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Human Hero Killer1 / Holy Assassin1 / Deceiver2
Hey, welcome! Post here if you have any doubt about the game, also, take this time to make any last minute adjustment to your hero. If you guys want, feel free to talk among yourself and discuss skills and roles for the game. Also, I tried to select a good mixed party. A friend of mine will be joining the game in a couple of weeks, after she finishes her travels. She’ll play an alchemist, and I know the role has some overlap with the Hedgwitch proposed by David and the Elementalist by Ventiine, but I think it’ll all work out in the end. If you have any questions, feel free to ask it out.
Brevoy is a proud land, known throughout Golarion for producing able warriors, regal nobles, and clever rogues. Yet Brevoy’s two regions, Issia and Rostland, have long held one another in contempt and now stand on the verge of civil war. Both Issia and Rostland were independent nations until Choral the Conqueror’s barbarian armies and red dragon servitors united the regions into a single kingdom two centuries ago. Until recently, the iron rule of House Rogarvia maintained a fragile peace between the two regions. But a decade ago, House Rogarvia mysteriously disappeared, and the conniving leaders of Issia’s House Surtova supplanted them as Brevoy’s rulers. Now a labyrinthine political landscape plagues the nation, full of secret alliances, provincial loyalties, and nefarious plots; civil war seems inevitable. In Rostland to the south, the swordlords see in many of Issia’s recent political moves the swift approach of such a war. They rightly fear such an event, for Rostland is smaller than Issia, it has fewer armies, and its rolling hills and grasslands offer very little in the way of natural defenses. Worse, unlike Issia, whose northern border stretches along the Lake of Mists and Veils, which offers some defense, Rostland’s southern border lies along a stretch of wilderness infested with bandits and monsters. If Brevoy falls into civil war, it won’t be long at all before the violent, opportunistic vultures to the south move to take advantage of Rostland’s problems. This southern region of wilderness is called the Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, sending them south into the Stolen Lands. These initial charters are simple enough: re-open the old trade routes along the rivers and scatter or defeat the bandits who have made them too dangerous to use. Beyond that, it seems apparent that Rostland wants to encourage new nations to grow in this region—and believes that by supporting these nascent kingdoms as allies, it’ll gain loyal support in any coming conflict with Issia. It’s a bold and brilliant political move—for if Rostland turned its own resources to the task, not only would such a move weaken its defenses against the north, but the blatant power grab would certainly force Issia’s hand. By sending free agents south, the swordlords of Rostland hope to create new allies without sacrificing their own position of power in Brevoy. Yet as with most complex and brilliant plans, there are plenty of opportunities for disaster. ==//== Welcome to my Kingmaker game. I will be selecting four (4) players to join a friend and me on our adventures in the stolen lands. The rules to apply for the game are as follow: Character creation:
House rules:
Other considerations: I insist that players post more than "I attack with my battle axe." in their combat posts. You don't need to pen a novel for each and every post, but I am looking for descriptive/substantive posting, both in and out combat. Let's tell a story together! If you don't think you're up for this, please do not apply. I am looking for players who post with "nudges" and "hooks" that generate energy by allowing ample room for other players and the GM to grab the baton and move forward. Momentum is the single most important ingredient of a successful PbP game, and that responsibility is on the shoulders of every player as well as the GM.
I want players who want to post often (Preferably 2+ times a day, but 1/day is acceptable on weekdays with weekends free.) If you are already playing in a lot of PbP games, I would prefer that you don't apply. The amount of games that defines ‘a lot’ changes from player to player, but usually the quality of their posting indicates if you are playing in many games. If you are posting simple lines with no nudges/hooks and simples “I attack with my battle axe”, then it’s a good indicator you are playing in too many games. I want players to be able to dedicate energy to their games, and I have seen too many players stretch themselves thin which causes their games to suffer. Poor formatting are irritating things to me. I myself am not perfect but try not to suck at these things. About the DM:
I’m a system analyst part time game developer, which has been playing computer games and tabletop games for a lot of time now. I started with a local Brazilian rpg system 3D&T (Defenders of Tokyo 3rd Edition), which you can guess based on the name, was a satire of amines/manga/ and Japanese related stuff. I played the system a couple of months, before our gaming group noticed it wasn’t for us, then we jumped on D&D 3.5. I DM’ed a campaign which took about 5~6 years to finish, which took players from level 1 to level 19, and the inevitable saviors of the universe plot. After that, I DM’ed a lot more, from pathfinder, to Runequest and more. My favorite read:
Recruitment will be open from August 10 to 25.
If you have any question, drop me a line. Thanks for the interest. :)
Human Hero Killer1 / Holy Assassin1 / Deceiver2
The Laughing Gull is a thoroughly disreputable tavern situated near the docks in the roughest part of the city of Belthaar. Widely known as the unofficial headquarters of the Gerozzo crime family, the place is best avoided, but here is where you ended up, after your travels left you penniless and with no means of travel or work. The city of Belthaar is located west of the Ophrat river, is one of the smallest city-states of Susrah, with a population of only 12,000 people, yet its foundations are ancient, and its gloomy, serpentine streets wind their way between mighty monuments and hoary towers. There are temples and ziggurats dedicated to Belet-Lil, Baal-Khardah, Yadar, and a multitude of others. Belthaar is currently ruled by the petty king Simashattar III, whose army of 2,000 pikemen and 500 charioteers is involved in a three-way war with its bigger neighbors, Zhaol and Ghezath. The war is cause of most of your misfortunes to date. The city is on curfew, and the only ones allowed to leave, have some sort of letter of recommendation, which you have no idea how to get or where it’s crafted. The tavern occupies a ramshackle two‐storey wooden building built on the end of a pier, sitting above the waters of the harbour. A couple of dodgy‐looking Gerozzo family soldiers loiter outside, but most people stupid enough to come here without an invitation are admitted with little more than a shrug of the shoulders. Inside, the main bar is on two levels; stairs lead up to a first‐floor balcony where Orzo Gerozzo and his lieutenants look down on the action below in some comfort. Common thieves, low‐level enforcers and teenage pickpockets drink at rough tables and benches on the lower floor. In the center of the room is a large round hole in the floor, surrounded by a low wooden railing. The dark waters of the bay are just five feet below the hole, and occasionally a large dorsal fin breaks the surface of the water. Every night, a barrel of fish heads and guts is poured into the hole to entertain Gull patrons with a glimpse of one or two sharks. Hardjoy, tends the Gull’s bar while living up to his epithet “the unsmiling.” Hardjoy is missing half his nose and gets very angry if anyone asks him how he lost it (his ex‐wife bit it off). Several women work as tavern wenches; the younger ones flirt with Orzo and his men to keep in with the crime boss and get the best tips. Hild, has just started work at the Laughing Gull because she is deeply in debt to Orzo and is horrified as to what she has gotten herself into. Most of the clientele terrify her and she has already fended off several inappropriate advances.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
The Laughing Gull is a thoroughly disreputable tavern situated near the docks in the roughest part of the city of Belthaar. Widely known as the unofficial headquarters of the Gerozzo crime family, the place is best avoided, but here is where you ended up, after your travels left you penniless and with no means of travel or work. The city of Belthaar is located west of the Ophrat river, is one of the smallest city-states of Susrah, with a population of only 12,000 people, yet its foundations are ancient, and its gloomy, serpentine streets wind their way between mighty monuments and hoary towers. There are temples and ziggurats dedicated to Belet-Lil, Baal-Khardah, Yadar, and a multitude of others. Belthaar is currently ruled by the petty king Simashattar III, whose army of 2,000 pikemen and 500 charioteers is involved in a three-way war with its bigger neighbors, Zhaol and Ghezath. The war is cause of most of your misfortunes to date. The city is on curfew, and the only ones allowed to leave, have some sort of letter of recommendation, which you have no idea how to get or where it’s crafted. This isn’t a hook you should explore for this preview. The tavern occupies a ramshackle two‐storey wooden building built on the end of a pier, sitting above the waters of the harbour. A couple of dodgy‐looking Gerozzo family soldiers loiter outside, but most people stupid enough to come here without an invitation are admitted with little more than a shrug of the shoulders. Inside, the main bar is on two levels; stairs lead up to a first‐floor balcony where Orzo Gerozzo and his lieutenants look down on the action below in some comfort. Common thieves, low‐level enforcers and teenage pickpockets drink at rough tables and benches on the lower floor. In the center of the room is a large round hole in the floor, surrounded by a low wooden railing. The dark waters of the bay are just five feet below the hole, and occasionally a large dorsal fin breaks the surface of the water. Every night, a barrel of fish heads and guts is poured into the hole to entertain Gull patrons with a glimpse of one or two sharks. STAFF
Hardjoy, tends the Gull’s bar while living up to his epithet “the unsmiling.”
Several women work as tavern wenches; the younger ones flirt with Orzo and his men to keep in with the crime boss and get the best tips. Hild, has just started work at the Laughing Gull because she is deeply in debt to Orzo and is horrified as to what she has gotten herself into. Most of the clientele terrify her and she has already fended off several inappropriate advances. Oxilia, is out for revenge – Orzo had her brother killed and she is waiting for the right moment to slip a knife between his ribs. Not that you know this. :D NOTABLE PATRONS
Orzo Gerozzo owns the Laughing Gull and is a thoroughly nasty piece of work. Fat, sweaty and fond of wearing massive jewelled rings, Orzo controls much of the smuggling that operates through the city docks, as well as running protection rackets and thieving gangs. FOOD & DRINKS
PRICE Ale, pint 2 cp
ACCOMMODATION
Welcome to a world where men are mighty, women are voluptuous, kings are cruel, and hidden terror lurks in every brooding ruin! It is an age of splendorous but decadent kingdoms, where armies clash at the whims of depraved nobles, and the bloody sword of an adventurer can topple empires. The World of Xoth is a campaign setting inspired by the exciting pulp fiction of such great authors as Robert E. Howard, Clark Ashton Smith, Fritz Leiber, Michael Moorcock, and Charles R. Saunders. Read on, and prepare for high adventure, as your characters cut a crimson swath through savage jungle kingdoms and thronged desert cities. From the forbidden catacombs of Belthaar to the sunken temples of Namthu, a world of adventure awaits you! About GM:
I’ve been gaming for some time now, and was more active on the boards a couple of years ago, but due to life kicking my backside several times, I had to end/leave several of my games. Things got better to me since then. I’ll run several different tales, some of them inspired by the campaign book: Spider God’s bride: Tales of sword and sorcery, others from my own nebulous mind. Those games will connect to one another, forming a large campaign or history/plot, but they are ultimately separated histories.
Settings changes:
Player Guide
Things to consider: Sword and Sorcery The worlds of sword and sorcery adventures are quite different from the «high fantasy» environment assumed by the core rules. In sword and sorcery, the world is dominated by human races; other races (usually degenerate survivors of an earlier age) and supernatural monsters exist only in hidden or lost enclaves far from human civilization. Combat is bloody and brutal, and magical healing does not exist or is very limited. The use of real magic or sorcery is uncommon, and when used its effects tend to be subtle. Sorcerers are almost always villains, tainted by cosmic evil. Permanent magical items are extremely rare, and never for sale. To establish the proper atmosphere for the adventures in the World of Xoth, the following adjustments to the core rules are in effect. Ask your Game Master for campaign specifics. This game will use a lot of variant rules described on the players guide, you should read the following entries, and ask me if there’s any question about it:
Character creation rules:
Follow the rules described on the players guide, but it can be summarized by the following: Step 1—Determine Ability Scores:
Step 2—Pick Your Race:
Step 3—Pick Your Culture:
Step 4—Pick Your Class: Core Classes:
Bard: Forget what you know about harp-wielding minstrels. The «bards» of Xoth should be played as decadent courtiers, shadowy spymasters, sullen temptresses, and scheming eunuchs. Their mix of social skills, powers of suggestion, knowledge of secret lore, and dabbling in sorcery, makes them formidable opponents or valuable allies. They are found in the cities and courts of most nations, particularly in Zadj, Yar-Ammon, Khazistan, Susrah and Taraam.
Cleric: The cleric class does not exist in the World of Xoth. The cultist class, included in this book, fills the cleric’s role as servant of the gods. Druid: Among savage tribes, from the frozen wastes of Tharag Thule to the steaming jungles of Yalotha in the south, the druid is a shaman or witch-doctor, who speaks with ancestor spirits and spirits of the mountains and lakes, commands animals and the souls of the dead, and curses his enemies with powerful juju. He declares taboos and crafts masks and drums to terrify his enemies; he beseeches the powerful beast-gods of the wilderness for aid; and he knows the secrets of strange herbs and deadly poisons.
Fighter: Fighters fill the ranks of armies and mercenary companies in the lands of Susrah, Khazistan, Yar-Ammon, Zadj, Taraam, Nabastis, and elsewhere. They are expertly trained in the art of war and include swordsmen, archers, pikemen, and cavalry. Nobles are often of the fighter class. Occasionally, fighters and mercenaries abandon the army and turn to a life of banditry along with rogues.
Monk: While monks are quite rare in the West, they are common in the mysterious lands of the East, such as Laksha, Ghoma, Azjan and Taikang. Some travel across the ocean or overland to the West, either as lone seekers of wisdom, or as agents on a secret mission from their monastic order. Some cities in the West even have secret underground temples dedicated to the strange Eastern philosophies.
Paladin: Paladins do not exist in the World of Xoth. The cavalier class from the APG fills the paladin’s role as valiant, mounted knight. Ranger: Rangers of Xoth are men and women who thrive in the savage wildernesses, from the dark jungles of Yalotha and Mazania to the scorching deserts of Yar-Ammon and Khazistan. Many are nomads who can quickly travel vast distances on their horses and camels. The ranger class is also suitable for lone hunters, assassins and slayers.
Rogue: Every city or town of some size, from the slaver-fortress of Al-Qazir to thousand-columned Achad of the Taraamites, is filled with thieves and assassins, gamblers, kidnappers, and lotus-traders. Plains and mountains are plagued by bandits, slavers and highwaymen, and pirates and reavers are the scourge of the seas; the latter even have their own «kingdom» centered on the impregnable sea-citadel of Khora.
Sorcerer: The sorcerer class does not exist in the World of Xoth, at least not for the human races. There may be some pre-human races or unique creatures that have innate sorcerous abilities similar to sorcerers. Wizard: The wizard class does not exist in the World of Xoth. The witch class from the APG fills the wizard’s role as arcane spellcaster. Additional classes:
Cavalier: Mounted knights in heavy armor are found in particular in the lands of Lamu, Taraam and Khazistan, where they are commonly used as shock troops and imperial bodyguards. Inquisitor: The Inquisitor class does not exist in the World of Xoth. Oracle: The Oracle class does not exist in the World of Xoth, but the mechanics of the class are used in the new Cultist class, detailed in this book. Summoner: The Summoner class does not exist in the World of Xoth. It is possible that there are lost tomes of forbidden knowledge waiting to be rediscovered that would open this path of sorcery for humans; such summoners must use the Star-Spawn Prophet archetype (not included in this book). Witch: Witches and warlocks are the most powerful arcane spellcasters of the World of Xoth. The men and women who take this path are few indeed, for it means making a pact with an unknown entity. The witch’s familiar, an animal far more intelligent than normal beasts, is the bond between the witch and this nameless patron. Without the familiar, the witch is powerless and unable to learn or memorize spells. Some sages even speculate that the familiar is some sort of parasite that uses the witch to grow more powerful and intelligent...
New class:
The Cultist class is a variant character class, based on the Oracle class from the Advanced Player’s Guide (APG).
Step 5—Pick Skills and Select Feats:
Step 6—Buy Equipment:
Step 7—Finishing Details:
Tips to get selected:
Copied from the most awesome GM I’ve played with:
Any doubt, please drop me a line.
Hey, hello. For some time now, I’ve been wanting to ‘play’ kingmaker, and since forever, I’ve not been able to get on any game that lasted past the first battle. Kingmaker, the game that I can never play… That being said, I’m getting more and more tempted to run Kingmaker myself, but with some differences, Instead of using pathfinder, I want to use Mongoose Legend Legend as rule set. Here are the basics of this system: Basics: Every Adventurer is comprised of certain game statistics that describe the character and what he is capable of. These statistics are as follows: Characteristics – Seven Characteristics define an Adventurer: Strength, Constitution, Size, Intelligence, Power, Dexterity and Charisma. These are physical and mental attributes that define how strong, resilient, large, clever, quick and charismatic the Adventurer is. From these seven Characteristics all other game statistics flow. Attributes – Derived from the seven Characteristics, Attributes are secondary statistics that provide modifiers for certain actions or determine particular capabilities. Each is described in more detail later in this chapter but the attributes are: Combat Actions, Damage Modifiers, Improvement Roll Modifiers, Hit Points, Magic Points, Strike Rank and Movement. Skills – Skills are the engine room of a Legend Adventurer. Skills are particular talents, abilities, capabilities and professional skills that are shaped by an Adventurer’s culture, the profession he has chosen for himself and the way he has chosen to develop his interests and competencies. Skills are divided into Common and Advanced; Common skills are common to all Adventurers. Advanced skills differ from one Adventurer to another, reflecting culture, profession and individual interests. However all skills work in the same way and have starting values derived from a combination, or multiple, of the seven Characteristics. Community – No man is an island. Even before your Adventurer has set forth on his career as a potential hero, he has been supported by family, friends and allies. He may also have made valuable contacts, gained a few rivals and perhaps even some enemies. An Adventurer’s Community is a summary of those people he knows and may be able to call upon in the future – or who may call upon him. Magic, Weapons, Equipment and so on – In addition to these game statistics every Adventurer has additional information relating to what magic they know (if any), weapons they are experienced in using, equipment they carry and other pertinent information about the Adventurer in the here and now. Combat
Magic Magic is inherent to Legend. Access to it is not restricted by culture or profession and, in many cases, magic is a commonplace element used by most people to aid their daily lives. In a high-fantasy setting, for example, most Adventurers begin with some common magic, taught to them along with all the other mundane skills of their society. In other settings magic may be less common but still apparent: it remains, however, as fundamental as the physical laws of the planet or plane of existence. The Pursuit of Magic Even though the magical types work very differently and are, to a large extent, mutually exclusive, there is nothing to prevent Adventurers from learning and developing more than one magical style. An Adventurer may therefore freely learn Common Magic, dedicate himself to a god to gain Divine Magic and even learn a smattering of Sorcery. Sorcerers will more than likely have a good understanding of Common Magic but may also pray to their gods to gain a few Divine Spells. In reality Adventurers who desire great magical power will choose one form to pursue above the others and many societies or cults consider some magical styles to be taboo – but these are cultural limitations rather than a limitation of the rules. In reality any Adventurer can pursue any magical style and develop several style simultaneously, if they so wish. ==//==
Legend wrote:
So it allows for greater depth on history, without calling for a roll for everything as pathfinder does. One other point is that, even tho you have a ‘class’ or ‘job’, you are not entirely defined, or limited by it.
-- So, here is the deal:
So, what you guys think about it?
Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter. “I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
==/== Opening recruitment for two maybe three more villains for Call Forth Darkness! Current party setup is:
==//== Creation rules:
==//== Things you should know about the game:
While in combat: All rolls are open. Combat:
Gear:
==//== How to get chosen: Well-rounded characters are a plus, must enjoy RP as well combat. I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a human barbarian, a changeling witch and a Halfling rogue/sorcerer. How to not get chosen:
Last reminders: Don’t create an alias for this recruitment; you may post your application in RP format, and you may RP with other applicants to get a feel of your character; role playing can be used to demonstrate your writing style and help bring out some character potential; RP is not mandatory and everyone, even if not RP will be considered. Do not create a character sorely for combat, you will not do well, this is a fair advice from the DM.
Recruitment will be open until: April, 28. Results posted on April, 29. Any questions, drop me a line.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
So, here is the deal: This is a one-shot, hopefully amusing adventure where you get the play your minions and possible earn some bonus for the normal campaign.
Also, don’t fret too much if things go south, or even if you die in the game, I’ll be quickly replaced by another minion. The goal is to have fun!
Human Hero Killer1 / Holy Assassin1 / Deceiver2
You are summoned talk to your masters in the Horn of Abaddon (the Lower Temple) Your masters are all arrayed before you. The scary brute that could snap your neck faster than he could when say “You are dead!”, the one always in a bad mood, the master of the fire-spitting horse. The one clad in the black metal plate, the sinister looking armor that rumors say it’s a cursed thing that makes the master invincible, the wilder of the firesword, the charming deceiver. The one always smiling, always… friendly, the one that most likely could kill them all while still smiling. The one responsible for the taking care of things, providing entertainment and god knowns what else… And finally the noble one, the arrogant one, the one always impatient to return to his just and noble pursuits, the one that barely had the patience to deal with such trifling matters, but the same one that could command devils, summon creatures of the other side, and bound and bind then, the one that always had his devils hidden, watching, spying… You stand now before your masters. Easily the most powerful people you have met, there is only one certainty. Opposing them is folly. You must obey. And through obedience no doubt they will reward you. Or at least, you hope they will. At last one of them speaks. “We have a chance for you to prove your worth to us. Within Farholde even now a street preacher, Ezekiel Hawthorn, speaks against us and urges the people to rise and raid the Horn of Abaddon. This must not happen! He must be silenced!” Another speaks at this point. “This Mitra loving weasel is nothing! He must be slain and made an example! When he is dead then we will be troubled by his voice no longer.” Again another voice. “No no no. If he is merely slain he will become a martyr. That will only prove the truth of his words. Instead, he must be discredited.” “Bah! You waste time! Who cares what those worms believe? By the time they summon any courage we will be done with the ritual!” “Do not speak of the ritual!” “I mean...we’ll be done with ... whatever we’re doing here. Which is nothing really.” They all pause from their debate and look suspiciously at you. There is a very long and nervous silence that goes on for entirely too long. “So,” says the voice of one your masters finally. “That then is your mission. Silence the street preacher in Farholde. Do not kill him. Instead, discredit him so that the people will not listen to him.”
“Secrecy is of course paramount.” “Yes, of course.” “You have your orders! We give to you now some gold for equipment, bribes and so forth. Further, to ensure success, we have assigned our servant the ogre Grumblejack to aid you. You will find him at Lord Drownington’s Manor in Farholde. Now go! And do not fail, my minions, lest we unleash upon ye the full measure of Hell’s wrath!”
I've often though about this. D&D based games such as Neverwinter, Baldur's Gate, while being really good games, they aren't loyal to the d20 system itself. There are several modifications made, which for me makes the game lose a part of it's charm. So, if you have the opportunity, what would you have or don't have in a d20 based computer game?
Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter. “I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
==/== Opening recruitment for two more villain for Call Forth Darkness! Current party setup is:
==//== Creation rules:
==//== How to get chosen: I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a Inquisitor in fullplate, the urban ranger focused in ranged combat and acting as party scout and rogue, and lastly the mage, partial battlefield controller, wannabe devilbinder.
How to not get chosen:
Last reminders:
Recruitment will be open until Friday, April 24. Results will be posted on Saturday.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
First, welcome. I need some information about the game itself. How ended up things at Branderscar?
Any ally recruited? Lastly, what is your character motivation and how you plan to achieve it?
Human
Tiadora contacted you when you broke the clay seal. She has been commanded by her master to escort our band of villains to their next mission. She leads you to a ramshackle river barge “Halstyn’s Folly” tied to Lake Tarik’s bank. The captain and three man crew of this shallow-bottomed barge are all thoroughly under Tiadora’s control. They are certainly no threat. Tiadora will tolerate no delay. “The master commands you board. You will learn more later.” Accommodations are crude. There is only one cabin and Tiadora has already evicted the so-called captain and made that her own personal domain. The she is not particularly adept at sharing. That means that the rest of you must sleep with the crew on the deck of the barge. There is a roof but no walls and at night on the lake and rivers, it can be bitterly cold. “The Folly” in a journey through the great scar that almost cuts the isle of Talingarde in twain. The barge is sluggish making less than twenty four miles a day. Tiadora herself is not idle. Though “The Folly” is adequately provisioned and never docks, every night the barge anchors within sight of a village or keep. During the night, fire, screams fills the air. Every morning, at the barge resumes its journey, Tiadora watches from afar as another settlement wails and mourns.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
Conveniently situated just inside the city gates is the not‐so‐ cheap but cheerful Wyvern’s Head Inn, an establishment built to cater for adventurers and liberate them from as much of their ill-gotten gains as possible. The inn is a large, ramshackle building with many wings, roofs, towers and balconies, added on as its popularity grew over the years. In addition to food, drink, accommodation and stabling, the Head also has its own adventurers’ store which sells a variety of useful gear at standard prices. The main barroom is capable of seating a couple of hundred hungry heroes at rough wooden benches and tables. The floor is covered in straw to mop up frequent drink spills, and the walls are hung with faded maps and rusty old weapons and shields.
There, four famous and experienced adventurer, rest from their travel, that for one motive or another, lead them to stay in that Inn, at that particular time. Please, describe your character appearance.
Hey, howdy! I just got my hands in an adventure from 3.5 era: Expedition to demonweb pits! And boy! I'm excited about it! So, I’m inviting you, to create a character, at 9th level with the following pre-requisites:
Recruitment will be open until November,29 I'm considering a party of 4~5. Any question, drop me a line. Edit: For those that want to role play with the other applicats, I'll open the discussion thread for that purpose. Don't do it on this recruitment thread please! Edit2: Forgot about Alignment! You can be evil if that’s what you prefer. But you should know how to work in group, and “I’m evil, I need to steal/kill/be a jerk” will not be tolerated. Edit3: I like fast paced games that I cannot lie! So 1+ daily posting is desirable. I may accept third party content, but you should be willing to provide the material if your application is chosen.
Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter. “I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
==/== Opening recruitment for one more villain for Call Forth Darkness! Current party setup is:
==/== Creation rules:
==//== How to get chosen: I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a Inquisitor in fullplate, a reach cleric, the urban ranger swapping into melee and ranged combat as need arises and acting as party scout and rogue, and lastly the mage, partial battlefield controller, wannabe devilbinder.
How to not get chosen:
Any question, drop me a line. :) About the DM:
Not my first DM’ing experience.
Recruitment will be open until saturday, sep-13. Result will be posted sunday.
The Storyteller
Each of you has your own history and circumstance that made you be in the Merchant ship, the Man’s Promise.
I’m sure this question was asked before, but I could not find in the Rule thread. My doubt is this:
To illustrate better, there is the actual situation:
"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." Hello! I’m opening recruitment for a Skull and Shackles game!
The current players are:
We are mostly looking for divine classes. A cleric would be great, but any class capable of performing healing is welcome. (Witch, Oracle, Bard, Cleric…) Starting Level: 2nd level
Submitting a Character:
Background – A paragraph or two, describing your life history, and how you ended up working in the Man’s Promise merchant boat. Recruitment will be open until Friday.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
You all were able to escape that cursed place. But even then something felt amiss…
Hello! I’m opening recruitment to my WotW game. Those are the current players:
We have a heavily RP focused campaign, if you only want to roll dices; this is not the game for you. Still here? Okay!
Recruitment will be open until Friday, March 28.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
There are some things you need to know. First: You are know as the Nessian Knot. You are going to help the other members in a mission in balentyne. To help you, the cardinal gave you 2500gp to buy supplies (the initial gold), a silver pendant with asmodeus simbol, and an Iron Circlet, that is the same things as a Hat of Disguise. Everyone has one of those. More than that, you felt, this same day, when you meet the others at the inn, the conctract being broken. But you know not the reason.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
Your time in prison was a short one, after being branded you were sent to pay for your crimes in the slave pits of the salt mines. Only you were able to flee, their mistake, to put together the two most clever and treacherous minds Talingard had ever seem!
The woman leads you down the road until you leave the village, you walk for some minutes and you see an abandoned inn, by the look of it. She stops at the door and claps her hands ”Slaves, take our guest to their room and help then clean themselves!” and then she adds ”Now!” this last word almost like a threat.
Are you not tired of saving the princess?
But I would see things differently. As last high priest of Asmodeus, I would burn Talingard to the ground; bring war and chaos to the same land that marked you forever as enemy of Mitra…
===/=== Rules: You will start at level four.
A fair warning: Powerbuilds are not encouraged. You can create your crunch and present it, but you are not required to create an alias for recruitment.
The party consists for three players:
It would be good if you create your char considering the party balance.
Recruitment will be open for 3 days (March, 5). Any doubt drop me a line or send me a PM.
Human Hero Killer1 / Holy Assassin1 / Deceiver2
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.
Spell casters:
If you want(I really recomment it), you can start with all your spell for the day, but even if you sleep, you can't recover then for now.
Arcanes spellcastes that prepare spells ahead of time, has all his spells too, but will not be able to prepare until you find a spellbook. Let's begin then!
Human Hero Killer1 / Holy Assassin1 / Deceiver2
Welcome :D I'll update gameplay as soon as we finish character creation.
We have some boring house rules at Campaign info, please read then. Don't forget, you guys are villains, but you will need to work together to survive. This time, I'm the good guys. I'm the adventure party hunting the evil villains, and in the end the gooddoers always wins... or so they say. After getting all your skills, you guys have 2 more skill points. Villains are more resourceful than normal folk, so use then well. :)
The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world.
Hello :) I'm looking for 4 or 5 mature players for a evil gampaign. Char Creation rules:
Required Reading:
Player Guide Lawful Evil A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil represents methodical, intentional, and organized evil. Alignment: LE. (if you want a class that has Chaotic Alignment as requirement, send me a private message. ) 25 point buy or Focus and Foible. Your choice, no reroll.
Focus and Foible:
Choose a Focus, an ability score at which you excel.
You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores. 2 traits (One from player guide). Class::
Antipaladin (LE, even tho it says it must be CE) Barbarian Bard Cleric Druid Fighter Monk Ranger Rogue Sorcerer Wizard Alchemist Cavalier Inquisitor Magus Oracle Witch Paladin is a banned class. No summoner/ninja/samurai/ or any test stuff
Races:
Any, except Drow, no more than 20RP. But remember, you are a evil person, and most of the time you want to pass unnoticed...
Money: Dont even spend time buying equipament and stuff.
Extra credit: You are a lawbreaker – the worst of the worst.
I would love to read what was your crime and how you got caught. It's not mandatory, but it will help me a great deal in choosing the players. Any doubt, drop me a line or send me a Private message. Thanks and good luck. :) P.S. Recruitment goes until: Monday 16. (12/16/2013)
Olá! A bastante tempo eu estou querendo mestrar uma campanha play-by-post.
Caso haja interesse, eu me disponibilizo a mestrar uma campanha. (Eu ainda estou Estudando qual, mas eu estou pensando na boa e velha: Rise of the Runelords.) Criação de personagem:
2 traits. Classes: Nada de ninja,samurai,summoner ou antipaladino.
Alinhamento: Qualquer um não mau. Raças: Raças até 20RP são liberadas se a história for compatível com a raça que você quer pegar. Somente o Drow não é permitido. Arquétipos: Somente 1. Mínimo 1 post/dia, sem contar os finais de semana. (mas seria muito bom se vocês postassem mais vezes.) Caso haja interesse, espero as suas postagens. :) |