Dog Fairy Doll

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“It is several weeks between each one. Sometimes longer.”


The skis’raal replies to Kalenmourn, “I am Skethyk and the other is Azraak. We may be willing to join you if there will be bodies, but we also require coin. For 7 gold pieces every 10 days it would be worth our while.”


The Spider’s Maps

The introductions proceed. When Kalenmourn returns with paper and ink (the latter taken from either Taecuss’s or Elkrakyrr’s bag) the skis’raal who has been doing the talking draws a map.

The spider mentions that the river flowing through Fasturvalt is extremely swift, and that trying to swim it would likely be suicide.

The spider’s map of Fasturvalt

Vayashan trades knowledge of the geography of the Upper Azathyr with the spider (omitting mention of the secret Dark Road). It quickly becomes clear to him that the skis’raal is likewise trained as a ranger from the nature and precision of its observations. The skis’raal is a native of the Fungal Jungle and informs Vayashan of a city (population around 2000) of myceloids located on the jungle’s Western edge (cell 0611) and a minor settlement (population around 250) of skis’raal along the jungle’s Northern limit (cell 1403). The spider also mentions a large mountain in the far South-East of the jungle (cell 1719) known to the locals as Mount Uranoth.

Upon Vayashan’s request, the spider also draws a map of the chokepoint located immediately South of Fasturvalt.

The spiders’ map of the Needle’s Eye


“The gnome capital is dangerous, well-guarded. We have never been inside. The quarry town is small and poorly-guarded. There are more than 400 gnomes but fewer than 500. We were able to sneak inside without being seen. We could draw a map if you have writing things.”

The capital is Kladdenvalt, the city mentioned on the waystone as lying 9 days west of your present location. The quarry town is of course Fasturvalt, 5½ days to the northeast.


The spiders cringe. The same one speaks as before.

"Caravans pass this way to and from the city. Full of gnomes. Tasty gnomes."

Kalenmourn:
Searching his mind regarding the less important races of the underworld, Kalenmourn recalls that this particular species of giant spider — the skis’raal — is not generally known for devouring intelligent creatures.


The Hole in the Ceiling

Maldar climbs up the side of the tunnel and pushes aside the artificial covering. Vayshan and Kalenmourn follow.

The hole in the ceiling leads up through a five foot chimney to a small chamber with the walls covered in webbing. The chamber is about 50 feet long, and is about 15 feet wide at the narrowest and 25 feet wide at the widest. Woven into the webbing is jagged runes fashioned from discolored silk. None of the three recognizes the meaning of the runes.

At the far end of the chamber perpendicular to your line of sight is an opening through which emerge a pair of man-sized spiders. They hiss at the drow in Undercommon, “Be gone! We wish no traffic with the likes of you!”


At your command, Merve quickly starts heading back to tell the army to start marching on Fasturvalt. Lightly-encumbered, you expect the messenger to reach the army in 5 days.

Elkrakyrr tlar'Eilser wrote:
He pauses, looking to another attendant. And you, take the additional rations as far as you can manage in the time that it takes the army to reach you and provide them with the additional food. We cannot have them turning on each other for lack of supplies.

Zeynep hesitates, then says "Yes sir" and walks over to the rations. He strains to lift the bundles. He manages to get them off the ground, but drops them when he tries to take a step. "Sir... I don't think I can move them all by myself."

Rations have a weight of 1 pound per day. If you split the load between the remaining porter and the two scouts they would be able to carry it, but no faster than the party's current movement speed.


Kalenmourn wrote:
Is it the ceiling in the drow cache that's artificial? And if so, does it appear that we could climb up into it and perhaps something is hidden there? Or another entrance?

It is in the corridor outside the cache. Yes, you could climb up there; it is near the wall, which is rough and climbable. It is about ten feet up.

Kalenmourn wrote:
Additionally, was there anywhere along the dotted path west of Fasturvault where we could keep the 100 soldiers closer to the city while we scouted it out? Like a branched off cave, or series of cul-de-sacs?

There was no single cave along the dotted path suitable for keeping 100 soldiers, although you could keep them strung in a series of smaller caves spread around 8 miles or so.


The Drow Supply Cache

Taking the Western route to avoid the Lake of Diamonds, it takes 10 days of travel to reach the minor Southward passage that is the most expedient route to the wide path known as the Gnome King’s Highway. You are aware that the Gnome King’s Highway is the primary conduit to svirfneblin settlements outside the Azathyr, but despite the grand name it is not particularly safe and is not regularly patrolled. The main force of drow remains at the fork with the minor passage at 0518 while the smaller scout force travels ahead. Traversing the minor passage takes 8 days, then you travel 2 days West along the Gnome King’s Highway to reach your destination at 0320.

Coming to your destination you pass a gnomish waystone bearing the inscription “5 1⁄2 days east and north to Fasturvalt. 9 days west to Kladdenvalt and 32 days east to Vondehammer.”

You search for the entrance to the drow cache. Vayshan finds a secret door along the South wall disguised to look as an ordinary stone. Behind it are 200 days of rations in the form of hard mushcake and dried auroch meat. This is slightly less than enough to feed the entire army for 2 days, or enough to feed the scout party for 22 days. There are also 120 potion vials. Their contents are mystery to most of you, but after a period of examination Maldar identifies them as potions of gnome’s bane.

Gnome’s Bane:
Gnome’s bane gives a +8 alchemical bonus to fortitude saves to resist the blindness/deafness spell-like ability of the svirfneblin for 24 hours, making the imbiber all but immune. The concoction is also poisonous to gnomes only (treat as arsenic).

During the search, your scouts also noticed that a patch of the ceiling near the North wall is artificial.

The main army has 11 days of rations with them. The scout party has 33 days of rations.


Elkrakyrr tlar'Eilser wrote:

Elkrakyrr seems pleased with his choice of porters and begins hefting supplies, particularly food for the scouting party, onto them.

Asmodeus protects those that serve well. You have found room in your souls for the acceptance of the order granted by the Dark Prince I trust? He whispers, just getting the pair set up near the front with the rest of the scouting party and ready to head out.

Merve is the quicker to answer. "We are faithful to the dark prince." Elkrakyrr gets no sense from her demeanor whether Merve had any such inclination before she spoke, but at least she is quick to catch on.

Vintressa wrote:
Vintressa scans over the female soldiers looking for two competent looking ones to promote up to sergeant and points out to them. "Hmmm, that one and that one."

The two sergeants selected by Vintressa are named Nehir and Hatice.


43 of the soldiers are female, including the scouts Gamze and Irem and the porter Merve.

Clarification: do you intend for Zethra to accompany the scouting party, or stay back with the larger group?


Burak shakes his head. His expression is sour but if he has any objections he does not express them verbally.


It sounds like you guys intend to head to the cache taking the porters and scouts with you. I would like to know what the rest of the army is doing. Are they following you a half-day behind like Taecuss suggested?


Elkrakyrr picks a pair of small but fit drow named Merve and Zeynep to act as supply carriers for the scouting group.

Kalenmourn wanders through the camp inspecting how the troops act when they are at leisure. The large drow named Morgus has an overbearing demeanor and seems to exert dominance over his immediate fellows. There is also a sulking drow named Burak who seems to be trying to avoid notice.

Vayshan eved'Vytharia wrote:
Vayshan approaches Zethra, and says, "You look like you have seen time in the deep tunnels. The dangers are different out here than in the city, and we need to keep watch for them. You will help me identify who among your cohort will serve us best as scouts. Watch how they move, see who stays aware, who has the instincts we need."

Zethra says to Vayshan, "I may be able to find a drow or two like that."

Zethra seems to already have several people in mind, as he heads straight towards them, but he engages in a bit of horse trading. Kalenmourn overhears Zethra attempting to extract a bribe from Burak in exchange for putting his name forward as a scout, then (upon being turned down) trying to solicit a bribe in exchange for not nominating him as a scout.

Zethra later returns to Vayshan with a pair of drow named Irem and Gamze. "I have found two who seem like quick learners. I'll keep my eye out for more."


Taecuss dyn Bru wrote:
Did Captain Quoll leave any of them in charge while we were en route to this staging point?

It would have been reasonable for Captain Quoll to do that, but as far as you can tell he just told the soldiers to wait at the staging area until their commanders arrived.


Elkrakyrr tlar'Eilser: Yes, the soldiers all appear to be drow.


At the Staging Point
In the interests of keeping things moving, I’ll say that you have arrived at the staging point. From here if you want to scout you will need to make specific decisions about the route you will be taking, who will be going along with the scouting party, and what any of the soldiers who are not part of the scouting party should be doing. Your current location is marked on the map.

It takes you two days of travel from Vothys to reach the entrance of the Dark Path. On the fifth and eighth days you pass by drow patrols on that narrow road, each consisting of a half-dozen soldiers with a pair of cave leopards. On the ninth day you arrive at the cavern where your soldiers await.

The soldiers are not as well-equipped as the guards in Vothys. They wear leather armor and carry light steel shields, and have each been issued with a rapier and a hand crossbow with 20 bolts. Each carries 2 doses of drow poison.

You examine the soldiers for potential sergeants. One named Morgus is noticeably taller than the others (though not as tall as Maldar Di'Zernae and Kalenmourn). Vayshan eved'Vytharia notices that another named Zethra carries several daggers in addition to his standard-issue weapons, so maybe he has some experience. Those are just the ones who leap out at first glance. If you wish to spend time evaluating the soldiers you may be able to identify further candidates according to certain criteria.

Your soldiers currently have 31 days of supplies remaining.


Vayshan eved'Vytharia wrote:
I can't read the cell names on the map, they are too faint.

Here is a map that is higher-resolution and less fuzzy: better map.


"Few of the new soldiers were faithful of Asmodeus before they were recruited."

"It has been 20 years since the last scouts were sent to Fasturvalt. Gathering intelligence will be up to you."

In case it was not clear, the staging area will take a number of days to reach. The captain is not walking towards it.


You and what army?

The seven of you leave Lady Satha's audience chamber with the intention of inspecting your army. Outside you are approached by captain Tethyr Quoll, the highest ranked of Lady Satha's soldiers.

"Your soldiers are awaiting you in the staging area near the South end of the Dark Road with forty days of supplies. It is about a day's march from there to the secret door, and from there it is between twelve and twenty-three days to reach Fasturvalt."

The staging area is in cell 0412 of the map.

Visual description of Tethyr Quoll:
Tethyr Quoll wears a mithril shirt and a fine silk cloak. At his side are a rapier of impressive craftsmanship, an ornate buckler, and a finely-crafted hand crossbow. Around his neck is a silver pendant indicating his office, and he has rings on the fingers of both hands.

Kalenmourn:
Kalenmorn recalls hearing that near Fasturvalt there is supposed to be a hidden supply cache, about two days South from Fasturvalt then another three days West along the Gnome King's Road. The cache was supposed to have been placed there some centuries ago by Lady Satha's predecessor for a contingency which never arose, so unless it has been looted there may still be supplies there.

You believe the hidden supply cache is in cell 0320 of the map.


Elkrakyrr tlar'Eilser wrote:
I'm assuming that we can move the "army" through the smaller passages? Or do we have to go through the jungle?
Vintressa wrote:
Yes, I was also wondering about the average size ratio of the minor, secondary and main passages.

Major passages are consistently twenty feet across or even wider, allowing huge creatures to pass without issue. Secondary passages are consistently at least ten feet across, allowing large creatures to pass without issue. Minor passages are traversable by medium sized creatures but often only just. Often not level, travel times are doubled. Large creatures and wagon caravans cannot take them.

Due to the meandering paths and difficult terrain, the travel time on the maps provided is approximately one hex per day. A small group of drow could cover 1.5 hexes per day if all the members were unencumbered and not wearing medium or heavy armor.

EDIT: The Dark Road is an exception to the rule that minor passages normally slow travel time, as it has been leveled and extensively cleared. To be clear, an army would have to travel single file.


Vayshan eved'Vytharia wrote:

He wracks his memory, trying to call up the layout of tunnels between Vothys and Fasturvalt, especially trying to remember anything of the layout around Fasturvalt and any potential approaches to the quarrytown.

Knowledge (Dungeoneering): 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge (Geography): 1d20 + 4 ⇒ (20) + 4 = 24

Vayshan has significant knowledge of the geography of the Upper Azaythr. See this more complete map. Possible approaches to Fasturvalt are as indicated on the map: secondary passages to the East and South, and a minor passage to the West. Fasturvalt itself is located in a single massive cavern through which runs a swift river.


Kalenmourn wrote:

Kalenmourn tries to recall anything he knows about the paths to Fasturvault and what he knows about Deep Gnomes.

Knowledge (Dungeoneering): 1d20 + 3 ⇒ (4) + 3 = 7
Knowledge (Local): 1d20 + 7 ⇒ (13) + 7 = 20

The primary route to Fasturvalt goes through the Fungal Jungle, but the drow are aware of a hidden shortcut they call "the Dark Road."

A Knowledge (Local) check of 20 is sufficient to give all information on Svirfneblin located here: racial entry, monster entry. Of particular note are deep gnomes' resistance to spells, affinity for stealth, and ability to inflict magical blindness.

EDIT: You are aware that just South of Fasturvalt there is a natural chokepoint called "the Needle's Eye."

Kalenmourn wrote:

As they leave, Kalenmourn shrugs at Elrakyrr and smiles, Perhaps I'll have a bit more luck. Detect Magic

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

Kalenmourn recognizes them as potions of Cure Light Wounds.


Here is a map that shows where Vothys is relative to Fasturvalt, including passages you are aware of.

(The location labeled as "The Great Jumping Off Point" is known to the drow as the Pit of Hezzarian. The area with the mushrooms is the Fungal Jungle.)


The gameplay thread is up.


The drow call this entire region of the underworld the Azathyr. It means web, so named for its many labyrinthine passages. Vothys is a small outpost on the very edge of drow power within the Azathyr.

Taecuss dyn Bru and Kalenmourn:
Taecuss dyn Bru and Kalenmourn know that Vothys was built centuries ago to hold the strategic Pit of Hezzarian so that incursions from the surface would be more difficult, but that as the seismically active Earth’s Wound closed off the openings within the Fungal Jungle this became unimportant and Vothys was largely forgotten.

(It is okay for anyone to read this. I am just making it clear who this is for.)

You are summoned before the Baroness, Lady Satha of Vothys.

The audience takes place in area 1-1 of this map. A picture of the exterior of the tower is here. A picture of Lady Satha in her audience chamber is here.

“I have an errand for you. The deep gnome quarrytown of Fasturvalt has two things I desire – stone and slaves. You will seize them for me. I have assembled an army of a hundred fine warriors. I put them under your command. That should be more than enough soldiers to brush aside their pitiful defenses. Even better their ruler, Lord Geirni, is a simpleton who believes he can placate us with treaties and supplications.”

This recently-assembled army presumably consists of the various outcasts and scum that until a few days ago inhabited the drow camp in the cavern behind Lady Satha's tower.

“My generosity does not cease there. I have gifts. The jewels summon forth minor fire elementals for about a minute I’m told. You can either shatter them and command the elementals directly or set them as traps. Amusing little toys to be sure. Use them to burn the gnomish armory. The potions will keep you in good health. See how much I care for you, my honored subjects,” she says with a smirk.

A pampered courtier presents you with a small chest containing three jewels and three potions.

“This errand should be simple enough. Do this and return to me. You are dismissed.”


Thanks for getting your characters all posted. The first post won't be up until late tonight, sorry for the unexpected delay.


Duath'miaca wrote:

DM NS, at Tourach's suggestion I am considering dropping knife master in favor of standard rogue so I can have trapfinding.

Thoughts one way or the other?

I think taking trapfinding is a sound idea, but it is your choice which you want to do.


Acceptances
We had a strong pool of applications. I would have been pleased to take the full seven from this group, but unfortunately I only have four openings. The four invitations are going to:

Tassadan, with Maldar Di'Zernae (Drow Alchemist).
The Doom That Came to Sarnath, with Vayshan eved'Vytharia (Drow Ranger).
markofbane, with Taecuss dyn Bru (Drow Wizard).
Bane88, with Duath'miaca (Drow Rogue).

The other players are Joy with a drow cleric, aptinuviel with a drow bard, and Tourach with a drow sorcerer.

The game will start tomorrow. I thank everyone who posted.


These are the completed applications I have received so far:

Fanguar: Mithas Aran (sheet), Drow Fighter (Brawler)
Zahir ibn Mahmoud ibn Jothan: Chakos Hyluan, Drow Fighter (Weapon Master)
Baldwin the Merciful: Ra'nuk Vytharia, Drow Rogue (Scout)
The Doom That Came to Sarnath: Vayshan eved'Vytharia, Drow Ranger (Deep Walker)
Adhan_Cielo: Lythirra, Drow Inquisitor
markofbane: Taecuss dyn Bru, Drow Wizard (Foresight)

Character sheet but no description:

JuanAdriel: unnamed, Drow Monk (Martial Artist)
bane88: Duathmiaca, Drow Rogue (Knife Master)
Seth86: Zartana, Drow Summoner
Dark Netwerk: Zendross Zil'Doren, Drow Black-Blooded Oracle

Anyone who wishes to apply, be sure to have your character sheet and description posted before tomorrow at 11:59 PM EST.


Dark Netwerk wrote:

Speaking of archetypes. I know 3rd party are verboten, but I was curious as to the specific (yes, 3rd party too) archetypes created by Fire Mountain Games for their Way of the Wicked game:

Antipaladin (Lord of Darkness)
Cleric (Unholy Barrister)
Monk (Hand of Tyrrany)
Inquisitor (Torture Master)

Not to mention the different feats they've created (e.g. Devil's Pact).

That is a reasonable question, but I will say no as they were intended for a different AP.


Haruk wrote:
Can I keep most of my backstory as is?

Show me what the backstory would look like after the changes you have in mind.

baldwin the merciful wrote:
I assume the DM would permit "undercommon" as a language, if not that is easy enough to swap out.

Good catch. Yes, that is permitted.


These are the completed applications I have received so far:

Adhan_Cielo: Lythirra, Drow Inquisitor
Fanguar: Mithas Aran (sheet), Drow Fighter (Brawler)
Zahir ibn Mahmoud ibn Jothan: Chakos Hyluan, Drow Fighter (Weapon Master)
markofbane: Taecuss dyn Bru, Drow Wizard (Foresight)
Baldwin the Merciful: Ra'nuk Vytharia, Drow Rogue (Scout)


Lupi wrote:
You have made yourself clear on no 3pp, but what about stuff from the MCA wiki?

I would like to stick to first party material.

Lupi wrote:
The Samurai revolves either picking the Urumi, Naginata, Katana, or Wakazashi. Would you be okay with me selecting a Nodachi instead?

I think that the already existing weapons provide pretty good variety so I'd rather not alter them.


Adahn_Cielo wrote:
DM NS, could we have some more background information on our exile: what was it like where we were before, did we supposedly knew each other (seeing as you said we are all from house Vytharia), from how long we've been kicked out...

Your flight from Taaryssia was years ago. Taaryssia is a great city, ruled by a queen and holding dominion over a very large geographical area. I am going to be vague about the exact situation in the city at the time you left, since full information about Taaryssia is going to be detailed in a book that is yet to be written.

It would make sense that the characters already know each other, but it is okay to wait to determine ties until after selections are made.

Adahn_Cielo wrote:
Both one of the traits you gave us and some of the racial ones from Drow give you bonus to be best buds with demons: is it safe to assume they got reflavoured for devils, seeing as we're followers of Asmodeus/other LE deities?

Good catch. The campaign-specific traits get reflavored, but the racials do not.

JuanAdriel wrote:
About the evil campaign: It is going to be a treacherous party, or you expect camaraderie and respect between party members? I'm for the last, because thats the idea of a party game.

My broad intention is that the players are on the same team.

Zahir ibn Mahmoud ibn Jothan wrote:
Can a Drow Descended Half a Elf take the campaign traits the same as a full Drow?

I will say the Campaign Traits are also available for half-drow. The Ability Score Traits are intended to replace the standard drow ability score modifiers, and so are not available for other races.

Adahn_Cielo wrote:

If Warpriest is not an option, could we houserule that the Cruelty class feature of the Pain Taster works with Spiked Chains, instead/in addition of whips?

That way, I could pick an inquisitor and use the spiked chain as my weapon of choice instead of the whip:it would still be flavor appropriate, and I won't be a deadweight by using a 1d4 weapon.

Sure, I do not think that is unreasonable.


Adahn_Cielo wrote:

Are ACG classes really a no-no?

I am afraid so.

Darkness Rising wrote:
Thinking about an anti-paladin, assuming you'll allow 're-skinning' to LE from CE (presumably Asmodeus has such followers?).

Yes, I would consider an application for a LE reskin of an anti-paladin.

mcridill wrote:
Are third party archetypes allowed?

Paizo only.

Zahir ibn Mahmoud ibn Jothan wrote:
JBE has an alternate favored class bonus for the Drow that is basically the same as the human one. Will you permit that?

I'd like to avoid any third party material.

alexgndl wrote:

For worshipping deities-are the Infernal Dukes and Archdevils fair game as well? After all, they do all reside in Hell, and kinda seem like a "middleman" between the PC and Asmodeus.

Yes, they are fair game.


Zahir ibn Mahmoud ibn Jothan wrote:

Will you play SR as RAW, or will you amend it? All Drow have SR, so this is important!

I had not planned on altering SR. Do you have some specific change in mind?


Feral wrote:

This is actually tempting.

It looks like this will be your first PBP as a DM. Welcome aboard!

Do you mind telling us a bit about yourself?

Hi. Indeed, I’m new to PBP DMing, but I figured it was time to get my feet wet.

I have been roleplaying for over ten years, and I have run several tabletop campaigns in the past, so the idea of running an adventure is not new to me.


Build an empire beneath the earth! The drow call this region of the underworld the Azathyr. It is a vast sprawling labyrinth full of wonders and horrors. For the unwary, it is a death trap. For the bold and resourceful it is a gateway to power and riches. Are you clever enough to tame this weird wilderness? Do you have what it takes to claim for yourself a Throne of Night?

Hello, I am recruiting players for the evil-aligned path of the Throne of Night adventure path by Fire Mountain Games.

The player characters are cultists in service to the infernal god Asmodeus. At the start of the adventure path, the nascent cult has fled from the drow city of Taaryssia and taken refuge in the minor outpost of Vothys under Baroness Satha. Since then the cult has been recruiting, perhaps even attracting a few non-drow. The campaign may eventually take on a tone of a religious war among the drow as the PCs will seek to replace the old demonic order with their new infernal faith.

Player characters should be within one step of the Lawful Evil alignment. Characters must either worship Asmodeus or a philosophically compatible god. Allowed races are drow, duergar, hobgoblins, goblins, kobolds, and all core races. The book suggests that drow characters might all be members of House Vytharia. In general I will look more favorably on drow characters, and I am unlikely to accept more than two non-drow characters.

Characters will start at 1st level with max HP for class + Con and average starting gold. Attributes are 23 point point-buy. Every PC will gain two extra skill points per level.

In order to make drow characters more versatile, players may spend one of their two traits selecting an Ability Score Trait. These traits’ benefits replace the usual drow racial ability score modifiers. I will not be using the rules for drawbacks.

Ability Score Traits:

Cruel Slaver
You are enslaver of the helpless and slayer of any who oppose your clan and cause. However, as mighty as you are, you are also reckless and overly quick to anger.
Benefit: +2 Constitution, +2 Strength, -2 Wisdom

Devotee of Dark Powers
You are a follower of a wicked or even demonic faith and are destined to lead a cult to great and terrible glory.
Benefit: +2 Charisma +2 Wisdom, -2 Constitution

Master of Arcane Secrets
You would use your great intelligence and experience to lead yourself and your clan to dominate all others.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution

Silent Killer
You are a born assassin, ready to slay for family, your cult or perhaps even for the sheer pleasure of the kill.
Benefit: +2 Dexterity, +2 Strength, -2 Charisma

Treacherous Infiltrator
There is no lie you cannot sell, no lock you cannot pick and no enemy you will not strangle in their sleep. But in a straight fight, you are out of your element.
Benefit: +2 Dexterity, +2 Charisma, -2 Strength

Campaign-specific traits are available. Selecting one of these traits is not mandatory.

Campaign Traits:

Dangerous Beauty
The drow are famed for their dark beauty and you are a fine example of this. There is something alluring about you that draws victims into your web.
Benefit: +1 trait bonus on Bluff and Diplomacy checks made against anyone potentially attracted to you.

Demonic Bargainer
You have a particular affinity for dealing with the denizens of the abyss.
Benefit: You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.

Exile’s Stolen Treasure
Before you were driven out of Taaryssia you managed to take one piece of magical or well-made gear with you.
Benefit: You have one item (be it a masterwork weapon, armor or minor magic item) worth 900 gp.

Gifted Poisoner
You have worked with poisons all your life and have become a virtuoso at their use.
Benefit: +1 trait bonus to poison saves and a +1 trait bonus to any knowledge skill roll concerning poisons.

Hatred of Surface Dwellers
You have a particular hatred for those who hail from above. Perhaps you believe them invaders or perhaps you carry an ancient grudge. Whatever the cause, you are eager to see them die.
Benefit: You inflict +1 damage against any surface dweller you encounter.

Improved Darkvision
Even for the drow, your darkvision is impressive.
Benefit: You gain Darkvision 180 ft.

Memories of Taaryssia
Though you have been long exiled (or perhaps even exiled as a child), you still remember the great city of the drow Taaryssia.
Benefit: +1 trait bonus to Knowledge (local) and Knowledge (nobility) and one of those is always a class skill for you.

Noble Courtesan
At some point you have been a courtesan. Perhaps you did this out of desperation or perhaps you simply enjoyed the lifestyle. Regardless, you know how to listen and how to ask without asking.
Benefit: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Ruthless
You never hesitate to strike a killing blow.
Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Skilled Backstabber
Fair fights have never held any interest to you. You much prefer to strike unseen from the shadows.
Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

Terrifying
There is something about your words and mannerisms that strike fear into all who meet you.
Benefit: You gain a +1 trait bonus to Intimidate skill checks and a +1 save DC to any spell with the fear descriptor.

All Paizo classes are accepted except Gunslinger and classes from the Advanced Class Guide. Ninja and Samurai are permitted but you must explain how a drow ninja or samurai came to exist and be allied with this drow band. Rangers will find that Humanoid (elf) and Aberration are solid choices for their favored enemy.

This adventure path has challenging encounters, and therefore a mechanically viable party will be important. Keep that in mind when writing your submissions.

I already have three players who have not yet decided on their classes but will be posting in this thread to let you know who they are. I am looking for a total of six to seven. I am looking for at least one post per day. Anyone else who is interested please post an application containing a background and a character sheet.

Recruitment ends on Thursday at 11:59 PM EST, but I reserve the right to close the recruitment early if I receive a sufficient number of suitable applications.