Bojask

Caldrian Mier's page

47 posts. Alias of Cutler.




'A flash of light sends you crashing through the planes, echoes and images of creatures and areas you have never seen before greet you as you tumble through reality. As your body is ripped from the Material Plane, you are barely able to control your arms and legs as they bend and twist through what seems to be a blue-green wormhole. The colors and images all fade to black, before you are forcefully thrown into a room quite similar to that of the venture-captains of Varisia. The room is filled with Varisian artwork and wanted posters – mostly depicting tieflings and aasimars, and you recognize the text to be written in common. Behind a desk cut out of a type of oak you find strangely familiar, stands a tall and quite attractive, muscular man with his arms crossed – smiling evidently as you are thrown onto the floor. He wears a suit of dark brown high-quality leather, probably magical in nature, with matching boots and bracers. His hair is dark brown, shaved on both sides and slicked backwards – leading to a tiny knot at the back of his head. On his left hip hangs a remarkable dagger, and you can easily see that the hilt is fashioned with great skill. He applauds you as you get back on your feet and you notice the four adventurers you entered through the portal with scramble to their feet next to you.'

"Congratulations on being selected for your first mission, pathfinder-hopefuls! Welcome to Prism and the City of Door! I am certain you have many questions, but please – allow me to properly introduce myself. My name is Jaren Crall, venture-captain of Door and an expert on this particular crossroad-plane. As you probably know already, Prism is a gateway to the other planes – travelers from distant worlds and realities pass through this plane in order to cross over to other planes. Door is inhabited primarily of Aasimars, Tieflings, Humans and Fetchlings – and just to be clear: this is not Varisia. You get into trouble in Door; there's not much I can do to help you - as the Triumvirate; a faction of high power and the main police-force in Prism – given power by our ruler: The Lady Dreamer – abide by strict rules. If you are arrested for a crime - whether you committed it or not – you can and probably will be sentenced to death. Mark my words: thread carefully." His emphasis on the word almost echoes in your head, perhaps you are just fatigued by the journey or perhaps there is more to this man than it appears.

"But seeing as how you’re all probably weary after the journey, I’ll not waste our time any further. In case you have forgotten, you’ve all been sent here to investigate the Planar-Plague ravaging Prism. Put in simple terms: you are to find out how far the plague has spread, who is behind it and if possible: halt the plague from spreading further. If you are unaware of the effects of the plague, allow me to elaborate." Jaren draws his breath, leans forward and places his left index finger into the palm of his right hand.

"The Planar-Plague is deadly, an illness of unknown origin that manifested upon the poorest inhabitants of Door and has now spread to at least a third of the city's population. At first those infected turned cold. Not their body-temperature, no – but they feel cold. It's hard to explain. Then a deep, guttering cough follows suit – and that's before the illness really settles. Next, the infected, depending on race and constitution, begin rambling. Not your every-day-doomsayer ramblings, no – they have a hard time constructing sentences that make any sense. Their minds deteriorate and some have even turned completely insane. Lastly, those few infected that survived for long periods of time flayed themselves and turned into some sort of shadow-creature. This, of course, makes us believe that someone either in league with or from the Shadow Plane is responsible – leading to your first assignment. Make your way to the Hanged Man tavern, ask questions but don't tell anyone where you are from or who you're working for – we are not a prominent faction in Door and unwanted attention isn't something we require. Furthermore, most of the races native to Varisia aren't welcome here, and most of them live in the City Within. At the Hanged Man, look for a man named Red-Jack, a notorious tiefling adventurer – known to hold information most people don't. You're on your own from here on, but report to me and no-one else; if you find something important. Now get going, we don't have much time."

'Jaren leaves through a door at the left side of the room, shooing you away with his hand before closing the door. There is a path behind you that leads out to the main hall of the building, followed by a small stairway and a large door leading out to the streets of the city.'

'As you step through the doorway leading out of the Lodge, a sun-like orb hanging low on the shifting sky greet you with its warm light. The sky itself is filled with different assorted colors; from bright orange to dark purple, adorned with a green smoke-like essence swimming across the colorful canvas. You find yourselves on the busy streets of Door, standing but a few feet from the entrance to the Lodge behind you. The sound of creaking, bellowing noises echo through the streets, and you notice how one of the structures slightly to the west of your position, change shape as the roof seemingly comes alive before it settles into a new form. All around you, busy creatures from across the planes scuttle, converse and stride past you, some headed west; towards a large open market you can barely make out; as the street bends a few hundred feet away. Others grab small (or even large) objects of interest from their backpacks, pockets and belt pouches before they disappear through fleeting portals, not unlike the one you stepped through to get here.'

'The street stretches east for about two hundred feet, where it is blocked off by a massive, obsidian wall – stretching far into the sky, at least three times as tall as the largest house you can see from where you are standing. As your eyes return to street level, the voice of an old man catches your attention.' "..For he has come to bathe us in his Shadow, to swallow the cities and bring darkness to the land once more - and with it we shall be forgiven for our past sins and ascend.." 'the old man continues his sermon from an elevated platform, surrounded by a small group of humans, tieflings and aasimars. Some of them nodding in agreement as the man rants on, while others break away - shaking their heads in disbelief.'

'A group of heavily armored guards standing on the other side of the street notice how your group is taking in their surroundings - and approaches you; their silvered armor reflecting the solar-orb's bright light in their stride. One of them unhooks his helmet, revealing a face almost completely void of color. As he places the ornate headpiece under his left arm, he speaks in a calm but stern tone.'

"Mgooga eeeaen naemootamm oot Bnoomp, blootalootsm."

Abyssal:
"State your business in Door, planelings."


Feel free to get to know each other, I'll be preparing everyone for tomorrow.

Congratulations on being selected, and well done on creating your characters. Perhaps not the perfect mix of classes, but I think we'll manage just fine none the less.


Greetings and salutations everyone!

I am looking for a group of 5 rather courageous individuals for my homebrewn campaign. I am currently working on the project, so everything isn't fleshed out just yet. The story is completed, so I just have to write it all down and create maps and what not.

I recently finished what I need for the first chapter, so in truth; I'm searching for players that are in this for the long haul and want to explore the crossroad-realm of Prism with me. I think that it will be easier for me to fill in the gaps if I just throw the campaign out there, and see how players respond to it so far.

Creation Guidelines:
20 Point Buy, not lower than 8 and not higher than 18.
Standard Starting wealth.
Books allowed: CRB, APG, Ultimate Combat, Ultimate Magic and Ultimate Equipment.
Roles: 1 Frontliner, 1 Healer, 1 Arcanist, 1 Trap-Finder, 1 Random.
Traits: 1 Normal, 1 Campaign.
Background: Use the player's guide and information in this post to create your background story. Who you where before might not matter much on the crossroad plane, but it matters for when and if you're selected.
No evil characters, if you please. I am not experienced enough to handle something like that.

Information about me as a DM: I've never done it before. I'm playing multiple PBP campaigns at the moment, enjoying each one as much as the next. I'm not 100% on all the rules yet, but I'm willing to take it slow and steady if you guys are. As such, I am looking for semi-experienced players.

I live in the EU, so my posting times are based upon that piece of information.

If I screw up or do something out of order/don't explain things well enough - let me know in the discussion thread once the game starts. I'm here hoping to learn and improve, in addition to work on my homebrew. I'm a patient guy, so here's to hoping the lot of you are as well. If I at some point end up unable to keep the lot of you interested, let me know as well. I don't have too much confidence as a DM to expect too much from myself, but be sure to know that I will do my utmost to keep you entertained.

I have no idea how to make maps, so we might not be using any - even for combat. It all depends on how far I get on the campaign, and how much spare time I have to create maps and learn how to do so.

If this sounds interesting to you, please use this bare-buckled player's guide when you create your characters:

Player's Guide:

In this Adventure Path, you and your fellow adventurers help unravel the Planar-Plague ravaging the crossroad-plane of Prism, explore the wast city of Door and do battle against one of the more prominent people of Prism. But before you set off on this quest, this guide will prepare you for the challenges you and your companions will surely face. Pay close attention to the wisdom contained herein, for it may save not only your life, but your very soul. You have been sent through a wormhole created by the wizard Abduris Sevalth, as ordered by the venture-captain of Absalom for your high marks during the first tests to join the Pathfinders - to find out more about the Planar-Plague ravaging the crossroad-realm of Prism.

Adventurers
Prism is a crossroad-plane of deception, hate, passion and lies. The city of Door homes some of the vilest creatures to ever walk the planes, in addition to planar-adventurers seeking to pass through to the other planes. Afflicted by the Planar-Plague, the city is in dire need of assistance, before all hope is lost and panic and disharmony rules the streets. The following section presents information on the most common races that might rise to glory during the course of Plane Escape.

Races
Door is primarily inhabited by Aasimars, Tieflings, Humans, Demons and other planar creatures, but other humanoids of any type can be found in the crossroad-realm. Seeing as how your character presumably hails from Varisia, ask your GM for permission to play one of the slightly more powerful races listed.

Dwarves
Very few dwarves find themselves upon the crossroad-plane of Prism, and even less so in the city of Door. The few that do make their way into the city are usually captured and sold as either slaves or used as gladiators in the Grand Arena – valued for their tenacity and strength of arms.

Gnomes
Gnomish adventurers with a flair for magic sometimes pass through the crossroad-plane in the hopes of learning ways to learn magic native to the planes or to amass the knowledge to summon and bind powerful devils. Some gnomish wizards hire out their aid to various planar-travelers or set off to explore the wastelands surrounding the cities of Prism.

Halflings
Like dwarves, very few Halflings make their way to Prism and especially Door, as they are the favored slaves of House Gral. The few native Halflings are often descendants of freed slaves, having paid for their freedom through secretly spying for House Gral or one of the lesser noble houses.

Half-Elves
The Plague quickly consumed most of the Half-Elves living in the City, and the few that survived find themselves broken and lost inside the City Within.

Half-Orcs
Valued for their strength and power, the Half-Orcs that end up in Prism tend to work as bouncers or bodyguards for several noble families across the crossroad-plane.

Humans
Human adventurers seeking to learn more about the planes find themselves scattered across Prism, and many native humans are descendants of planar travelers. Though outnumbered by both the tieflings and aasimars, humans are tolerated and not treated nearly as badly as the other races.

Tieflings
Many tieflings call Prism home, and many of them are descendants from one of the noble families. The Triumvirate forces mainly consist of tiefling soldiers, though their bloodlines have been severely watered down through the ages.

Aasimars
Like the tieflings, many Aasimars are born in Prism and an agreement was formed long ago between the two races. Many Aasimars have prominent positions within the cities of Prism, though their good nature has somewhat changed. Most of them are neutrally aligned, leaning more towards lawful than good.

Campaign Traits
Campaign traits are tailored to a specific Adventure Path, and give your character a built-in reason to allow passing through Prism seemingly unnoticed. All of the following traits resolve around elements that are important to the Plane Escape Adventure Path. You can look at these traits to get a general idea of how your character changed when you ventured through the wormhole leading to Prism.

Scarred
The wild surges you experienced when stepping through the portal to Prism ripped and cut your body as it passed through the planes. Deep scars riddle your body, leaving your entire body marked with dagger-like wounds. The injuries do not hamper you in any way and while some people might find you grotesque and ugly, others might come to fear you more.
-1 Charisma, +4 Intimidate

Transparent
The tumble through the portal to Prism touched upon the Negative plane, leaving you changed somehow. Your body seems to flicker, lose its humanoid glow and blink in and out of reality. You appear to have one foot in the negative plane, making you less aware of your surroundings but harder to hit.
-1 Spot, Listen +1 AC

Planetouched
The wormhole ripped out some of your racial benefits, merging you with the soul of a being from the planes. You no longer feel like a true member of your race, as something else lingers within your bodily shell.
Pick one racial trait from Aasimar, Tiefling, Fetchling, Ifrit, Oread, Sylphs or Undines and remove one of your racial traits.

Haunted
Something delved into your mind as you were tossed through the planes, eating away at your thoughts and memories. The ordeal shook you to your core – and it has made you cautious, alert and deeply disturbed. You no longer cast a shadow.
+1 Listen, Spot – Something seems to follow you in the shadows, haunt you in your dreams and speaks to you when you are alone. Whatever it was, it is always watching. Watching YOU.

Bargain
Before you emerged in Prism, you briefly ended up in the Abyss – appearing inside the home of a demon. To survive the encounter, you made a deal with the demon before he would send you on your way. Allowing the demon to touch your soul, he drained some power from you and gave you some of his own – but the price was high. Should you perish or ever venture to the Abyss – he would find you and your soul would be claimed by the demon. The smoke and fire from the demon’s home has touched you in some way, and you now reek of the Abyss.
+1 Strength, -1 Intelligence.

Forgotten
Crashing through the portal ripped your mind apart, only to put it back together again - changed. You have no memory of who you where, what you have done in your life or where you are from. The man or woman you might have been is no more and perhaps you have been given a chance to forget the wrongdoings of your previous life. Your eyes seem to have lost the glow they once held, and now appear as deep black voids.
-1 Wisdom, +2 Perception.

Unraveled
As you soared through the wormhole, the planes opened up to you and told you all their mysteries and secrets. You were a god soaring above, transcended – made whole like no man or woman should be made whole. In the end it was too much to take in, and you fell from the skies, burning as you crashed back into reality. Some of the secrets stayed with you, but your body has somehow weakened – making your skin appear brittle.
+1 Intelligence, -1 Constitution.

Separated
When your body left the material plane, your soul was wrought from your body – only to manifest as some kind of tattoo on your skin. The tattoo moves and shifts as your mood changes, revealing your intentions. The separation has made it harder for one to affect your will.
-1 Diplomacy, Bluff, +1 Willpower

Prism Environs
Door lies on an island in the middle of the crossroad-plane of Prism, surrounded by the Shifting Sea and the Endless Void. Ruled by the Triumvirate, a faction of high power in Prism – the city seems troubled not only from the plague – but the constant harassment from the City Within, where a large group of thugs called the Shapeless dwell. The House Gral, the largest noble houses, have the highest authority in Door, as the Triumvirate is based on the three largest noble houses in the three Cities.

A day’s ride north of the city of Door, lays Gallow’s End, home to House Bralesh. Ruled with an iron fist, few travelers venture to this City, and instead trade at the gigantic market located outside the city’s walls. Lord Bragyn Bralesh is known for his notorious love for Aasimar women, and keeps a large harem filled with the celestial-touched.

To the south lies the City of Fleeting Dreams - the capitol of Prism, ruled by The Lady Dreamer – a Half-Demon woman of House Mier. Many travelers make their way to the City to experience what the Society of Fleeting Dreams has to offer. It is said that one can experience all ones dream’s desires within their halls. The Lady is feared for her power over the dreams of those inhabiting the crossroad plane, and rumors tell of people forever lost in their dreams for crossing her.

Sovereign Court

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Greetings everyone, I am currently working on a homebrew in my free time. I'm not a great writer, nor abundantly familiar with the ruleset - so I don't have too high expectations. It is quite obvious that I could use some help, especially in creating maps, so if you find this interesting - please post constructive feedback.

To get you into the nit-and-gritty world, here's the opening for the first chapter in my homebrew adventure path.

Plane Escape: Chapter 1

Part one: Stranded

The heroes all arrive at Jaren Crall's office inside the pathfinder lodge in Prism. Plane Escape assumes that all the players have completed the Pathfinder tests in their respective hometowns with very high marks, as specified by their campaign trait. Whether some of the players know each other or not beforehand, is up to the GM to decide. The players all appear inside the office simultaneously, as they were all teleported from Absalom by the mage Abduris.

A flash of light sends you crashing through the planes, echoes and images of creatures and areas you have never seen before greet you as you tumble through reality. As your body is ripped from the Material world, you are barely able to control it as it bends and twists through what seems to be a blue-green wormhole. The colors and images all fade to black, before you are forcefully thrown into a room quite similar to that of the venture-captains in Varisia. The room is filled with varisian artwork, and wanted posters – mostly depicting tieflings and aasimars, the text written in abyssal. Behind a desk cut out of a type of oak you find familiar, stands a tall and quite attractive, muscular man with his arms crossed – smiling evidently as you are thrown onto the floor. He wears a suit of dark brown high-quality leather, probably magical in nature, with matching boots and bracers. His hair is dark brown, shaved on both sides and slicked backwards – leading to a tiny knot at the back of his head. On his left hip hangs a high-quality dagger, and you can easily see that the hilt is fashioned with remarkable skill. He applauds you as you get back on your feet and you can see the four adventurers you where teleported alongside stand next to you in a line.

"Congratulations, pathfinder-hopefuls! Welcome to Prism and the City of Door! I am certain you have many questions, but please – allow me to properly introduce myself. My name is Jaren Crall, venture-captain of Door and an expert on this particular crossroad-plane. As you probably know already, Prism is a gateway to the other planes – travelers from distant worlds and realities pass through this plane in order to cross over to other planes. Door is inhabited primarily of Aasimars, Tieflings, Humans and Demons – and just to be clear: this is not varisia. You get in trouble in Door, there's not much I can do to aid you, as the Triumvirate; a faction of high power and the main police-force in Prism – given power by our ruler: The Lady Dreamer – are purely law-aligned. If you're arrested for a crime, whether you committed it or not – you can and probably will be sentenced to death. Mark my words: thread carefully." His emphasis on the word almost echoes in your head, perhaps you are just fatigued by the journey or perhaps there is more to this man than it appears.

"But seeing as how you're all probably weary after the journey, I'll not waste our time any further. In case you have forgotten, you've all been sent here to investigate the 'planar-plague' ravaging Prism. Put in simple terms: you are to find out how far the plague has spread, who is behind it and stop the person or persons responsible. If you are unaware of the effects of the plague, allow me to elaborate." Jaren draws his breath, leans forward and places his left index finger into the palm of his right hand. "The planar-plague is deadly, an illness of unknown origin that manifested upon the poorest inhabitants of door and has now spread to at least half the city's population. At first those infected turn cold. Not their body-temperature, no – but they feel cold. It's hard to explain. Then a deep, guttering cough follows suit – and that's before the illness really settles. Next, the infected, depending on both their knowledge of the arcane arts and their intellectual level, begin rambling. Not your every-day-doomsayer ramblings, no – they have a hard time constructing sentences that make any sense. Lastly, the infected flay themselves and turn into shadows, which some of you might have seen if you've traveled to the negative plane. This, of course, makes us believe that someone from the negative plane is responsible – leading to your first assignment. Make your way to the Inn of the Hanged Man, ask questions but don't tell anyone where you are from or who you're working for – we're not a prominent faction in Door and unwanted attention isn't something we want. Look for a man named Red-Jack, a notorious tiefling adventurer – known to hold information most people shouldn't have. You're on your own from here on, but be sure to report to me and no-one else; if you find something important. Now get going, we don't have much time."

Jaren leaves through a door at the left side of the room, shooing you away with his hand before closing the door. There is a door behind you that leads out to the main hall of the building, followed by a small stairway and a large door leading out to the streets of Door.

Sovereign Court

Greetings and salutations one and all.

First, I'd like to introduce myself. My name is Eric, and I am a 25 years old - living in Norway, currently studying. I am also employed as a waiter and spend my free time at the gym, with friends or playing Baldurs Gate.

I have always been interested in roleplaygames, and I have played one campaign of Vampire: The Masquerade & one game night of D&D (not sure what edition, this is many years ago).

There isn't really much community for these kinds of games where I live, and as I have grown up as a "jock" most of my friends are not the "RPG"-type of guys - hence I can not find anyone to play with.

I am brand new on this page and to Pathfinder - as such I am not entirely sure if I created my character on this website correctly nor am I 100% on all the rules. I do learn quickly though, but as such; I am looking for a team of both semi-experienced and fresh players for my first dungeon run.

I love to write and as such, I spend a lot of my time creating new characters for the no-reload challenge in Baldurs Gate (I'm a huge fan of permadeath).

I am able to post multiple times a day and therefor I am looking for active, serious (not too serious!) and patient players to play with.

Feel free to contact me in this thread or by PM!

Thank you in advance,
Tyralion