Activation Cube

DM Evastor's page

54 posts. Alias of Ace Of Spades.


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God

Hey Guys, I have some really really really bad news. I am going through a rough patch in my life. I can't really go into detail, but the reasoning is legitimate.

What I can go into detail about is the medium that we play in. I realized that this medium has become largely unsatisfying for me.There are certainty advantages: more detail, more characterization, and a different way of storytelling. But, I like seeing someone roll the dice. Seeing the laughter, the panic, and the excitement. It cannot be beat. I feel like this computer screen is too much of a wall to probably experience that kind of fun. Certainly, time is less of an issue in some circumstances, but game time is much slower. There are a large amount of games that are left unfinished.I would rather not go farther and do a disservice to you guys.

I am calling quits through this medium. I apologize for starting something and not being there to finish it. Especially when it is early game. It is important that I do this. I am glad to have the opportunity to play with you guys. This was a valuable learning experience.

I am going to put this campaign as inactive.


God

Hey Guys, I have some really really really bad news. I am going through a rough patch in my life. I can't really go into detail, but the reasoning is legitimate.

What I can go into detail about is the medium that we play in. I realized that this medium has become largely unsatisfying for me.There are certainty advantages: more detail, more characterization, and a different way of storytelling. But, I like seeing someone roll the dice. Seeing the laughter, the panic, and the excitement. It cannot be beat. I feel like this computer screen is too much of a wall to probably experience that kind of fun. Certainly, time is less of an issue in some circumstances, but game time is much slower. There are a large amount of games that are left unfinished.I would rather not go farther and do a disservice to you guys.

I am calling quits through this medium. I apologize for starting something and not being there to finish it. Especially when it is early game. It is important that I do this. I am glad to have the opportunity to play with you guys. This was a valuable learning experience.

I am going to put this campaign as inactive.


God
Tamina Rugatonn wrote:
So sorry everyone...I'd completely forgotten about this. There's no updates under my campaigns (I guess you have to post in gameplay to get them?). Anyway, I'll do my best to get everything done ASAP, if it takes too long (it might, I'm in nursing school), feel free to drop me.

Thanks for the update. I am really excited to have you join.


God

More Music :)

"I believe there could be compensation," Ionnia Teppen responds, with a sigh of relief. Relief that someone is willing to take on the risky venture. "I thank you for offering your services."

The meeting goes on with an extreme emphasis on resource conservation for the impending unatural winter.

"We must take hold of the flame." Ionnia concludes, having her own words try to defy the winter itself. When the meeting is finally finished the door opens and the townspeople return to business as usual. Business as usual because they are not willing to give up there town to the coming winter.

Perkin Tarimm, the town butcher, gives Nixbit a glare. He is sure that little rascal has been stealing from his storage. But, unfortunately... he has no proof. The situation has only got worse for him given that Nixbit has taken a heroic position. Perkin moves quickly when he is outside. Nixbit's pet makes him very uncomfortable.

Thyodrin Bith was lucky enough to beat Alisa today. He was unfortunately not spared a painful welt to the face. Frankly, Alisa has her opponents respect. "Hey Alisa, lets spar again sometime. So, I can win again." He cringes a little at the pain, but he smiles and leaves.

Ionnia Teppai makes sure to inform the volunteers. " I would recommend haste when going southwest from town to the border wood. If you wish to speak with Yuln, he is recovering in the Willowbark Apothecary. I will be working over some matter of the town council at my house. I wish you all good luck." With a wave and a smile, she departs the town hall.

Heldren’s town hall boasts a clock tower overlooking the town square. Its clockworks were imported from Quadira some time ago, and are kept in working order by Orillus Davigen who can usually be found up in the tower tinkering with the machinery. The clock tower’s bells ring every hour from 6 am to 6 pm, and can muster the militia in case of attack. On the wall outside the front door hangs a notice board with local news, job openings, and goods for sale.
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Armory

A dirt path winds its way up a low hill west of town to the single door of this square stone tower. The tower is 30 feet high, with battlements on its roof and arrow slits along its walls. It is completely open on the inside, with no interior floors—just a wooden staircase running along the walls to the roof. The tower serves as Heldren’s armory and a place of refuge for the villagers in case the village is ever attacked. In times of peace, the tower is usually unoccupied, but a selection of simple arms and armor is stored inside for the militia.
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Isker’s Smithy

Although he spends most of his time shoeing horses and repairing farm tools, Heldren’s blacksmith, Isker Euphram, is quite skilled in battle. A veteran of Taldor’s army, Isker served in Zimar and on the Qadiran border for years before retiring to Heldren. His chain shirt, pike, and short sword are still in good condition, oiled and wrapped in a chest kept in his house behind his shop, and Isker has taken it upon himself to oversee the training of the village’s militia. He keeps a few weapons for sale in his shop and could craft other suits of armor if needed. His daughter, Xanthippe works as his apprentice. When not at her father’s forge, Xanthippe’s likely to be found at the Silver Stoat, holding court with her numerous suitors. Although widely considered the village beauty, Xanthippe is as proficient with her fists as with her hammer, and those few of Heldren’s young men who have tried to woo her too aggressively walked away with black eyes for their troubles.
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General Store

Heldren’s general store carries everything a villager needs, as well as most gear an adventurer requires. Heldren sits on the road to Zimar, so plenty of trade passes through the village. The store’s proprietor, Vivialla Steranus, takes advantage of this brisk trade to stock her shelves.
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Willowbark Apothecary

A well-tended garden sits in front of this equally neat house, the home of Tessaraea Willowbark, Heldren’s resident apothecary. Tessaraea is a relatively new transplant to Heldren, having arrived in the village only 25 years ago after a failed adventuring career up north in the River Kingdoms. She is quiet and somber, and most of the villagers believe she suffered some great tragedy in her past, such as the loss of her one true love. In fact, it was Tessaraea’s brother who died on an ill-fated adventure, slain by a group of trolls. Devastated by his death, she gave up adventuring and moved south, settling in Heldren and taking a human-sounding surname when she opened her apothecary shop. Tessaraea sells a variety of herbs and all of the special substances and Items and a surprisingly large stockpile of alchemist’s fire—since her brother’s death, Tessaraea has had an unreasoning fear of trolls, and almost obsessively crafts the stuff for the inevitable moment when she must face them again.
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Barbershop

An artist with razors and scissors, Argus Goldtooth offers shaves, haircuts, and dentistry, as well as “leechery and other surgical proceedings.” Argus is a fair healer, though he’s prone to prescribing leeches for most maladies, from stomach aches to broken bones. Argus also offers gold teeth to replace extracted ones, and is his own best customer—his easy smile reveals more gold teeth in his mouth than original ones. Though he would never admit it to anyone, Argus has something of a crush on his neighbor, the apothecary Tessaraea Willowbark. Argus has never acted on these feelings, but the two have struck up an unlikely friendship, and it’s not uncommon to find Argus helping tend Tessaraea’s garden on Sundays or sharing a pint with her at the Silver Stoat in the evenings.
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The Silver Stoat

Heldren’s only tavern, the Silver Stoat, stands right on the town square across from the town hall. A fixture of village life, the tavern fills up with patronsin the evening as they gather to share gossip, hear news,and reward themselves for a hard day’s work. Anything that’s worth knowing in Heldren gets talked about here, and if asked where he got a particularly juicy bit of gossip or information, a villager will likely say, “I heard it from the Stoat.” Husband and wife Menander and Kale Garimos run the Silver Stoat as if it were their family kitchen—there’s always a seat at the table or a space by the hearth for a guest, or a warm bowl of Menander’s hearty stew for an empty belly. Menander works in the kitchen, cooking up his famous venison flank steak and numble pie. Kale tends bar, serving up the tavern’s signature brew, Three Devil Ale, which she brews in-house using imported Chelish hops. Heldren doesn’t get many visitors, so there is no true inn in the village, but travelers are welcome to a spot on the floor of the Stoat next to the fireplace for a night, as long as they’re up early and on their way. Those who linger risk a rude awakening from Menander’s wet mop in their faces.
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Livery Stable

At the stable next door to the Silver Stoat, Sophia Imirras offers horses for hire or sale, as well as stabling and grooming. Royal couriers on their way to or from Demgazi or Zimar often change horses here. None of Sophia’s horses are combat trained. Sophia also has two carts, a wagon, and a carriage for hire. A traveling noble gave her the carriage as a reward when she managed to calm the newly broken stallion he was riding before it could trample him. Both luxurious and ostentatious, the carriage sees most of its use at village weddings.
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Town Square

The most notable feature of Heldren’s town square is the large statue of a beautiful woman rightin the center of the town. Usually just called “the Lady,” thestatue has been here for as long as anyone can remember, and no one knows who it actually represents. Some believe the Lady was the founder of Heldren or some ancient, forgotten Taldan noblewoman or even a mysterious fey forest goddess. Others have more sinister theories—an evil witch turned to stone for her wickedness or a magical statue through which the satrap of Qadira can spy on Taldor. On any given day, a few entrepreneurs selling goods or produce can be found on the square, and a market is held on the last Fireday of every month. Elder Natharen Safander also hosts the annual Harvest Feast in the town square, during which the people of Heldren erect a giant bonfire in the square and bedeck the Lady in garlands of f lowers.
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Ionnia Teppen’s House

The leader of Heldren’svillage council, Ionnia Teppen, lives in this simple two storyhouse just off the town square. Ionnia’s family has had a place in Heldren’s politics for generations, and her membership on the town council was all but assured. She is by far the most influential member of the council, and most villagers consider her the de facto mayor of Heldren.
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Temple of Erastil

Although Elder Natharen Safander is a cleric of Erastil, he tends to all of the village’s flock regardless of their faith. Though most of the villagers follow the teachings of Old Deadeye, the temple also contains shrines to Abadar, Gozreh, Pharasma, and even Sarenrae. Natharen doesn’t much care for the Taldan government’s intolerant stance on the faith of the Dawnf lower, and believes that in a village like Heldren the sun goddess is as important as the god of agriculture. Natharen’s wife, Zaarida, is a Qadiran transplant and faithful worshiper of Sarenrae, and assists him during services and with the temple’s upkeep.
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The Ginger Bread Carpenter

Heldren’s foremost woodworker is Tengezil Frimbocket, a gnome with a wildshock of electric blue hair. He decorates his creations with delicate and elaborate trim he calls “gingerbread,” a style that has proven quite popular among the well-to-do of Taldor’s southern cities. Tengezil claims to be from Wispil, but he is in fact an exile from the land of Irrisen, far to the north. Tengezil has a twin brother named Arbagazor, but the two were separated when they were young. Tengezil assumes his brother is dead…
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Heldren Sawmill

Heldren’s sawmill stays busy day and night cutting timber harvested by the village’s woodcutters into planks for shipment to Zimar and other cities, and stacks of lumber are always heaped outside. Partners Alexius Demetri and Lycio Vallant oversee the sawmill’s operation, which makes them two of Heldren’s wealthiest residents. Their large house on the north side of town is easily Heldren’s largest private home, nicknamed “Sawmill Manor” by the town.
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The Butcher of Jalrune

The name of this butcher shop refers to the supposed nickname of its proprietor, Perkin Tarimm, who claims to be a retired Zimar corsair. In fact, Perkin was nothing more than a common river bandit who took up the safer trade of butchery when the real Zimar corsairs almost caught him, and he has never butchered anything beyond the chickens and pigs that inhabit the yard behind his shop. Customers are welcome to enjoy one of the pickled sows’ ears in the large jar on the counter while they wait for Perkin to prepare their cuts of meat.
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Old Mother Theodora’s

Every village has its resident wise woman, and Heldren is no exception. No one in the village is sure just how ancient Old Mother Theodora is, but she’s been around as long as anyone in town can remember. Old Mother Theodora is Heldren’s most skilled midwife, and she helped deliver just about everyone currently living in the village. She’s also a soothsayer and hedge witch, and villagers come to her to have their fortunes told or buy love potions or herbal remedies.


God

Background Music in the Gold Goblin

Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus. Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, batwinged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a barechested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband.

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Knowledge Local DC 15:
The creature that sits above, in the cage, is known locally as Old Scratch. They say he's been here for months, and is something of a joke among the proprietors of other local establishments.

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Knowledge Planes DC 13:
The creature that sits in the cage, above, rattling the bars, is in fact a real devil. Albeit the least of devils (as this creature is an imp), he will still nonetheless be a malicious and potentially dangerous creature.

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High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.


God

First post is on the gameplay thread. Thanks for your patience guys. :) Also, I put the cast on the campaign page.


God

Here we go. ;) Make sure to know whom your character is paired up with. Look at the discussion thread to find out.

Shadow In The Sky

Cue Music

Riddleport is a wild and dangerous place. It is hard to explain why this place still stands strong, but it does. A strange shadow in the sky only brings more mystery. Maybe knowledge about the shadow in the sky can be gleaned through examination, study, and a good ear.

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Knowledge Local DC 10:
The darkness in the sky of Riddleport is known as the Blot.

The local cypermage and stargazer noticed the Blot before it was visible to the naked eye. He called it the “atmospheric shadow” and it was subsequently named for him as it became more visible.

Knowledge Local DC 14:
The Blot first appeared over Riddleport about a month ago and has remained in the sky ever since. It has changed size and shape and has even disappeared intermittently, but has always returned for hours.

Blakey flew up to investigate the eerie dark Blot a week after it appeared, and reported that the interior was strangely cold… but that the Blot itself seemed no different than a regular cloud

Knowledge Local DC 18:
The overlord has offered a 500 gp reward to anyone who can determine what the Blot is and if it poses a threat to the city. Many have undertaken the challenge… but so far there have been no results.

Blakely’s been out of town recently, on a long journey to Maginmar and thence to Korvosa to research the Blot in the libraries there. In his absence, the Order of Cyphers has been leading investigations on the Blot.

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Knowledge Arcana DC 12:
Riddleport has a long history of mysterious phenomena connected to its infamous Cypergate Riddle… the long sought hidden purpose of the stone arch that rises over the harbor. Old accounts tell of the strange lights moving in the sky and sounds issuing forth from it with no explanation. The manifestation of a shadow in the sky is something new, though.

Knowledge Arcana DC 16:
No known magical traditions explain the existence of the hovering shadow, and it does not bear the trappings of any known spell.

Knowledge Arcana DC 20:
The wizard Argentus Blakely postulated that the Blot is some sort of convergence for focusing arcane energies. He has yet to prove his hypothesis… but is running several experiments to test the validity.

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Knowledge Nature DC 10:
The Blot has no known analogy to nature

Knowledge Nature DC 15:
Birds and flying creatures appear to avoid the Blot. Although… it resembles a dark cloud, the wind seems to have no real affect on it.

Knowledge Nature DC 21:
The movements of the Blot seem to be related to the tides… it is at its largest at high tide and at its smallest in low tide, although periodically, changes in its size seem to occur at random as well.

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Perception DC 10:
The Blot changes shape and size somewhat, but is generally ovoid in shape and hovers alternately over the harbor and gulf just south of Riddleport. It is dark like a shadow… but does allow some light through, albeit dimly, and flying objects can faintly be seen through its obscuring haze. It casts a faint shadow on the ground beneath it depending of the sun.

Perception DC 15:
The Blot hangs at a fairly constant altitude of about 2,500 feet and appears to be roughly 250 feet long by 130 feet wide.

Perception DC 18:
The Blot seems to move in a pattern that appears erratic until studied closely. It follows an elliptical orbit traveling north over the town and south over the gulf, shifting north and south as the tides shift. It is closest to Riddleport at high tide.

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If you roll higher than the dc, you can look at them.

Although the gambling hall known as the Gold Goblin stands in a much neglected neighborhood and the building itself has long stood dormant and empty, it make a comeback as the big day comes. Crowds of participants and spectators mill about on the street or file together through the main doors to sign up for the tournament. Overseeing this gathering is a larger than life size statue of a goblin. Apparently cast in glittering gold, that stands atop the entry stairs with a smirking expression on its face, as if personally enjoying the crowds that shuffle past it into the doorway beneath the gambling hall’s gilded dome.

You guys are in different spots in the crowd outside with your partner.


God

The more I think abut it, the more I want to pair you guys up. Here it goes.

Alraniel and Tamina: It was a meet by chance, but perhaps by Alraniel's interest in Tamina's intelligent creations or Tamina's interest in Alraniel's belief to protect knowledge .

Apollyon and Tanna: Maybe Tanna has read of Tieflings in her day, but what a sight to behold. He is rather articulate besides being a monstrosity. Perhaps Apollyon is friendly with Tanna because of her well read mind. She is already a guest at the Gold Goblin. That might be a way in for employment.

Yeulthea and Seph: It is not known from me if the archery competition had gone good or bad. But somehow they got stuck together afterward. Perhaps by Yueltha considering Seph a lost child and Seph by her skill in archery itself.

This does not have to be exactly how each you meet. But, this is the pairs that I am going with.


God

Sorry for the long delay. Another post is up.


God

Chatter fills the room. While the newcomers are interesting curiosities, no one is rather unsettled. Maybe a few by the appearance of Nixbit, but most people don’t even notice him. Even with the unsettled feeling among the observers, it is not out of hatred. This town is friendly town. They might be taking the responsibilities of taking care of one's neighbor too seriously if anything.

Ionnia Teppai walks in and closes the door behind her. The chatter quiets down as she walk down the pathway.

Ionnia is a middle-aged human, who has been seen with great respect. Her hair has some white color, but it is still fairly brown. Her face is stern at the moment considering the situation, but she is known to be a delight in the community. She has strongly advocated being polite and friendly to visitors that come and go.

She walks down the hall with a straight posture. She is dressed in quite a professional manner to give her citizens at least respect in these dark times.

More Music

”I have news to tell.” She says with a commanding leadership like tone. She reaches the platform in an efficient matter. ”It is good to see that we are still together. The citizens and the town council are here. So, we may begin. The morning sun is still out, but winter has been strangely close. Natharen Safander is not present today because he is busy treating the injured stranger that came in yesterday. I was lucky enough to speak him.” She pauses for a moment and takes out a piece of folded paper and unravels it. ”This is his words, I merely wrote down what he said.” She clears her throat. The room is still rather silent. People are attentive and eager to hear what’s next.

Ionnia Teppai reads aloud, ”My name is Yuln Oerstag. I have served as a bodyguard for Lady Argentea Malassene. My ancestors would ridicule for my lack of valor for fleeing rather than fighting to the end. But I faced enemies that even the greatast warriors in the Linnorm Kingdoms have faltered against, though I think I slew at least one of them before they dragged Lady Argentea away. We thought that our foes were just bandits at first, outlaws who hide wolves in the forest. They were no match for us. But then came the cold fey from the north. They appeared among us and the battle turned quickly. My people speak of winter touched all the time, but I never expected them to meet them this far south.”

Ionnia Teppai pauses to look up at her citizens and clear her throat once more. Some citzens gasp at what has befallen this rather recent visitor.

Ionnia Teppai returns to reading, ”I suspect them to be fey creatures who have sworn themselves to the White Witches of Irrisen, those who stole our lands from us during the winter war. Tiny sprites no taller than the length of a man’s forearm. But don’t be fooled by their small stature. Legends say they have taken a silver of ice into their hearts, and their touch bears the harsh bite of winter. Lady Argentea was taken into the forest, back through the ice and snow. Beyond that, I don’t know. I followed as far as I could, but the winter touched were too many and too hard to fend off in the snow alone. I barely escaped and rode to seek help here. I don’t why they want her, but if the White Witches took her, no good shall come of it. The winter touched do nothing without the leave of those who placed ice in their hearts. If they are here, it’s because a White Witch has sent them. And much worse will follow. Give the winter touched what they fear… cold iron and burning flame.”

Ionnia Teppai folds the paper and puts it away. ”That is all he had to say. What we need now is people that are willing to rescue Lady Argentea. We need to help this man and hopefully… this town... Will anyone be willing to offer their sword to this cause? The cold draws closer and closer as we remain passive.”

Some people shake their heads out of fear. The room is filled with silence.

"Anyone?"


God
Grand Moff Vixen wrote:
As for the rest of us, do we want to develop any ties to anyone before the game starts? Flesh out a relationship or two? Just a thought.

Really depends on what you guys want. Would you guys like to pair up?

I could see Alraniel and Tanna meeting at a bookstore. Knowing each other through their shared interest in knowledge.

I could see Yuelthea and Seph (Fallen Fame's character) meeting at a archery competition. Maybe a bit of competition remains even when the archery competition is over. :)


God
Yuelthea wrote:
It's looking like we have a group of (Half) Elves and a Tiefling. Looks fun.

I like the party composition. It's going to be a blast. :)

ClevrGamer wrote:
We also might be waiting for DM Evastor to recieve the adventure paths by mail before we begin.

I have received the adventure paths recently. Need a little bit of time to look them over.

Grand Moff Vixen wrote:
Soo, what's going to happen from here?

Good question! :)

Alright, I am going to have a deadline for my first post. It will be on Wednesday , July 16th. In the afternoon. I will post once a day.

Gives them time to crank out some characters and some time for me to prep up.

FallenFame wrote:
ClevrGamer was in the same campaign as I was when playing with the Ranger and he and I would joke about how effective it was in combat with a composite longbow.

That longbow traveled to crit city often.


God

Nice! Everyone posted! I will have a post up tomorrow!


Alright, for now I am going to take 4 players. I have two slots open for some friends of mine. If they do not decide to participate, I will take 1 or two more.

Now to announce who is in.

Drum Roll.....:

Yuelthea!

Alraniel Sandel!

Tamina Rugatonn!

Tanna Elenvathar!

For those who were selected: Discussion Thread

Talent is everywhere on these message boards.

I wish everyone good luck! Hope to see you guys again in future games!


God

Congrats guys. It is going to take some time. I ordered the first and second parts of the ap. I have not received them yet from the mail. Also, I have to wait for my friends responses. Feel free to discuss.

This the list of things that I want to keep maintaining.

1. Respect and Compassion: As a DM I must respect my players and take care of my players. Hopefully, Our respect and compassion will be a reciprocal relationship.

2. Enjoyment: I must make sure that everyone is enjoying themselves. Seriously guys, I am truly humbled by you guys taking your time to be in this campaign. Time is extremely valuable and limited. We only have so much time in our lives. I must make it worth your time.

3. Advocate: I will hear your questions and concerns to the best of my abilities. I will answer your questions. I will represent each one of you and help you guys out.

4. Story/Writing: I will fill my words with detail and decent grammar. I will make the best effort to make you guys care about the story.

5. Being Humble: I will accept criticism positively and work with you guys to constantly improve my DMing.

6. Risk Taking: I am going to take risks to give players unique and different play experiences. I will know the rules to break them properly.

7. Balancing: Keep the experience challenging, but not make the encounters broken.

8. Player Improvement/Learning: As a dm I seek for my players to truly benefit in this experience. D&D is an art form that has alot of insight. I will challenge you guys to take the next level as players in your writing and roleplaying.

9. Consistency: I will be consistently posting daily to move the campaign along. (Unless something makes me super super busy or an emergency.)

10. Determination: I will be determined and never give up on the players. I will seek constant improvement. There is always something I could do better.

We are really working together. We are working together to create a strong narrative. I am not seeking to win, but I am seeking you to learn and be happy through this campaign.


God

Alright Braddock. I am impressed by the crunch. There is a few things you missed, but I will give you the fish. First, I need to teach you how to catch fish though. Make sure to read posts.

Especially in a discussion. I have missed a few things from time to time. We all need to read carefully. Please make sure to read them.

This is an example.

DM Evastor wrote:

This is used for out of character commentary in the gameplay thread.

Bold is used for speaking as a character.

The bartender yells, "Greetings Braddock, how does that ere drink serve yeh."

Italics is used for character thinking.

After the bartender's brief outburst of energy, he thinks to himself. "A chance for profit."

From time to time, I will be using spoilers for checks and other stuff.

In game if you rolled a 15 or higher on a knowledge local check. You could check the spoiler.

** spoiler omitted **

Feel free to use spoilers if you only want me to know something.

Finally the dice rolling! Make sure to put the right dice in between the dice formatting. 1d20 means rolling one 20 sided die. 2d4 means rolling two 4 sided dice. You can also add or subtract a certain amount.

[dice=Attack Roll]1d20+2

[dice=Damage Roll]2d4+3

The instructions for text formatting are below where you type to post. It says how to format your text. Just click show to see the formatting.

This is probably not the clearest I could of been, but the purpose of this post was to remedy any confusion. If whatever I post is not clear, make sure to ask questions. I will be happy to answer them.


God
Summer Chases-Stormclouds wrote:
I missed a couple days from technical problems, but seeing how there's still a few people who haven't made initial posts, you might want to poke a few people via PM?

Done. Hopefully everything is alright with them. If I get no response soon, I am going to keep moving forward. If there is no response next week, I will have to drop them from Reign Of Winter.


Alrighty, Dm cap on.

Padrym the Crazed wrote:
Wow, that's really great. Thank you kind sir. I guess the most important question for me is do you accept psionic characters, otherwise it's a complete rework for me. Haha.

Good as it is.

Caps wrote:
What does that make the current situation as far as remaining player slots and applications?

There are 5 or 6 slots I am taking. The dragon has not posted for a while. That is left a mystery. I am fine with you posting an application. However, I would not exactly reccomend it. There are a lot of applicants already. But if this is the campaign you always wanted to get into, go for it. :)


God

Had a surprisingly exhausting day yesterday. First post is up.


God

Alrighty.

The Snows Of Summer

Cue Music

Winter can be cruel. At least it is a natural occurence. But what of unnatural winter? A winter that brings mystery and strange dangers? Many rumors spread among the village of Heldren.

Knowlege Local DC 5:
Everyone says the weather is unseasonably cold for midsummer... It even snowed in Border Wood! Most suspect magic to be involved.

Knowledge Local DC 10:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from and icy frost.

Knowledge Local DC 12:
A Farmer's son took ill a few days ago after falling through ice at Wishbone Creek. The boy said he spotted a white stag in the forest... and heard it talking... then tried to follow it.

Knowledge Local DC 15:
A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They're doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.

Knowledge Local DC 18:
Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong.

Knowledge Local DC 20:
Two weeks ago, Lady Argentea Malassene traveled passed Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get along and Lady Argentea caused a scandal by calling off the engagement and returning home.

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this means, but the town's soothsayer, Old Mother Theodora, claims dark times lie ahead.

As if proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their village.

Councilor Ionnia Teppen has called for a Town Meeting in the morning. The town hall is rather grand for a village this size. It holds nearly the entire population of Heldren. Everyone files in, hoping for some answers to come forth.

Inside, there are rows of seats lined up on the right and left side with a walk path through the center to access all the seats. In the back, there is elevated platform, where it can be assumed that Ionnia Teppen will be speaking there soon.


God

This is used for out of character commentary in the gameplay thread.

Bold is used for speaking as a character.

The bartender yells, "Greetings Braddock, how does that ere drink serve yeh."

Italics is used for character thinking.

After the bartender's brief outburst of energy, he thinks to himself. "A chance for profit."

From time to time, I will be using spoilers for checks and other stuff.

In game if you rolled a 15 or higher on a knowledge local check. You could check the spoiler.

Knowledge Local Dc 15:
This makes diverting certain knowledge to a certain character easier

Feel free to use spoilers if you only want me to know something.

Finally the dice rolling! Make sure to put the right dice in between the dice formatting. 1d20 means rolling one 20 sided die. 2d4 means rolling two 4 sided dice. You can also add or subtract a certain amount.

Attack Roll: 1d20 + 2 ⇒ (16) + 2 = 18

Damage Roll: 2d4 + 3 ⇒ (3, 4) + 3 = 10

The instructions for text formatting are below where you type to post. It says how to format your text. Just click show to see the formatting.


God

I am setting a deadline. On Sunday June 29th, I will make the first post in the gameplay thread and we will start. Gives a little time for tweaking and finishing up characters.

Cheers!


God

Alright, a update.

Keln's stuff is being worked at.

Also, I am bringing another friend of mine into the mix. He is going to play a Dwarf Drunken Master Monk.

That will make it a party of 6! I will have to cap it there.

Thanks for your patience guys. I am still committed to this.


God

Getting close. 1 more to go.

Donnovan: for backstory

Nixbit: for crunch and backstory

Keln: Waiting for crunch, and backstory.


God

Bum diddly doo dipity day, still excited for your characters I have to say. Take what it takes. A awesome character is what you make. Within reason of course. Also, no need for force. I will eat your backstory with a munch. I will look over your thorough crunch.
This campaign will be for a while. Live, laugh, love, and smile.


God

Waiting on three people.

Donnovan: for backstory

Nixbit: for crunch and backstory

One more player: She is going for a Cleric of Nethys. Waiting for alias, crunch, and backstory.


God

Yeah the higher the average over your enemies. You guys will wreck faces.


God

A little update on some rules for this one.

For efficiencies sake, I will be rolling your saves, Perception Checks, Sense Motive checks, and initiative. Everything else is rolled by you guys. For initiative, I will take the group average so you guys are all grouped together for turns. When it's the party's turn, it's first come, first serve. Enemies will not take the average.


God

You don't have to make the backstory just yet. Take whatever time you need. :)

Looks like you found how to put the stats clearly visible, Nice!


God

I will probably start sometime over the weekend for the first post. The cool thing about play by post is the posting can fluctuate in speed. Post whenever you feel like it. I am making a commitment to post at least once a day if you guys want that kind of speed. That is also why I am only going to dm 1 campaign, So I can draw my focus in making a great experience for everyone who is playing. But, we will all be busy once in a while. I need to work on the intro anyway. It's really up to you guys when we are really starting.


God

I am probably going to make my first real post in the gameplay thread in the next couple of days. Just to keep the interest flowing and give you guys a nice introduction to read and hopefully enjoy. Not trying to rush anything, take whatever time you need.

Man! I am excited!


God

Cool. I will double check all character stats when you guys are done.


God

Alright, another update.

Female Human Winter Witch

Female Human Hunter

Male Half-Orc Fighter

Male Goblin Pet Trainer

Cleric Of Nethys


God

I am cool with that. Ever since Princess Mononokoe my whole perspective of elks has changed. I mean.. they were cool.. but they became awesome after I saw that movie.


God

Just, wanted to say that although I have certain character rules stated. I am flexible. Especially for this campaign.

The cast has been updated on the campaign page.


God

Loot: Average for Class at Level 1

Summer Chases-Stormclouds wrote:

The earliest memory Summer can recall is of an expedition her birth mother was forced to carry her along on, exploring cold windy valleys in search of the giants her mother had been summoned to deal with. On a particularly bitter cold day, there was suddenly a loud rumbling sound and a fair deal of screaming, and Summer lost consciousness, coming to buried in a snowdrift, the sole survivor of either some terrible disaster, or dangerous beast she never saw coming. Before succumbing to the elements, a passing winter witch (no doubt also having business with the local giants) happened upon her, saving her life, and taking her under her care.

While her new adoptive mother was rather harsh, some might even say heartless, she proved to at least be an excellent teacher, quickly "taming her lazy savage tongue" (so uncultured that for a year she stubbornly insisted on mispronouncing her own name- "Suma"), a proper reverence for Baba Yaga, how to avoid all that silly shivering and turning blue that a lazy savage will insist upon in all but the most intolerably warm environments. Summer's new mother also taught her something of the true nature of the world, and channel the voices of the ancient spirits of winter through small animals... although her lingering savagery left her soft-hearted enough to always insist on naming them, and doting on them like pets.

This same terrible flaw in character eventually caused something of a rift between Summer and her new mother, who often observed it was bad enough having to constantly mask her completely inappropriate appearance when their travels took them to civilized lands, without her constantly questioning the proper methods of punishing those savages who questioned the sovereignty of the witches. Eventually this tension became so severe that the only sensible solution was for to set Summer on a quest to find her "savage ancestors" and see "the squalor they live in" without proper guidance.

This of course proved something of a problem, as beyond the fact that her original homeland was one her mother would describe as "beyond intolerably warm," she lacked enough memories to find it. For the last several years, she has therefore been quite open to the suggestions of others on what land she may have originally called home, entertaining notions that she perhaps originally grew up deep in the Mwangi expanse, the distant lands of Vudra or Katapesh, or perhaps most likely of all, the cinderlands of the Shoanti. To properly honor her mother's request, she has been doing her best to dress and conduct herself in the fashion these dispensers of wisdom claim befits such people. Traveling barefoot with crude and immodest coverings made from animal skins barely held in place with bits of string, and decorated with headbands, and crude jewelry made from wooden rings and the bones of animals.

While a brief visit through the lands of such people once revealed a bit of discrepancy here and there, Summer was of course sure to favor the wisdom of Irrisen's learned masters on what was truly appropriate for "her kind" rather than what those "savages" may insist, much as she also continued to hone a properly icy demeanor, particularly attempting to emulate the way her "mother" always had such a way of hiding any disgust she may have felt with colorful euphemisms and biting sarcasm.

Oddly enough, the passive-aggressive spin on that was a last minute afterthought.

Another character is homebound! I like it. The ironic name was a great idea. Look like you got the crunch rolling too. Sweet!


God

Sounds good at this point you can take your time.

Update

Female Winter Witch

Female Human Hunter

Male Half-Orc Fighter

Male Goblin Rouge

1 more spot.

The Lineup has changed a bit . So, I have 1 more slot to fill.
I am having trouble trying to contact a friend (CP) that I want to include., I am going to give 1 last try in getting him in. I will probably invite or recruit someone else to keep everything moving if it does not work.


God

Alright guys, I have two of the party members so far on the campaign page, tell me what you think.
Trying to make it sound enticing!

Man, I feel like I need a movie commentator voice.

"In a world of winter, it will take a summertime of heroes to melt it down. Reign Of Winter!!!!!!!! Coming to theaters Friday."


God

Party composition update:

Male Half-Orc fighter

Female Human Hunter Go for it! :)

Male Goblin Rouge going into Shadow dancer

Winter Witch?

Unknown, Probably a divine caster.


God
leinathan wrote:

Alisa was born in a small, unnamed village in the Land of the Mammoth Lords. Her family couldn't be considered gentle or nurturing in any modern sense of the word, but they were more than caring, and they reared her in classic Ulfen fashion. She was helping hunt by the time she was five or six, and when the village moved seasonally she was always around to help dis-assemble and then re-assemble the homes of her family and their neighbors.

Then, one day, the White Witches came. Three of them, clad in the furs of winter wolves and accompanied by a half-dozen frost trolls and dominated human warriors, they fell upon the small Ulfen village in the dead of winter and the dark of night. The men and women of the village were warned beforehand, of course. They weren't stupid, nor were they uncautious. Predators strong enough to kill an entire family and get away stalked the night during the winter in the Realm of the Mammoth Lords, and so scouts and night watches were always called for.

They weren't prepared for the Witches, though. Stories of how the winter had claimed half of the Ulfen lands many years ago had circulated among Alisa's people, but never had she seen the White Witches at work, so when the three of them and their allies easily carved through Alisa's village's warriors, she stood in awe. The witches called spears of ice to impale her friends and neighbors, and storms of swirling sleet to catch up fleeing women and children. The warriors tried to fight the ice trolls, but they had no fire, and so after a long battle, they fell. The Witches' magic kept any noncombatants from truly fleeing, and so at the conclusion of the slaughter of her friends and family, Alisa was taken prisoner by the White Witches. She was among dozens taken from her ancestral home into Irrisen, where endless winter reigns supreme. Eight years she spent in Irrisen - the greatest block of her childhood. Not that she really had a childhood anymore.

The Witch that took charge of her was called Conna, and she was a cruel and cold mistress. While she originally took Alisa in on the premise of indoctrinating her into the White Witches themselves, it quickly became clear that Conna had no interest in teaching her magic to another. Alisa, instead, was used as a simple servant. She cooked for Conna, she cleaned Conna's filthy white robes, and she fetched things for Conna. On several occasions, she was used as a scapegoat to test the results of a new spell that Conna had learned, so Alisa quickly had to learn to recover from frostbite very quickly. If she had not, Alisa would have died from her cold-infused injuries, inflicted by her cruel mistress.

She began to doubt that she would ever escape, that she would ever see her home again. Alisa wondered whether she even wanted to. Late one night, she gripped a black carving knife taken from the kitchen and contemplated returning to her family in another world.

She heard something from without the tower she and her mistress lived in. "The Everbloom!" the cry went out, and a crash as the front gate of her tower fell to the ground. "Down with the oppressors!" She lowered the big knife from her throat and leapt out of the cot she had been given, crouching low and taking a peek out of her closet's door. She was on the top floor, so she didn't have the best view, but she could still see the flashes of divine light as a silver-armored man and woman, both wearing the iconography of a bloody rose on their crimson capes, battled her mistress. They swung morningstars and threw beams of magical sunlight at her, and she, groggy from having been woken in the middle of the night, retaliated with blasts of wintry ice and walls of frost. Conna was clearly the most powerful of the three combatants, but she was outnumbered and occupied.

Alisa saw her chance. Quickly, she ran back into her room and began throwing on all of her layers. She topped them off with a completely white rag, the better to be concealed in the snow, and then she scampered out of her room and down the stairs. She tucked the big kitchen knife into her rags, just for good measure. The battle was still going as she descended the tower, though Conna had been pushed back towards her room. Alisa didn't look back. She darted right in between the two divine warriors, despite their cries to her to wait, and right out the door of Conna's tower. She fled, into the winter night.

The next few days were rough. She was hungry, though she didn't lack for water. She was cold, though she didn't lack for shelter. The landscape of Irrisen is dotted with abandoned lairs, their once-occupants killed by the civilizing forces of Irrisen's Winter Guard. She thought that she might just die, out in the wilderness, of exposure or of being hunted by some massive winter beast. She was okay with it, too. Mostly.

Still, something kept her going. Day after day, she forged deeper into the frozen Irriseni forests, until she came across something remarkable - a window in thin air. It shimmered with blue light, and beyond was a vision of light and warmth and heat - the same forest in the height of summer. She shivered with cold and walked towards it, slowly. She reached out a hand, yearning for the feel of live grass and the touch of the sun's rays...and then was astonished when her hand went right through it!

That was ten years ago. She managed to escape from Irrisen through a portal she had found in the deepest forest, though upon returning to try and find the portal again, years later, it had disappeared. She never did find her way home, either. She came out of the portal in the nation of Taldor, and quickly made her way to the nearest town. There, she found it difficult to find somebody that wanted to adopt a nineteen-year-old girl, but she did find work as a barmaid in the local tavern. She was good at servant work, and it paid for her food and gave her free lodging.

She kept venturing out, into the forest, always looking for that portal, always trying to find where she came from.

Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.

If I synthesize this story, this a cool (see what I did there ;)) revenge story. I can see alot of character development from your character, especially if Googleshng goes Winter Witch. It's seems for Alisa, that winter is really a has been so close to winter witches that she could dread winter as much as winter witches. Kind of like if winter is a character, winter has some guilt by association. They could have a really weird blur together.

leinthan wrote:
Eight years she spent in Irrisen - the greatest block of her childhood. Not that she really had a childhood anymore.

This makes the eight years vague. What exactly happened, I as a dm do not know. A dm does not have to know everything. This is what I like though, I like detail. But a player does not have to reveal all their tricks in the backstory, a summary is an excellent way to get things rolling. Looks like there are many opportunities, where you can reveal or create more of her backstory within the campaign. Hopefully, you will give some tasty detail during the campaign.

leinthan wrote:
Always looking for White Witch blood. She was grown, now, and she had grown strong. They would see, once she found the way back, that you never mess with an Ulfen woman and let her go free.

This looks like your compass goal to move into the campaign. It looks like that you know Reign Of Winter quite a bit. Which makes me think that I need to put out more information. :) A constant theme I see is moral ambiguity. Your character has kind of set that tone, I think.

Her seeking revenge will be a challenge to her good nature. Although.. her good nature is not really in the backstory. Your character's good nature can be known later as the campaign starts rolling. Heck, its going to be interesting either way.

That is so far my interpretation of your backstory. You are the author of the backstory. You understand the intention better then I can. I think it's cool, pat yourself on the back.

Do you believe I have understood your intent or brought some more insight into what you could do as the campaign progresses?


God

Neither is wrong. Sounds like a really interesting dynamic.


God
Gendrid wrote:
Ex-slave (a primitive scarred mark on his lower neck marking him as property), he's been wandering around the north in an attempt to re-discover is origins and who he is/came from after escaping from slavery at a young age, and has spent many years traveling the north and wandering its icey passages.

This sounds pretty interesting. If you elaborate more, I can include your family background in the story. It will make for some interesting roleplaying.

leinathan wrote:
^ Tell me what you think or if you have any questions. It's Alisa's backstory, in case that wasn't clear.

Sweet! Sure!


God

Glad you found it! So far, Female Human Ranger, Male Half-Orc Fighter, Bard (race and gender not determined), Druid (Uncommon Race, I am giving him a chance if the character has a good reason to be there.)

Arcane is probably a good route to go.


God
Leinathan wrote:
Population and location of Heldred? Climate?

Climate: It's summertime in Heldren. Heldren is near a place called the border wood, where recent tales of unnatural winter have began to spread. During the mid summertime!

Population: 171 (152 humans, 6 dwarves, 5 halflings, 4 gnomes, 3 elves, 1 Half-Elf)


God

Classes: Core Classes, Witch, Inquisitor, Oracle, Magus, Cavalier.


God

Sweet!


God

Traits: 1 campaign trait and 1 trait of your choice. If you take a drawback, you gain a third trait of your choice. Campaign traits are in the players guide.


God

Alright, Without further ado.

20 Point Buy: Happy spending!

Alignment :Every alignment, except Chaotic Evil. Every character has to have a good reason/motivation to be there. Conflict is good from time to time, but nothing that wrecks the campaign.

Races: Core Races allowed. Featured Races if you have a good reason for them to be in. No uncommon races (Not really feeling for them in this one.).

Download and read the players guide.
Reign Of Winter Players Guide

Free Feats: Weapon Finesse, Endurance (I might add more)

Background: Each of you have integrated yourself in the small town of Heldren. You guys know each other. Everyone in the party have spent a few years living in Heldren. Seriously, the town is really small.

If you guys have any questions about Heldren, I will answer them to the best of my abilities.

Questions: Ask! Ask! Ask! Ask!


God

Alright you lovely bunch. I want to lay down some rules for you guys.

1. Good Attitude: Alot of the enjoyment in life comes from being positive. The glass could be half empty or it could be half full. Stick with a good attitude! Life is what you make it!

2.Characterization/Strong Narrative: I want to see some interesting interactions, you are a huge part of what makes dming fun. I love me some characters. You don't need to reveal everything about your character, but leave us wanting to learn more! I am a story kind of guy.

3.Team Player: Play as a team! Team! Team! Team! Say it!

4.Improvement: Always room for improvement for you guys. Seek improvement! Ask for advice if you need it.

5.Communication: If you are bugged by something please tell me, I am a resource.

I am going to leave it at that for now. I am going to set my expectations high because I know you guys will meet the challenges head on and take them down!!!!!!!


God

Yes, I will have some ground rules for you guys as well. Jason and I have this really ambitious project at the moment that I need to finish up soon. Then I will be able to get things more rolling. Expect a week or so of me reading and rereading part 1 of this adventure path. I really need to internalize the information. I need this time so I can really bring the best experience I can make for you guys.

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