA Mod + 0;
Heal: 1 = 0 + WIS Mod + 0;
*Intimidate: 7 = 2 + CHA Mod + 3;
*Know(Arcane): NA = NA + INT Mod + 0;
*Know(Dung): NA = NA + INT Mod + 0;
b*Know(Engin): NA = NA + INT Mod + 0;
b*Know(Geo): NA = NA + INT Mod + 0;
b*Know(Hist): NA = NA + INT Mod + 0;
*Know(Local): 6 = 1 + INT Mod + 3;
*Know(Nature): NA = NA + INT Mod + 0;
b*Know(Noble): NA = NA + INT Mod + 0;
*Know(Planes): NA = NA + INT Mod + 0;
*Know(Religion): NA = NA + INT Mod + 0;
b*Linguistics: NA = NA + INT Mod + 0;
*Perception: 6 = 2 + WIS Mod + 3;
b*Perform (Oratory): 2 = 0 + CHA Mod + 0;
b*Perform (Sing): 7 = 2 + CHA Mod + 3;
b*Perform (Dance): 2 = 0 + CHA Mod + 0;
b*Profession(Barmaid): 1 = 0 + WIS Mod + 0;
Ride: 2 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 6 = 2 + WIS Mod + 3;
b*Sleight of Hand: 7 = 2 + DEX Mod + 3 -ACP;
*Spell Craft: 2 = 0 + INT Mod + 0;
*Stealth: 8 = 2 + DEX Mod + 3 -ACP +1(SS);
Survival: 1 = 0 + WIS Mod + 0;
Swim: 2 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: NA = NA + CHA Mod + 0;

Class features, Feats, Traits and Racial Traits:

Bard Class features:
Weapon+Armour Prof
Armour: Light
Weapons: Simple + Bard

Class Features
cantrips

Shameless Scoundrel (Ex): A brazen deceiver adds half his level (minimum +1) on Bluff, Disguise, and Stealth checks.

Invoke Vyriavaxus (Ex): Westcrown suffered under the shadow curse for many years, and a brazen deceiver has a tiny piece of that darkness lodged in his soul; as his skills increase, he learns to command this shadowy power. A brazen deceiver adds the following spells to his bard spells known at the listed class levels.
At 2nd level, the brazen deceiver adds bleed and touch of fatigue to his 0-level bard spells known.
At 6th level, the brazen deceiver adds darkness and darkvision to his 2nd-level bard spells known.
At 10th level, he adds shadow conjuration and shadow step to his 4th-level bard spells known.
At 14th level, he adds shadow evocation and shadow walk to his 5th-level bard spells known.
At 18th level, he adds shadow conjuration, greater and greater shadow evocation to his 6th-level bard spells known.

Blatant Subtlety (Ex): At 2nd level, a brazen deceiver has mastered the art of using magic without being detected. The brazen deceiver gains Spellsong as a bonus feat. Observers do not automatically recognize his bardic performances as anything other than ordinary speech or performance. Those specifically looking for abnormal effects must succeed at a Sense Motive check (DC = 10 + half the brazen deceiver’s bard level + the brazen deceiver’s Charisma modifier) to detect his performances.

bardic performance ( (level+1)*2 rounds /day )
Fascinate,
Inspire Courage +1
Deceptive Tale (-2 for unlikely lies)

Feats:
Still Spell

Feats I want to take:
Alertness
Athletic, might need it....
Deceitful
Great Fortitude
Persuasive
Skill Focus
Fiend Sight
Maybe the Eldritch Heritage feat line....

Traits:
Combat: Armour Expert (-1 ACP)
Magic: Magical Lineage (TBD)
Drawback: Naive (-2 AC vs improvise_weapons, -2 CMD vs Dirty trick)
Region: Spell Prodigy (re-flavouring from Wayang Spell hunter) (Reduce MM cost on one spell (Cure Light Wounds))

Racial Traits:

Modified Tiefling based on Rakshasa-Spawn variant (Only Fluff is changed):

Still a tiefling using 100% Alternate Tiefling racial traits

Stats: +2 Dex, +2 Cha, –2 Wis (as is from Rakshasa-Spawn)
Type: Outsider(Native) -> Pass for Human (both Humanoid (Human) and Outsider (native) )
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled (+2 Disguise,Sense Motive)-> Beguiling Liar (+4 Bluff)
Spell-Like Ability -> (#90) +2 WIS
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery -> No replacement
Languages -> Pass for Human (remove getting abyssal/infernal for free)

Fluff: Succubus Tieflings
They appear so human one could mistake them for not being a tiefling, though there generally is always a subtle tell. They are always graceful and charming, though lack some awareness of things.

Spells:

DC: 10 + Level + Cha mod
Spells/Day
0: 00
1: 3 = 2 + 1

Spells Known:
Level 0:5
Detect Magic
Mage Hand
Message
Resistance

Lullaby

Bonus:

bleed and touch of fatigue

Level 1:3
Cure Light Wounds
Vanish

Silent Image

-----------------------------
rem Coin Shot

AC, Saves, Attacks:

AC:
AC: 16 = 10 + 4(Armour) +0(Shield) +2(Dex) +0(NAT);
Touch: 12 = 10 +2(Dex);
Flat: 14 = 10 + 4(Armour) +0(Shield) +0(NAT);

Saves:
Fort: 1 = 0(base) + 1(CON);
Ref: 5 = 3(base) + 2(DEX);
Will: 4 = 3(base) + 1(WIS);

Attack:
Melee: 3 = 1(base) + 2(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 3 = 1(base) + 2(STR);
CMD: 15 = 10 + 1(base) + 2(STR) + 2(DEX);

Equipment:
175gp
Weapons: (56gp)
3x Daggers (1d4, 19-20/x2, 10 ft., P or S) 1 lb.

Sling (1d4, x2,50 ft.,B)
Sling bullets (10) (5lb / 10 bullets)
--Weight: 8.0

Armour: (60gp)
Lamellar (leather) (+4 Armour, +3 M_Dex, ACP -1, 20%, 30ft)
--Weight: 25.0

Misc:
Adventure Gear:(~ 18gp )
Back Pack (2)
Bed roll (5)
Chalk * 10
Flint and Steel
Pouch, Belt (1/2)
Sack (1/2)
Sewing Needle *4
Water skin (4)
Whetstone (1)
Trail rations *2 (1 each)

Mirror, small steel (10 gp, 1/2 lb)

--Weight:15.5

Special Substances and items: (2gp)
Tinder-twig *2
--Weight:0

Tools and Skill Kits:,

--Weight:0

Clothes:(0gp+~0gp)
Explorer's outfit
Peasant's outfit
--Weight:10.0

Weight Total: ~66
Light: 76, Med: 153, Heavy: 230

Cash:
45 gp
40 sp
0 cp

Description:

Leona is an attractive 6 foot 3 woman with a curvy yet athletic/muscular build sporting long red hair and green eyes.
With her figure and beautiful face grabbing much attention.
Her pointed ears hint at some Elven heritage, and are long enough to be ears of a half-elf or a quarter elf.

Depending on what she is doing she dresses differently, ranging all over the place.
THough she does personally like outfits made with leather or dark colours, likely due to her succubus blood.

Now when it is very dark, one might see a violet glow from her eyes hinting to her fiendish heritage.

I'll get to Rendering them in 3D using Daz3D and the content I have.
As they say a picture is worth a thousand words.

Data and Background:

Name: Nausicaa Ingrid Leona Ioanna (Most just call her Leona)
Parents: Harold (??, Guard) and Vona (human-Quarter Elf + Succubus Tiefling, Barmaid) (both deceased,)
Jobs: Smuggler, "Handy-man", Sing and Barmaid
Likes: Contests/Competitions, shopping and getting new clothes/gear, good Gentlemen
Dislikes: Orcish behaviour from men, Greedy scammers, Fake products,
Hates: Ogres, Undead, Slavers
Favorite foods: Meats (Bacon included), Cheese, Apples, Salads, Milk, Eggs, Potatoes
Hobbies: Training, Singing, Story-telling, Sewing
Background History:
Born into a poor family in a small thorp that was just starting up learning the basics of living until it was attacked by monsters.
Leona and a few other children survived the attack and as a group of adventurers arrived and they were picked up by them before being dropped off at an orphanage or Kirk (Church) since all the adults were killed in the attack.

The adventurers left an impression on Leona and she needed go become self sufficient fast.
So she joined the apprentice program at the adventurer's guild and was evaluated and paired up with her mentor, Nili, a tiefling like herself. Nili trained Leona for a few years and helped Leona build up her connections in town and in a few other places on the Island.

Leona made connections with Tyler Donough and his smuggling enterprise and even helped smuggled a few things. Leona has helped him by being a distraction as his cargo is being searched, and when they tried to resume, she bluffed them into thinking they already did a box with “the goods” when they really hadn’t. Though one job didn’t go down so well, and the event lead to Leona getting a nickname among Tyler’s group “Lazarus” since she somehow managed to save the group before the monsters came back.

She also made a connection with Giblet, a Gnome cursed into a Kobold form, who runs a bit of a wider information and smuggling network on the island (his office is in Gervaix), and he has a few exclusive products like, “Overripe Melons.” A product some individuals keep a few on hand for certain situations, though they do need to have a few things ready.

Leona was also introduced to a rogue alchemist and inventor who likes making custom devices (traps, constructs, weapons. etc) and potions named, Rait. Rait is a cautious older fellow, as it appears he made some enemies in the past, and likes having someone act as a face for him when talking to clients. He also lives in a small community of Mithis, between Yonford and Gervaix. If a client wants he’ll help make their house assassin proof himself, for a high price and an agreement not to mention anything about him as he works as he pretends to be an apprentice of himself and generally finishes within a week.

Leona acts as a face or contact between some of her connections and others who seek something while working at Candid Cane Gentle men's club as; Barmaid, singer and or card dealer. A merchant based in Yonford, known as Mr Big tends to frequently have Leona get him things from her connections.

Leona does take some time to help out at the local orphanage or Kirk (Church) that helped her and her survivor peers.

Notes:
Leona also has a number of female friends in every place so has visited, along with a number of male admirers in those places when she sings and performs on stage as a way to pay for room and board where she is.

But in Yonford (where she mainly is) she pretty much has the romantic attention of 3 guys, one of whom ("Bruce Almighty") has successfully woo'd into her accepting his attempts to court her and they go out on dates when they can.
Though since she has the attention of some of the "good ones" she also has the jealousy and hate from a few women, including a council member's daughter (Karen), who happens to be really short (like 5' 0"), flat and has a bad personality.

Complex:

She has a bit of a complex about her looks, she hates her figure and looks in that it draws a lot of unwanted attention (and jealousy/hate from some) at times,
but it is also because of her looks she can be a face for a number of clients, attract a crowd for her performances.

Her height is also a bit of a complex for her since she is almost a full half foot taller then average for most of the human women, and it makes her feel more masculine. But she notes this height is likely due to her elven heritage.

Fears:

Getting Kidnapped, as she does not really have the physical skills to escape.

Yonford_Locals:

Name: Nili Locknor
Race: Tiefling
Class: Bard
Alignment: NG<->CN
Gender: Female
Age: 50
Job: Entertainer, smuggler
Relationship: Teacher-Student
Stats: 12,14+2,13,13,12,14+2
Looks: 5'10", voluptous, red hair, voilet eyes, reddish skin and has a tail.
Brief History/Notes:
Getting on in her years and past her prime, she took to mentoring aspiring new adventurers.
But also new hands for the smuggling ring and some other parts of the underbelly.
Leona was a very good student and someone she could hand off her more taxing jobs to.
She's semi-retired from the underground, only poking in and doing or asking for a favor or two.

Name: Bruce Almighty
Race: Aasimar
Class: Barbarian
Alignment: NG
Gender: Male
Age: 17
Job: Guard
Relationship: Dating
Stats: 13+4,14,14,10,14,12+2
Looks: 6'9" tall muscular, Blonde hair, blue eyes, white skin
Brief History/Notes:
Even though he may appear weak willed due to looking a bit like the stereotype of a big dumb barbarian, he actually has a strong will.
Since he is very tall, he makes Leona feel more feminine when he's around. He is blessed with Brawn and Good looks, but his brightness does not match up to those being more closer to average.
He is a person who values loyaly, honesty and keeping to ones word.

Infact Leona, can't seem to help but he completely honest with him, though not always honest with her feelings.

She really fell for him when he showed a display of manliness in protecting her and few others that got kidnapped and were going to be sold to someone that was interested in them or gonna use them as a sacrifice.
He took down 8 guys solo though he did get injured taking them down she did thank him by healing his wounds.

Now Bruce got interested in her when he saw Leona for the first time in the "The Busty Minotaur" when she was helping out, and asked for her name.
Since it was busy Leona could not stay and flirt with him. So he started learning more about her indirectly.
He returned to the "The Busty Minotaur" a few times to ask her out, but Leona was not there and busy somewhere else.
Though he did get lucky one day running into her and asked her out again, he was shot down a bit, but her words also gave hope of a shot.

Then it was dumb luck that he ran into a operation transporting and selling women to someone, he showed his worth taking down 8 men alone.
After getting healed he asked her out again, and this time she accepted.

First date was a few days later during a festival, and the second time they were together they both helped out at the orphanage/kirk that sheltered her as they needed some help.
So Leona got a chance to see a fatherly side to Bruce that made her fall harder for him.

Name: Karen Snowflake
Race: Human
Class: Swashbuckler
Alignment: CN<->??
Gender: Female
Age: 16
Job: ? ?
Relationship: Rivalery
Stats: 12,14+2,14,10,13,14
Looks: really short (like 5' 0"), flat, Brown hair and brown eyes.
Brief History/Notes:
she's a Killjoy And Rabidly Entitled Narcissist

A daughter of a long running council member (who is corrupt, Joe Snowflake), so she was raised in a rather spoiled manner.
Which means she generally gets what she wants, but she can't get everything she wants. So she is a bossy person.

Karen has started considering using Overripe Melons to enhance her figure (for 24 hours/melon), and will likely become addicted to them even if they cost 50gp a melon.

There are many reasons she's considering using Overripe Melons;
One, is that she's starting to build a inferiority complex as she's not the prettiest, nore does she have a feminine figure in fact one might say "childish" as she
pretty much lacks the curves and stature of a mature human woman of her age. Refering to her as a "child" will set her off and she'll ask daddy to get revenge for her humiliation.
Two, she prides herself as being superior to others, and lacking in the feminine looks department is hurting her pride.
Three, pretty much every man in town has carefully refused to date her as they know they can't say certain things or suffer.
Four she is physically the opposite of Leona who gets a lot of male attention and Leona also has the heart of most of the guys she has an interest in.
Five whenever Karen faces Leona off in person, Leona's chest is pretty much right in her face (even in heels), a chest Karen is quite jealous of and envies, along with the rest of Leona's curves and stature.

There is a odd rumour that Karen is not her father's daughter, but a child of an affair his late wife had with a halfling. (could be true or false, GM decides)
Mentioning this rumour with her around will also set her off.

Name: Duke Hitum (he is married)
Race: Human
Class: ??
Alignment: Non-evil
Gender: Male
Age: ??
Job: Owner of The Candid Cane gentlemen's club and a few other establishments
Relationship: ? Boss / Part-time employee ?
Stats: 14+2,14,14,11,12,12
Looks: 6 foot 5, Muscular, Blonde hair, blue eyes
Brief History/Notes:
An retired adventure that now runs some establishments especially after getting married to his wife, Mina.
He rescued her from a bad situation and they start adventuring together and enjoyed each other's company.
Started Dating, then married and retired, Duke used the money to buy an establishment and found out he and Mina had some good business sense and expanded.

If you are disrespectful to his; workers, himself or his wife in front of him, well prepare to be bounced out of the place by him and he'll have a "chat" with you, and you may find yourself banned from all his establishments.
Same applies if you break the rules of the establishments too often.

He currently is the proud father of two sets of twins and he treasures them, but does disipline them if they do stupid stuff.

Name: Mina Hitum (she is married)
Race: Half-Elf (Half-minotaur)
Class: ??
Alignment: Non-evil
Gender: Female
Age: ??
Job: Barmaid and manager at "The Busty Minotaur"
Relationship: ? Boss / Part-time employee ?
Stats: 12+8,14,12+4,13-2,13,14
Looks: 7'7", curvy and athletic, sporting blonde hair and green eyes, she has a minotaur's legs and feet, but the rest of the body looks more like a normal half-elf's though larger...
Brief History/Notes:
Was part of the cleaning staff at "the Grand Academy of mages" in Arquette when a magicial experiment failed horribly and it permanently changed her. She was also let go from work, and had to start adventuring to earn a living.
One day she ran into trouble and Duke helped her out, they started dating, and eventually married and retired from adventuring.

Duke managed to find a run down building and had it torn down and rebuild as a tavern / inn / Home for him and Mina.
That Tavern is "The Busty Minotaur." Duke and Mina currently have 2 sets of identical twins* and she is showing signs she likely has another set of twins on the way.
*Twin Girls; Gina and Lina age 8, Twin Boys; Barry and Larry age 4, Mina is carrying twin girls*

Leona sometimes gets called in to help out at the Tavern when things are super busy, or Mina needs a hand.
So Leona has learned how to cook some really nice meals from Mina.

Those that cause trouble in "The Busty Minotaur" might find themselves hanging from potato sacks on the rafters for a while, by Mina herself.
So most patrons know to behave in the tavern, or they could end up like Tom "groper" Hallens who was made an example of 3 times before being banned from all of Duke's establishments.

She's truely happy to of found a man that loves her for the current way she is, and so is very devoted to her husband, Duke and their children.
THough she also sees some of the staff that help out like family as well.

And it seems her daughters are going to take after her in that they are going to be very tall and strong, though Mina is hoping they won't have as much leg fur as she does.
While the boys are really taking after their father, Duke, in that they will be big and strong.

Name: Astrid Norse
Race: Half-elf
Class: Bard
Alignment: NG
Gender: Female
Age: 16
Job: Barmaid, Card Dealer, Singer
Relationship: Co-worker at the Candid Cane gentlemen's club
Stats: 12,14,12,13,14,13+2
Looks: She's an attractive woman of 5 foot 9, with a voluptous body with blonde hair and green eyes
Brief History/Notes:
She works full time at the Candid Cane gentlemen's club, though if the Candid Cane gentlemen's club is empty and "The Busty Minotaur" is busy, Duke will ask her to work there for a bit until things pick up at the club.

Astrid and Leona confid in each other at times and help each other vent some of the terrible crap that has happened to themselves.

She is orphaned and is also a survivor from Leona's home.

Contact Details:

Name: Giblet Ramsbottom
Race: Kobold (Was formerly a Gnome)
Class: Rogue/Alchemist
Alignment: LN(90% of the time)<->CN
Gender: Male
Age: 101
Job: Leader of the Peepers, a information network and smuggling ring in Gervaix and producer of a few products
Relationship: Information broker contact (both ways as it can be hard at times to get info from Yonford)
Stats: 14-4,12+2,12-2,13,13,14
Looks: 3 feet tall, with blue tinted scales, and has glasses for reading small print contracts.
Brief History/Notes:
Giblet took leadership from the previous through guile and one day handed a powerful client bad information, which really hurt them.
They cursed him into the form of a Kobold for the damage caused,
which one can imagine is a VERY sore point for him on many fronts as he generally has good or really good information.
He when hunting for the SOB that sold the bad information, and well, it is best not to say what happened....
When word of that spread, No dares to willingly give false info to Giblet.

He enjoys the finer things and enjoys the presence of pretty women, if a woman impresses him during their meeting he might give them an "Overripe Melon" on the house (and they might get addicted to them).
As for business he keeps to his word, the letter and spirit of the agreement, but mess with his business or the agreement and prepare for one hell of a dirty fight.

He and Mr Big have both rubbed each others sore spots one day and now don't directly deal with each other, but through proxies since each has things the other wants or needs.

Name: Rait (Formerly Latte) Craft (Wife: Lina Craft, 5 kids; Bill+Will(M),Milly+Lily(F),Tilly(F))
Race: Half-elf
Class: Investigator
Alignment: LN(99% of the time)<->CN (only when really pissed off, and good luck hiding)
Gender: Male
Age: 80
Job: Doctor, Inventor, Craftsman (Former Assassin, via poisons and magical inventions, and traps)
Relationship: Leona acts as a "first" face for any client meeting
Stats: 13,14,12,14+2,14,10
Looks: a man of 6 foot 4, he has a athletic build, brown hair, green eyes, white skin
Brief History/Notes:
Before retiring from the assassination business, he earned a reputation of being the best assassin, as he could reach any target even heavily guarded ones. But one day he realised he's getting much too old to continue the assassination jobs.
So he retired from it, though because he made a number of enemies he faked his death and now called himself Rait.

He moved to Mithis so as to avoid being in a populated area where someone might recognize him, he also settled down and has some children of his own now.

He sells medicines and makes tools people are looking for, but he also sells his services in making places secure.
Secure enough that knowledgable theives, if they get a clean hint Rait did security there, they back off quickly.
And they don't go after him, since they know what happed to a group that tried to steal plans from Rait to pull off a major hiest.

He has a few people in each settlement assigned as the first pass face (like Leona) if folks want his services, as he'll have a construct observe the meeting.
He'll send a response within a day that the face relays to the client, if they pass they'll either have another talk and meeting with the face, or a meeting with Rait himself (which can be lethal for the client, if they try something).

Leona is one of the few that act as mules delivering stuff to and from Rait's workshop.
Furthermore Leona tends to entertain the children some while she waits for Rait to finish an order.
Though she did babysit Rait's children twice for a few days when an emergency came up, and Leona is kinda attached to them and vis versa.

Also if anyone threatens his family, they should be prepared to disappear from the world, even if it is through proxies.
He'll even take the things you'll treasure most from you first, before you disappear.
As threating those he cares about and or really pissing him off is like kicking the Grim reaper in the nuts and standing there laughing until he gets up.

Name: "Mr Big" real name; "Hiccup Pipsqueek" (Wife: Loretta)
Race: Halfling
Class: Bard
Alignment: LN
Gender: Male
Age: 56
Job: Wealth Merchant, Fencer
Relationship: Contact and business
Stats: 13-2,12+2,12,14,14,13+2
Looks: A man of 2 foot 6, with thin build sporting brown hair and brown eyes.
Brief History/Notes:

Mr Big is a great merchant going places and settlements around Yonford, but he also fences goods from the underbelly.

Now Mr Big has a bit (well major) complex about his height and real name, as he is short even for the halfling being only 2 foot 6.
So folks poking jokes at his height earns his wrath, which could mean you not getting things you want or need until you get Mr Big's forgiveness.
The only person he let it slide with is Rait, since he knows who he really is and does not want to be turned into cat food.

Now he does not mind his short height completely as he can get a nice view of things at times and he's much harder to find.
Though when he is in the Store and it is busy, or you make him really angry, you might see him riding a big strong worker/guard like master blaster from Mad Max beyond Thunderdome bellowing words out of his mouth.

He requests, fences and exchange small goods at the Candid Cane Gentlemen's club though Leona as she works there.
For bigger items to fence or exchange, it'll happen at in the secret room at "The Drunken Wench" or "The Busty Minotaur" taverns in Yonford.

He and Giblet have both rubbed each others sore spots one day and now don't directly deal with each other, but through proxies since each has things the other wants or needs.

Name:
Race:
Class:
Alignment:
Gender:
Age:
Job:
Relationship:
Stats: 12,12,12,12,12,12
Looks:
Brief History/Notes: